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VALUE PROPOSITION OF INCENTIVE REWARD PROGRAMS WITH ONLINE TECHNOLOGY

MotivationApril 25, 2015Written by LoyaltyWorks1,018 views

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Statistics on mobile usage and adoption to inform your mobile marketing strategyrnIt’s no longer a case of asking whether mobile marketing important, we know it is! It’s now a question of using the statistics to understand how consumers behave when using different types of mobile devices and what their preferences are.rnMost popular devices used to search the internet: Pc/laptop – 91%, Smartphone – 80%, Tablet – 47%

11 Things You Didn’t Know About Employee Recognitionrn41% of companies that use peer-to-peer recognition have seen marked positive increases in customer satisfactionrn46% of senior managers view recognition programs as an investment rather than an expensernManagers recognizing employee performance raises engagement by almost 60%rnPeer-to-peer is 35% more likely to have a positive impact on financial results than manager only recognitionrn5 Gamification Platforms That Make Sales Contests More Effective

How Gamification is Winning

In 2010 businesses spent $100 million on gamificationrnIn 2016 that figure is estimated to reach $2.8 billionrnDeloitte cited gamification as one of Top 10 Technology trends for 2012.rnBenefits for customer-facing programs

50% increase in conversions from anonymous to registered usersrn370% increase in time spent on sitern600% increase in clicks to purchasernBenefits for employee-facing programs:

500% increase in commentsrn140% increase in time spent on sitern60% increase in employee engagementrnFor the first time more smartphones than PCs

Gamification Survey Results

Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.rnOver 60% of learners would be motivated by leader boards and increased competition between students. 89% say that a point system would increase their engagement with an eLearning application.