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billion in 2017 to USD 93 billion by 2022! Gamification is the future of employee engagement and attrition for the call center. The 80/20 servicelevel metric used by call centers does not, in fact, fit for most call centers. The global cloud-based contact center market is expected to grow from (what was) USD 6.80
Gamification: Gamification promises to make the workplace more fun by applying game design elements to business processes such as customer support, and it’s quickly gaining traction. Gartner predicts that over 70% of Global 2000 companies will have incorporated some form of gamification by 2014. 2017-11-22T14:53:16+00:00.
According to a 2017 report from Microsoft , 97% of global consumers say customer service impacts brand loyalty and their buying decisions. In addition, the use of gamification also fosters friendly competition as it inspires agents to work harder in delivering quality customer service during the first contact.
Set aside time to consider 2017. A step-up is to put the stats into a spreadsheet, allowing supervisors to see their own teams and patterns of performance and rolling up to the department and company level. It’s easy to cancel meetings when servicelevels are being missed, but it’s a high price to pay. If not, why not?
As the focus of contact center turns to creating value rather than reducing expenses, KPIs like customer satisfaction and servicelevel will become increasingly favored over metrics like Average Handling Time. Storyline: Gamification. Which Topics Are Most Important for Your Customer Service Department in 2017?
Some highlights: Contact Centers Focusing Less on 80/20 ServiceLevel. Customer Service Lexicon. The migration of call centers from on-premise equipment to cloud services has been one of the mega-trends of the past decade. Top 10 OnHoldWith Offenders this Quarter (2017). 4 Pitfalls When Measuring Occupancy Rate.
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