Latest Gamification Stories
DUBLIN, June 14, 2013 /PRNewswire/ -- Research and Markets ( http://www.researchandmarkets.com/research/hcnldx/us_social_tv) has announced the addition of the "US Social TV Revenue Opportunities" [http://www.researchandmarkets.com/research/hcnldx/us_social_tv ] report to their offering. (Logo: http://photos.prnewswire.com/prnh/20130307/600769 ) Television is in the midst of a disruptive phase of transformation that will ultimately change how the medium...
Speaks on Gamification; Demonstrates its custom software solutions for the Capital Markets industry SANTA CLARA, Calif., June 13, 2013 /PRNewswire/ -- Tavant Technologies, a leading provider of customized software solutions to the Capital Markets industry, is presenting and exhibiting at the SIFMA Tech to be held at Hilton New York on June 18 and 19. Tavant has deep expertise in developing customized solutions for Retail Brokerages, Investment Banks, Wealth Management Firms,...
Make Their Day Research Firm and Badgeville shed light on driving the best work out of today's employees REDWOOD CITY, Calif., June 13, 2013 /PRNewswire/ -- Make Their Day, leading employee motivation firm, and Badgeville, the #1 gamification platform, today released results from a recent Employee Recognition study of over 1,200 workers in the contemporary workforce. The study explored how management can drive top performance of employees today. Survey participants spanned across...
“Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 – 2018)” is the new market research report added to ReportsnReports.com store. Dallas, Texas (PRWEB) June 05, 2013 Gamification refers to the social layer that involves engagement and loyalty, which exists on any enterprise or consumer-facing...
DALLAS, June 4, 2013 /PRNewswire/ -- According to new Report "Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, HR, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)", is estimated to grow from $421.3 million in 2013 to $5.502 billion in 2018. This represents a compound annual growth rate (CAGR) of 67.1% from 2013 to 2018. In the...
NICE's offering allows organizations to incorporate collaboration and gamification into their operations RA'ANANA, Israel, May 29, 2013 /PRNewswire/ -- NICE Systems (NASDAQ: NICE) today announced the release of Workforce Management [http://www.nice.com/workforce-management ], Performance Management [http://www.nice.com/contact-center-performance-management ], and Incentive Compensation Management [http://www.nice.com/incentive-compensation-management ] versions 6.2, which...
PropertyValues.us.org develops gamification technique to ensure every customer complaint is handled well. (PRWEB) May 28, 2013 PropertyValues.us.org has introduced gamification training to improve their rate of complaint resolution, the company said yesterday. “Finding a way to deal with a customer complaint fairly is the hallmark of a good business,” a company spokesman said. “The most recent studies show that the best way to train your team in complaint resolution is through...
Nestle Japan, Nippon Television, and Dr.Ci:Labo utilize Sprocket to propel customer engagement across web, mobile and ecommerce channels KYOTO, Japan and REDWOOD CITY, Calif., May 23, 2013 /PRNewswire/ -- Yumemi, Japan's market and technology leader in mobile commerce, today announced a partnership with Badgeville, the #1 gamification platform, to power Sprocket, its new engagement offering for marketers. Sprocket complements Yumemi's suite of existing marketing solutions for web,...
The #1 Gamification Platform recognized alongside enterprise software leaders IBM, Marketo, Eloqua, NetSuite, Adobe and more REDWOOD CITY, Calif., May 22, 2013 /PRNewswire/ -- Badgeville, The #1 Gamification Platform, today announced it was named the winner of the SIIA CODiE for Best Cloud Platform-as-a-Service. Badgeville was recognized for its leadership in delivering the most powerful Cloud-based gamification platform to increase engagement across websites, mobile apps and...
JouleX Energy Manager Technology Among Those Addressing Themes of Building Energy Efficiency and Stakeholder Engagement, Especially through the use of Gamification ATLANTA, May 22, 2013 /PRNewswire/ -- JouleX, a leading innovator in sustainable enterprise energy management systems for buildings, industrial controls, and IT infrastructure, today announced that it has been recognized as a "Cool Vendor" for a second time in the "Cool Vendors in Green IT and Sustainability, 2013"[i]...
