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Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification(1st ed.)

机译:忠诚度3.0:如何通过大数据和游戏化革新客户和员工的敬业度(第一版)

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摘要

The systematic bestowment of prizes to steer human behavior has been done since Antiquity. For instance, the Corona Muralis (mural crown) was awarded to the first Roman soldier to climb a besieged fortress and successfully plant the army's standard upon it. In business, the adoption of reward systems took nearly two additional millennia: Early nineteenth century merchants began awarding patrons with tokens, tickets or trading stamps for their purchases. When enough of the former had been collected, they could be traded in for merchandise or prizes. The rationale behind these programs was twofold: first, they stimulated repeat purchases, i.e. customer loyalty, and increased long-term profitability; second, they differentiated merchants that implemented them from competitors.
机译:自古代以来,就已经有系统地授予奖励以奖励人类行为。例如,科罗纳·穆拉利斯(Corona Muralis)(壁画冠)被授予首位罗马士兵爬上被围困的堡垒,并在其上成功建立了军队的标准。在商业中,奖励制度的采用又花了近两个千年的时间:19世纪初,商人开始为顾客提供购买代币,门票或交易邮票的奖励。一旦收集了足够多的前者,就可以将它们换成商品或奖品。这些计划的依据是双重的:首先,它们刺激了重复购买,即客户忠诚度,并提高了长期盈利能力;其次,他们将实施它们的商人与竞争对手区分开来。

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