Uhlangothi Lomuntu Lwe-Gamification

ukugembula ohlangothini lomuntu

Izinhlangano ezibandakanya amakhasimende nabasebenzi zibona ukuthuthuka okungu-240% emiphumeleni ehlobene nokusebenza. Ukukhuphuka komkhiqizo, ukugcinwa okukhulayo, ukusebenzisana okwandisiwe, ukwanda kokuthandwa komkhiqizo, isikhathi esandisiwe kusayithi nokwanda kokwabelana komphakathi. Ukutholakala kwedatha enkulu kuhlanganiswe nezinzuzo ze-gamification kuholela entuthukweni enkulu kule mboni.

Ngokuvumelana ne I-Gartner: Ngonyaka ka-2015, ngaphezu kwamaphesenti angama-50 ezinhlangano ezilawula izinqubo zokuqamba izinto ezintsha zizodlala lezo zinqubo, ngokusho kukaGartner, Inc. Ngo-2014, insiza edidiyelwe yokuthengisa izimpahla zabathengi nokugcinwa kwamakhasimende izobaluleka njenge-Facebook, i-eBay noma i-Amazon, futhi ngaphezu kwamaphesenti angama-70 wezinhlangano zeGlobal 2000 zizoba nokusebenzisa okungenani okukodwa okukhethiwe.

Lokhu infographic kusuka I-Bunchball ichaza iGamification, kungani izinkampani zisebenzisa ubuchwepheshe, nokuthi yini

bunchball-khalazi

UCABANGANI?

Le sayithi isebenzisa i-Akismet ukunciphisa ugaxekile. Funda ukuthi idatha yakho yokuphawula isetshenziswa kanjani.