Gamification and Business Information System for Effective Customer Relationship Management

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Added on  2023/06/12

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This article discusses how gamification and business information system can contribute to effective customer relationship management. The Balanced Scorecard framework is applied to measure performance. The article also highlights the importance of maintaining a healthy customer relationship for business growth and development.
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Analyse and explain specifically how your game and BIS will measure and evaluate its
performance against the value claimed above. To do this, you will apply the Balanced
Scorecard as specifically as possible
Business information system is determined as management system taken into consideration in
order to acquire and analyse information which further facilitates an effective decision-
making. on the other hand, Gamification is determined as procedure of adding game
mechanics into existing procedures or technological elements in order to increase user
participation In the same. The primary purpose behind consideration of gamification lies in
ensuring effective engagement of customers, workforce, partners of business. Furthermore,
the meaningful process of communication is influenced with the support of business
information system as it provides access to necessary and required information in order to
carry out the processes in an efficient manner (Kim, and et.al., 2018).
Balanced scorecard framework
Internal business: though, respective business organisation has a strong idea of
business which facilitates in holding a strong market position among various
competition brands in the market. For instance, gamification will increase the
excitement of using services of respected business organisation for customers as well
as taxi drivers engaged in serving customers. In addition to that, it will facilitate in
attracting an additional amount of customer base towards products and services
offered by respective in this organisation as well as retaining existing customer base.
Furthermore, shareholders of respective organisation will be provided with additional
values with increase in sales of services offered by respective organisation as it will
result in higher profits and satisfied customer base.
learning and growth: In order to carry out the changes In an efficient manner, there
is a need for ability of adaptability in respective business organisation in order to
implement develop strategies for the same. Moreover, access to higher customer base
with gamification will ensure growth of travel blue with increasing sales of products
and services offered by the same. Furthermore, Business information system
facilitating accumulation of information and knowledge which further influences
reflective gamification contributes values towards organisational growth and
expansion.
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Customer: in order to ensure effective use of efforts raised towards gamification,
customers must be presented with this innovative idea in an efficient manner. For
instance, consideration of effective marketing practises highlighting innovative
approach of respective organisation in order to engage customers as well as taxi
drivers or employees. Furthermore it will allow respective organisation to attract the
target customer base towards their services offered in the market. Therefore,
respective organisation need to appear with changes as values towards innovation and
creativity which will result in allowing them to seek customer attention effectively.
Financial: Changes in existing processes incurs Cost and efforts which could be raise
through shareholders Against shares of respective organisation. for instance, it will
allow blue travel to fuel up there operations and activities towards implementation of
changes in the workplace. Furthermore, Increasing sales off services provided by
respective organisation will result in increasing revenues as well as profits from
invested capital. In addition to that, it will further contribute various additional efforts
towards organisational growth and success (Beynon-Davies, 2019).
Evaluate how the game and BIS will support and improve your customer relationship
management (CRM) and/or stakeholder requirements.
Customer relationship management or CRM is determined as technology taken into
consideration in order to manage and maintain relationship and interaction with customers.
For instance, it is a process where business organisations administer there interaction with
customers using analysis of data or information. The primary and foremost purpose of CRM
Is to facilitate business organisations in staying connected to their customers with healthy
relationship and Interactions. Furthermore, business organisations consider application of
customer relationship management in order to retain their existing customer base so that they
can contribute efforts towards attracting additional customer base.
business information system supports a business organisation by providing them access to
essential information or knowledge According to their needs and requirements. In addition to
that, this essential and significant information could be further used in designing and
development of required strategies to be implemented. Moreover, information acquired in
BIS includes market trends in customer preferences which a company uses in designing and
development of desired product or service will be served to customers. This positive aspect
facilitates respective organisations to meet customer requirements by providing them with
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ideal or desirable product or service. Therefore, business information system will influence
effective customer relationship management by providing a business organisation with
required and essential knowledge from the market (Guerola-Navarro, and et. al., 2021).
gamification in existing processes result in generation of additional leads in sales of
production services offered by respective organisation. For instance, initiating additional
efforts towards betterment of existing product or service in order to contribute various
additional values toward customers, it will facilitate in attaining satisfied customer base. In
addition to that, gamification will make duration of service more exciting and fun for
customers with the desired gamification. Furthermore, it will ensure effective engagement of
customers with services of respective organisation in order to promote innovative and
creative approach of travel blue. Therefore, gamification will result in contribution of
various additional efforts towards customer relationship management organised by respective
business organisation.
Referring to above mentioned information, it determines that business information system
influences gamification in existing processes or technological elements. In addition to that,
gamification and business information system both contribute values towards customer
relationship management by providing customers with creative and fun services. Moreover,
there is a necessity for respective organisation to maintain a healthy customer relationship by
providing them with quality product or service as well as post service customer support. All
these positive aspects result in improvising and enhancement of brand image of travel blue
among customers in society. Furthermore, satisfied customer base is determined as indication
of business growth and development as it is able to satisfy customers by providing them with
product and services according to their needs and requirements. Therefore, an effective
customer relationship management further facilitates in ensuring future success of respective
business organisation in carrying out business operations and activities (Das, and Mishra,
2019).
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REFERENCES
Books and Journals
Kim, and et.al., 2018. What is gamification in learning and education?. In Gamification in
learning and education (pp. 25-38). Springer, Cham.
Beynon-Davies, P., 2019. Business information systems. Red Globe Press.
Guerola-Navarro, and et. al., 2021. Customer relationship management and its impact on
innovation: A literature review. Journal of Business Research, 129, pp.83-87.
Das, S. and Mishra, M., 2019. The impact of customer relationship management (CRM)
practices on customer satisfaction. In Business governance and society (pp. 43-54). Palgrave
Macmillan, Cham.
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