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Getting to the HEART of Business

This is an incentive and gift card blog, but at the heart of our industry is full of interesting stories about businesses, how they start, and what makes them keep on ticking. Check out Anthony Tjan’s post on
Harvard Business Review:
Great Businesses Don’t Start with a Plan to learn how GiftCard Partners was started and what makes it tick. Ed Shulkin’s post (Eshukin on the blog) is a great reminder of why we are all in business. Enjoy!

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How the Hospitality Industry AND Retailers are Capturing Loyal Vacationers

As the economy continues to improve, I for one am thinking about how and where to vacation this summer. On a personal level, I know I will grab up deals with extra gift card dollars wherever I can find them. And with professional interest, Harris Interactive’s recent survey (on behalf of Choice Hotels) seems like really great timing for the loyalty rewards market. The survey reports that out of  the 2,100 U.S adults that were surveyed, over 87% of Americans plan to travel for leisure this summer, and they report that if they had an extra $50 to spend on their vacation, they'd be most likely to spend it on:

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Gamification for Motivating Customer Loyalty?

We’ve been writing a lot about how gamification is taking employee motivation and engagement programs by storm, but does the same People + Participation = Productivity[1] theory apply to customer loyalty and incentive programs? Destination CRM.com says YES: “The things that make games so compelling can equally make employees, partners, [and] customers addicted to your B2B or B2C offering.” And we at GCP are compelled to say YES as well with case studies like this: Samsung saw impressive boosts in their customer loyalty program via their social loyalty program, Samsung Nation. With the Badgeville gaming platform, they grew their user generated content and website traffic, but more importantly; they achieved financial results as well! “Samsung, in return, saw 66 % more users submitting 447 % more product answers on its global Web site. Even more impressive, the user-generated content prompted 34 % of users to put 224 % more items in shopping carts”, states CRM.com’s article Game On. The reward is an important aspect of any motivation and incentive program, and since these games can be played online and anywhere in the world, the rewards should also offer international value. Gift cards are a common customer loyalty reward, but onthe international front; GCP offers maxchoice international vouchers. They act like gift cards, but with even more flexibility for international customers. Check out more information on
maxchoice premium international vouchers. For more in-depth information and case studies, check out
Game On: Gamification Strategies Motivate Customer and Employee Behaviors [1]
Engagement Strategies Magazine Game Theory: People + Participation = Productivity

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The Important Relationship between Engaged Employees, Brand, and Engaged Consumers

With social media and current marketing trends it is becoming increasingly difficult to identify "insiders" and "outsiders" in an organization. This new and changing climate provides opportunity for brand ambassadors, and puts companies in a position where they hope their organization is put in good standing on social media sites, message boards, and on blogs. Ensuring that your employees are engaged at work creates a likely environment that they will become positive brand ambassadors in online public spaces, and in turn engage consumers.
Here are some tips from a PR Web article on how to engage your employees to become positive brand representatives and teach them how to drive the consumer brand experience. 

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Incentive Experts Point to Gamification as Top Incentive Trend

For many employers, making the connection between “games” at work and increased productivity can be a tough leap to make. But evidence of the success of gamification increasingly piles up and now there are many corporate success trends we can point to. Yet, the term “gamification” and the motivation technique is becoming a cornerstone of corporate and employee incentive programs. Snowfly, an employee recognition and incentive company reports over 2,700,000 hits on Google for the term, over 150 million of their corporate performance games have been played, and they expect gamification to be a 2.8 billion dollar business by 2015.1 In
Snowfly’s 16 Key Findings for Success white paper, they tout that their workplace games have a 93% participant approval rate within incentive and employee performance programs, yet the national approval average for traditional programs hovers around 45%.2 Many more key discoveries and lessons learned can be found in the
white paper. In
Incentive Research Foundation’s (IRF) recent top trends webinar, they list gamification as #4 out of their
12 Trends in Rewards and Recognition for 2012. IRF white paper outlines Gartner Group’s prediction “that by 2015, half of all managed innovation processes will include game mechanics, and that by 2014, 70% of all the Global 2000 organizations will have at least one “gamified application” in place.3 The future seems quite bright for this innovative interactive method of motivating, incenting, and rewarding. Are you using such techniques yet? Sources: 1 & 2:
Gamification after Twelve Years and 150 Million Games: 16 Key Findings for Success 3:
IRF Trends &
Gartner’s report: Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes

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