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The role of the predictive gamification to increase the sales performance: a novel business approach

机译:预测赌博的作用增加了销售业绩:一种新的商业方法

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PurposeThis paper aims to examine the impact of predictive gamification, through a sales simulator game, as a strategy to minimize sales problems in organizations.Design/methodology/approachThis empirical study was executed in a large global company that produces and markets footwear for B2B and B2C markets. The company operates in more than 18 countries and adopts the gamification to train 7,600 sellers and 10,052 professionals directly linked to the sales area. The methodology adopted followed a qualitative and exploratory approach based on an in-depth case study analysis.FindingsResults indicated that the use of predictive gamification allowed mitigating future problems, in average, four months in advance of the arrival of the new products at the points of sale. The main findings included improvement in sales arguments, product knowledge and sales closure. The company assigns the results to the implementation of the gamification and the possibility to simulate the evaluation of the level of readiness of the sales force resources. For this, the following three primary variables emerged: adequate definition of training content, analysis of the learning process and simulation of store reality.Research limitations/implicationsThe authors introduced to the sales training literature the concept of predictive gamification. The predictive gamification allows anticipating and reducing future problems before the arrival of the new products in the market, improving the argument of sales, the knowledge about the products and the ratio of sales conversion of stores.Practical implicationsFirst, the content design of gamification needs to be carefully projected before the simulator development, considering the target audience and its particularities. Second, the construction of evaluation activities needs to consider contexts, actions and results. Third, monitoring the paths taken by the seller in the simulator environment is requisite. Fourth, the analysis of the results of vendor responses in the simulator environment can be obtained through learning management system reports. Fifth, the development of game simulators with advanced technologies may be done with low investment.Originality/valueThe findings have implications for the field vis-a-vis three main research gaps identified in the literature discussing gamification in sales training. First, the authors identified best practices from the application of gamification in sales training. Second, they showed the sales qualification processes, which can be improved by applying gamification. Third, they presented strategies of use of gamification as an approach allied to the training of sales professionals to generate enhanced sales results.
机译:目的案例旨在通过销售模拟器游戏来研究预测游戏的影响,作为最大限度地减少组织销售问题的策略.Design/Methodology/ApproChis实证研究是在一家大型全球公司中执行的,该公司为B2B和B2C生产和市场鞋类市场。该公司在18多个国家开展业务,采用博彩化,培训7,600个卖家和10,052名专业人士,直接与销售区联系。采用的方法采用了一种基于深入案例研究分析的定性和探索方法.FindingsResults表示,使用预测赌博的使用允许平均减轻未来问题,平均在新产品到达的到来之前四个月销售。主要调查结果包括销售争论,产品知识和销售封闭的改进。该公司将结果分配到实施博彩和模拟销售队资源准备水平评价的可能性。为此,出现了以下三个主要变量:足够的培训内容定义,分析了商店现实的学习过程和仿真。研究限制/含义向销售培训文献引入了预测游戏的概念。预测赌博允许预测和减少市场在市场上新产品到达之前的未来问题,提高销售的论点,对产品的知识和商店的销售转换比率。博彩的内容设计需要设计在模拟器开发之前仔细预测,考虑到目标受众及其特殊性。其次,评估活动的构建需要考虑上下文,行动和结果。第三,监控卖方在模拟器环境中采取的路径是必要的。第四,通过学习管理系统报告可以获得模拟器环境中供应商响应结果的分析。第五,具有先进技术的游戏模拟器的开发可以通过低投资来完成。历史/估值结果对该领域的发现有影响,在文献中讨论销售培训中的群组化讨论的群体。首先,作者通过在销售培训中的应用中确定了最佳实践。其次,他们展示了销售资格流程,可以通过应用游戏改进。第三,他们提出了使用赌博的使用策略,作为促进销售专业人员培训的方法,以产生增强的销售结果。

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