雷声大雨点小:社交类游戏已走入末路

2014-06-24 11:39:22来源:可可英语

  “You are starting to see travelers make their own decisions and not follow policies,” said Alicia Tillman, vice president of business services for American Express Global Business Travel. “How do you take the very best elements of social media and mold a solution around those elements and attach it to a corporate goal?”

  美国运通全球商务旅行部商务服务副总裁艾丽西亚o蒂尔曼指出:“现在有些商务出差人员不遵守公司政策,自己做决定。那么你怎样充分利用社交媒体的优势,同时围绕这些优势提出一个解决方案,并且把它联系到企业的目标上来?”

  For Amex, the answer is GoTime, which it is developing on Badgeville as a premium service for corporate accounts. During a pilot with about 100 travelers, one Amex client realized a 7 percent increase in bookings with preferred airlines, a 12 percent jump in the number of travelers reserving their ticket with advanced purchase pricing breaks, and a 3 percent increase in hotel reservations booked at the same time as a flight, Tillman said.

  美国运通对这个问题给出的答案就是GoTime。它是基于Badgeville公司的游戏化技术开发的一项针对企业用户的高级服务。在针对100名商务出差者进行的试用中,美国运通的一个客户在合作航空公司的订票出现了7%的增长,出差人员提前预订打折机票的比率更是跃升了12个百分点,而且在预订机票的同时,预订酒店的比例也增长了3%。

  Amex plans to roll out the service selectively; it takes about a month to get clients up and running, including the time it takes to gather data about objectives and travel information for profile setup. “We wanted to bring a modern method to solving what is an age-old problem in the industry . . . We’re going to skeptical because we need to be,” Tillman said.

  美国运通计划有选择性地推出这项服务。用户将这个平台投入使用大概需要一个月的时间,包括收集用于建立个人资料的目标数据和差旅信息的时间。蒂尔曼说:“我们想引入一种现代化的方法来解决行业的一个老问题……我们之所以要在这个问题上要保持多疑,那是因为我们需要这样做。”

  That sentiment is echoed by Gartner’s Burke, who cautions companies to temper their excitement about the gamified mobile apps or websites and to think more practically about how digital engagement makes sense within their existing business model. “In time, when gamification matures, and there are more consistent examples of success, people’s opinions will change once again to become more positive, but at that point, they will be guided by a more realistic sense of the possibilities and limitations of gamification.”

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