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  2. Fish! Philosophy - Wikipedia

    en.wikipedia.org/wiki/Fish!_Philosophy

    Sprint call center in Lenexa, KS, used Play to make the job more fun. Employees selected music for common areas and the dress code was relaxed. Managers worked to Be There by asking employees for their ideas on improving the business. Four-year productivity rose 20% and first-year employee retention increased 25%. K-12 education use

  3. Customer service training - Wikipedia

    en.wikipedia.org/wiki/Customer_service_training

    Customer service training (CST) refers to teaching employees the knowledge, skills, and competencies required to increase customer satisfaction.

  4. Customer service - Wikipedia

    en.wikipedia.org/wiki/Customer_service

    Customer support. Customer support is a range of consumer services to assist customers in making cost-effective and correct use of a product. [9] It includes assistance in planning, installation, training, troubleshooting, maintenance, upgrading, and disposal of a product. [9] These services may even be provided at the place in which the ...

  5. Customer success - Wikipedia

    en.wikipedia.org/wiki/Customer_success

    Customer success. Customer success, customer success management, or client advocacy is a business strategy aimed at ensuring that customers achieve their desired outcomes while using a product or service. It involves proactive engagement, personalized support, and ongoing assistance to help customers derive maximum value from their investments ...

  6. AOL Mail

    mail.aol.com

    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  7. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [28] Early gamification strategies use rewards for players who accomplish desired tasks or ...

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