TDCX MY, Connected Case Study
There is no excerpt because this is a protected post.
There is no excerpt because this is a protected post.
Samsung Blue Academy was designed as a sales training for retail executives in Malaysia and was extremely successful, with 4,000 players and 4 million challenge completions.
A bank worked with Gametize to create Mission Digitization, aiming to educate frontline staff on their bank’s digital offerings and improve their product and customer service knowledge.
Gamification is the use of game elements like points and rewards to increase engagement, acknowledge loyalty or competence and make life easier and more fun. Critics often regard it in isolation, forgetting the dull and even adversarial reality it is meant to enliven. But the opposite of engagement is not lack of engagement. The opposite of engagement is repulsion. With that in mind, I’d like to offer an example of a recent experience I wish had been gamified.