It’s that time, setting better intentions for ourselves to get healthy. Whether it be going to the gym more or eating better, which are literally the top two resolutions the general public gravitates towards, and we’ve got the research to prove it (see the infographic below)! But let’s get to the nitty-gritty of why 2018 is the year to cultivate a winning wellness program. Source: Accelerant Research As the wellness industry continues to evolve (now grossing a whopping $6 billion), it’s becoming more transparent, and providing more information that is readily available for the general population, we can see now how important health and wellness plays in our daily lives, not only for current state of well being, but there is proven research that shows increase in work productivity/performance, less stress-more happiness, and life longevity. So many wonderful benefits and a better quality of life can be achieved with a simple health and wellness program, and the working men and women are taking notice. “More than three-quarters of job seekers say benefits are “very important” when considering a job offer, and 69% say they might choose one job over another if it offered better benefits.”-Source: Spring Buk. Which is why […]
Category: Infographics
Visa® Prepaid Card Can Benefit Your Bottom Line
Visa® prepaid incentive cards can help your company drive efficiency and lower costs. If you are currently using checks to reward your customers imagine being able to save thousands of hours in processing time and lowering costs by more than 30%. You will also decrease the payment and delivery time thus making your clients happier so they will return and be your advocate. […]
Bottom Line: Why Ignoring Gamification Will Cost You Time and Sales
Marketers have been experimenting with ways to gain loyalty with their customers for centuries. Gamification is the concept of using game tactics in marketing strategies. Gamification Started with S&H green stamps (1896), airline miles, and credit card points. 50-year-olds today were born in 1955. They played pong (1972), Atari 2600 (1977), along with Pac Man (1980) and Donkey Kong (1981). Read on to learn about the evolution of gamification. 1979-MUD1 is created by Roy Trubshaw, it was the first multi-user virtual world game. 1981-American Airlines introduces AAdvantage, the first frequent flyer program 1983-Holiday Inn launches the first hotel loyalty program. 1987-National Car Rental launches the first car rental rewards program 1990-30% of American households own an NES. A new generation of gamers is born. 2003-Nick Pelling creates the term Gamification 2007-Bunchball creates Dunder Mifflin Infinity, a gamified website for the TV show, The Office. It receives over 8 million page views in 6 weeks. 2009– Quest to Learn accepts a class of 6th graders into a game-based learning environment. 2010-DevHub adds a point system to its website and increases engagement by 70% 2012– Gartner predicts 70% of Global 2000 organizations will have at least 1 gamified app by 2014. 2012-Modzilla […]