A Comprehensive List of 90+ Gamification Cases with ROI Stats


(This post would not have been possible without the help of Mario Malkav Colombo and Massimiliano Currobolo, students at University of Milan – Bicocca and high scorers on my blog engagement system on the right)

It’s all about the Gamification Case Study

I still get questions these days about whether gamification is just a fad and whether it has any market impact whatsoever. Who can blame them? There’s still a ton of people who call themselves experts in gamification, but all they know how to do is to slap on PBLs (Points, Badges, Leaderboards), hoping something will miraculously be fun just because you have some game mechanics that are found in every single failed game too.

Luckily, there are enough case studies out there that can actually show numbers of multiple digit improvement of core metrics and KPIs that I believe Gamification will end up staying in multiple industries as a way to engage users and make experiences more enjoyable.

Of course, when you add gamification, you still need to focus on the 8 Core Drives and make sure there is a balance between White Hat and Black Hat Gamification Techniques (this leads to the topic of ethics in gamification, which I talk about a lot too), but overall, what is factual now is the ROI (return on investment) it can bring to companies if designed correctly.

Below are a list of gamification cases with ROI stats and figures, with links to the case studies, so you can see for yourself the huge impact it is causing on businesses.

Many of these examples and lists can be seen on other websites such as the Enterprise Gamification Consultancy and Barnraisers, which are great sites, but I wanted to make this list only focus on cases that have pure numbers or %s that can be measured as ROI.


Enterprise Gamification Case Stats and Figures

  1. SAP: The SAP Community Network regamified its already-mature reputation system, increasing usage by 400% and community feedback by 96%
  2. SAP Streamwork: added gamification in brainstorming groups and grew generated ideas by 58%
  3. Onmicare: introduces gamification to its IT service desk, getting a 100% participation rate from teams members
  4. Astra Zeneca: gamified medicine training gets 97% of their large network of agents to participate, with a 99% Completion Rate
  5. CaLLogix: reduces attrition by 50% and absenteeism by 80%. The company saves $380,000 per year
  6. Slalom Consulting: participation of employee name recognition program increased from 5% to 90%, and recognition scores improved from 45% to 89%
  7. Galderma: pharmaceutical company, uses gamification to train their sales division regarding new products. Despite the voluntary participation, nearly 92% of targeted employees ended up playing
  8. Spotify and Living Social: replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily
  9. Objective Logistics: the company motivates the employees through behavioral rewards and increases their profit margin by 40%
  10. Inside View: gamifies their employee social media usage and increased Twitter updates by 312%
  11. Keas: employment wellness program that increased employee engagement with healthy activities by 10,000% (100x)
  12. Danske Statsbaner: through their “Engaged” platform, employees share their actions that support the value and strategy of the company, resulting in 92% positive ratings in content
  13. Google: designed a Travel Expense System resulting in close to 100% of employee compliance for travel expenses
  14. Deloitte: training programs that are gamified took 50% less time to complete and massively improved longterm engagement
  15. Engine Yard: increased the response rate for its customer service representatives by 40% after posting response-time leaders to all employees
  16. Nextjump: uses gamification to get 67% of their employees to go to the gym
  17. Bluewolf: gamified online conversations and posting increased employee community activity by 57%
  18. Ford Canada: gamified it’s learning portal for employees and increased actions per user by 100% within 5 weeks
  19. Blueshield’s Wellivolution: Team gamified system resulted in 80% of employees participating in at least one wellness program, and 50% of employees dropped smoking behavioral
  20. Idea Street: the Department of work In UK used game mechanics to get 120,000 people to contribute 4000 ideas, with 63 of them implemented in the marketing department
  21. EMC RAMP: with their gamification platform, the company rewarded positive behavior from employees, partners and customers which led to a 10% increase in documentation, 40% more videos watched and 15% more discussions

 Sales Gamification Case Stats and Figures

  1. Autodesk: gamified the free trial, incentivizing users to learn how to use the program and offering both in game and real word prizes, increasing trial usage by 54%, buy clicks by 15% and channel revenue by 29%
  2. ePrize: increased the participation in their sales event by 10% by creating a participation-based point economy 
  3. LiveOps: call center reduces call time by 15% and increases sales by over 8%
  4. Step2: children’s retailer used PowerReview’s social loyalty scheme to boost up sales with a 300% increase in revenue from Facebook and 600% in contents uploaded
  5. Domino’s Pizza: created the gaming app Pizza Hero and increased sales revenue by 30% by letting customers create their own pizza with an app
  6. Moosejaw, clothing company, that used an innovative gamified system that saw 76% of sales revenue come from gamified activities, including 240k social media impressions, resulting in a 560% ROI from initial marketing expenditures
  7. Silver Grill Cafe: received a 66% Return on Investment for having its waiters/waitresses play a cross-selling game
  8. Cisco: used gaming strategies to enhance its virtual global sales meeting and call centers to reduce call time by 15% and improved sales by around 10%
  9. Popchips: uses games to personalize mobile advertising and has seen its sales rise 40% leading to $100 million in sales.
  10. Teleflora gamified its store with a social engagement scheme offering points for actions, increasing traffic from facebook by 105% and conversion rates by 92%
  11. America’s Army: 30% of americans age to 16 to 24 had a more positive impression towards and has recruited more people than all the other methods combined while costing a fraction of the marketing cost
  12. Extraco Bank: raised customer acquisition by 700% through gamified system
  13. Lawley Insurance: with a 2-week contest, the company closed more sales than the previous 7 months combined
  14. Playboy: in its Miss Social game, 85% of their users play more than once, with 50% returning a month later, resulting in a 60% increase in monthly revenue
  15. Kill The Paper Invoice: increased website visits by 108.5%, and a conversion rate of 9.38% through a gamfiied system
  16. Sneakpeeq.com: increased their conversion rate by 18% with a 3000% lift in total numer of click-per-buy
  17. Ford Escape Route: with this game, Ford’s customers bought over $8 million in vehicles, with 600% increased likes on FB page, and over 100 million impressions on Twitter
  18. Investorville: with a property-investing game, Australia’s Commonwealth Bank created 600 new loans
  19. Hewlett Packard: launched Project Everest to give rewards like holidays and other goods to the best reseller teams and saw a 56.4%.

Product Gamification Case Stats and Figures

  1. Microsoft: improved it’s translations for Windows OS through the Language Quality game with over 900 employees completing 26,000 tasks with 170 additional errors reported
  2. Leadership Academy: within three months, daily visitors increased by 46.6% with one user earning the Leadership Academy Graduate Badge, which was expected to take 12 months
  3. Microsoft: obtained 16x more feedback by people through its Communicate Hope gamified system
  4. EMC2: increased the amount of feedback it received by 41%
  5. Dosomething.org:  got a 26% response rate from teen audience to a scavenger hunt game
  6. OpenText: implementation of a leaderboard contributed to a 250% increase in business usage and adoption
  7. Volkswagen: got 33 million webpage hits and 119,000 ideas through its People’s Car Project that lets people design their “perfect car”
  8. Samsung Nation: 500% increase in customer product reviews, and 66% increase in site’s visits when using a gamified system
  9. Beta One: Microsoft’s Testing Division get a 400% increase in participation for the pre-release testing

Lifestyle Gamification Case Stats and Figures

  1. OPower: reduced measurable energy consumption by over $100M
  2. Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site
  3. ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53%
  4. Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank.
  5. The World’s Deepest Bin: 132% more trash collected compared to conventional bin
  6. Piano Stairs: 66% more of people use the stairs, if they can produce music with it
  7. Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed
  8. Toilette Seat: 44% of increase in lifting the toilet seat when urinating
  9. Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year
  10. Recycle Bank grew a community of 4 million members by providing a gamified recycling platform.
  11. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%

Consumer Behavior Gamification Case Stats and Figures

  1. MTV My Chart: lets users create their video chart based on various game dynamics, and obtained 500,000 votes and 150,000 videos viewed within 3 months
  2. Joiz: a Swiss television network increased sharing by 100% and social referral traffic by 54% with social infrastructure and gamification technologies
  3. Muchmusic.com: increased their music userbase by 59%
  4. Marketo: layered a game platform on their community and saw a 71% lift in daily activities, 36% increase in ideas submitted and 48% increase in question replies.
  5. Interscope Records: the company obtained a 650% increase in engagement and interaction with the website
  6. Verizon: users spend over 30% more time on-site with social login games versus a regular site login
  7. Allkpop: during the week long promotion of game mechanics, the online news site experienced a 104% increase in shares, 36% in comments, and 24% in pageviews.
  8. SessionM: offers mobile publishers a platform for adding game mechanics into apps, increasing 35% in retention and reduced bounce rate by 25%, all while seeing 40x increase in engagement rate in social activities
  9. Buffalo Wild Wings: the campaign generated more than 100 million social impressions on SN, as well as a 500% increase in participation rate
  10. Green Giant: generated 420,000 likes on Facebook through their gamified system
  11. NickTV: introduces a game-based role-playing platform as heroes and within 2 months obtained 750,000 pages views (200% the amount of the usual traffic for the entire nicktv.it website), over 50,000 users and over 4,000,000 sessions on the website, with an increase in time spent on site by 25%
  12. More than a Game: The interviewer changed the formulation of surveys, obtaining a 98% response rate and a 87.5% in descriptive words within answers
  13. BlurbIQ: introduced Interactive Video Interruptions and within two weeks obtained 915% more interaction, 1400% increase in click through rate and 95% increase in recollection
  14. Bell Media: increased customer retention by 33% by incorporating “social loyalty” rewards on its website
  15. Club Psych USA: saw a 130% jump in page views and a 40% increase in return visits towards the game 
  16. American Express: the company has gotten over 2 millions likes on Facebook through their Nextpedition gamified system
  17. Boyd Game: the casino gets over 700,000 visits each month by introducing gamification on its website
  18. Verizon Wireless: more than 50% of site’s user participate in this gamified environment and spend 30% more time on the site
  19. Topliners: introducing the gamification in the community lifted active users by 55%
  20. SAP ERP: introducing game mechanics improved user participation with telepresence increasing by 29.75%
  21. GetGlue: Has build a community of 2 million users around a gamified t.v. feedback platform, 20% of all social media posts to dedicated t.v. show pages during primetime come through GetGlue. (Link in Italian)
  22. Ask.com uses game mechanics to increase user engagement through real-time notifications and activity streams, increasing answered questions by 23% and votes by 58%
  23. MuchMusic.com implemented a social loyalty program, rewarding users with tangible gifts such as concert tickets and led to weekly activity increase by 59%

Education Gamification Case Stats and Figures

  1. Beat the GMAT: students increase their time spent on site by 370% through a gamified system
  2. OTT, an e-learning provider, increased by 65% user engagement, with some users peaking at over 300%, by adding a reward system
  3. Deloitte Leadership Academy, an executive training program, increased by 46.6% the number of users that returned daily to their platform by embedding gamification mechanics into it
  4. Stray Boots & A.L.Penenberg: the professor taught journalism through gamification and saw student grades increase by more than a letter grade
  5. Devhub: a place for Web developers, added gaming feedback and watched in awe as the percentage of users who finished their sites shot up from 10% to 80%
  6. Foldit: gamers have solved a 15-Year AIDS Virus Protein problem within 10 days

Scientific research related to the effect of Gamification

  1. Research findings support the impact of levels, badges and a (dummy) feedback system connected to a study course, results were significant, with 18.5% higher average grade for students enrolled in the gamified course. 
  2. Research findings support the impact of levels, points, leaderboards, streaking and visual storytelling to improve participation in crowdsourced assessments. Results were significant with an increase of 347% of participants returning for recurrent participation. (compared to control group)
  3. Research findings support the impact of point based levels (Status titles) and leaderboards to IBM’s internal social network service. Short term impact showed 92% increase in comments posted, within this research long term engagement was also measured and  an increase of 299% more comments posted was found compared to the control group. 
  4. A subsequent research in the same social network service above showed the effects of removing the point based levels, status titles and leaderboards. The removal of the game mechanics showed a significant result as across the board activities on the social network service dropped by 52%. 
  5. Research findings support the impact of narrative, leaderboards and countdown timers to an online training. Results were significant with a 61% increase in participation for an online training.
  6. Research findings support the impact of narrative, levels, quests, countdown timers, immediate feedback, guidance systems, visual story telling, surprise events and flow (matching ability and difficulty) to an online tutorial. Results were significant with users learning via the gamified tutorial showing increased ability by finishing tasks 135% faster compared to the control group. Additionally the users expressed much higher satisfaction in regards to using the system.

55 thoughts on “A Comprehensive List of 90+ Gamification Cases with ROI Stats

  1. Yu-kai Chou

    Ashok Maharaj  Haha yes. It takes time to design something well (and some luck), but a lot of these examples are really here to show you what’s possible but beyond your imagination.

  2. Yu-kai Chou

    @Koja Thank you too for the email! As noted in the post, I couldn’t have done it without the help of some Milan friends 😀

  3. Yu-kai Chou

    MayCat You can check out the video in this post: http://www.yukaichou.com/gamification-examples/converting-free-users-paid-gamification-autodesk-gsummit-sf-2013/#comment-26971

  4. Bob Cowen

    You can find lots of gamifiction research documents, white papers, case studies on the Snowfly web site.  They have been offering gamification as a cloud service since 1999 (long before it was called gamification) and was founded by Brooks Mitchell Ph.D.

  5. achintngm

    Excellent comprehensive list of case studies, such a plethora of examples will be of a lot of help,to the gamification starters and gamification enthusiasts.

  6. Yu-kai Chou

    Bob Cowen Hmm, I tried to go to the site, but couldn’t find the case studies with ROI stats. Clicked around and took me to some dead pages. Can you send me a link that has a good compilation? Thanks!

  7. Bob Cowen

    Yu-kai Chou Bob Cowen A very comprehensive meta-study was published more than 10 years ago: http://snowfly.com/wp-content/uploads/pdf/Vol16_03_46condly.pdf
    Case studies: http://snowfly.com/resources/case-studies-success-stories/
    White papers & research: http://snowfly.com/resources/white_papers_and_research/
    What most people fail to realize is that what today is called “gamification” has been used extensively in call centers since they were created in the mid-1970’s.  The “new” components are the name and that it’s now being utilized in the consumer marketplace.  The often quoted Gardner study predicting a failure rate of 80% has already been disproven in call centers.  We usually see that 1/3 of programs aren’t measured, 1/3 generates negative results and 1/3 generates positive results (typically a 20%-40% improvement in KPI’s).  We also find that spending about 1% to 2% of payroll is more than sufficient to move the needle.  That provides an excellent ROI (as numerous clients will attest).  The same cautionary comments apply about not automating an already bad system.

  8. Yu-kai Chou

    Bob Cowen Yu-kai Chou Haha yes, gamification (or making things fun or applying game rules to practices) isn’t that new, and can be traced back for quite a bit. However, it’s only recent years that it’s becoming a bit more mainstream, with better and more refined practices due to the massive trial-and-error of games.
    These case studies are great, but since they are from 10 years ago, it’s good to have the above list that has more recent examples too.
    Thanks Bob!

  9. Bob Cowen

    Yu-kai Chou Bob Cowen 
    The purpose of mentioning the 10 year old study was to demonstrate that it’s been around that long already (and the results remain valid).  The other links have numerous examples and case studies that are as current as last month. 
    Yes, it’s become more mainstream, automated and elegant marketplace but has been used in businesses extensively for decades. 
    There are 18 sessions at Dreamforce with the word “Gamification” in the title and numerous folks will claim to be the “father of Gamification.”  It’s a simple, proven process that is now being significantly expanded, has a new name and lots of funding thrown at the new vendors.  It’s evolutionary, not revolutionary.

  10. Yu-kai Chou

    Bob Cowen Yu-kai Chou True, making things fun should be evolutionary indeed. The practice itself is evolutionary and just reaching the “tipping point.” I think when people refer to it as revolutionary, I think it’s referring to revolutionary in traditional thinking, as most environments and designs still can’t fathom the combination of work and play.

  11. FedericoPaludetto

    Very good article, it was very helpful for my studies. Do you have some more case studies of gamification in e-commerce, with information about ROI, conversion rate ecc..? Thank you.

  12. willemmulder

    Thanks for the great list! For sure useful :-)
    Do you by any chance also have/know a list of *failed* gamification examples? I would be really interested in that..!

  13. Javier Romero

    Hi Yu-Kai. Excellent work. For those who are learning gamification, like me, there is a lot of useful examples. Now we need enough time to read and understand all of them. Thanks for the post!

  14. VirtualSaint

    Hey YuKai,
    Thanks for putting up an exhaustive & interesting list here. This will be helping me for my paper on gamification. I’m researching on Online and ISVs, how gamification has helped these domains. Any pointers or case studies on few companies will be helpful.

  15. Ariane C

    Hi Yukai / fellow gamification enthusiasts !
    I was wondering if anyhone had some example of “bad” gamification cases (by bad I mean that they didn’t have any effects, or little, or bad ones). I found Goole News Badges, Jetblue, and maybe the Adobe Photoshop one, but I have the feeling that “bad gamification cases” are a huge taboo…

  16. Yu-kai Chou

    Ariane C Hey Ariane,
    It’s not a real taboo, but since the majority of the world still likes to say, “Gamification will never work” or “it’s a fad” it has just been more meaningful to find examples that worked very well.

    The EGC Wiki has a small but growing list of gamification failures: http://www.gamification-workshop.com/mediawiki/index.php?title=Failure

  17. Shade_Jon

    Hi, Yu-Kai. I enjoyed your session at the gamification conference in SF. Would you be willing to update the links here? Some don’t work.


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  20. Richard Blank

    Pura vida.

    We have invested in an employee game room at CCC. I wanted to share with all business owners and happy employees what can be done in an office environment to raise morale:

    Telemarketers and customer service agents may burn out after a period of time. That is a fact. CCC has dropped the standard attrition rate dramatically. In addition, the attendance rate has remained at a relative high for industry call center standards just from the implementation of the game room.
    Let off steam in a call center video game room. “All you can play” arcade machines for CCC Costa Rican call center employees.
    Our rigorous bilingual telemarketing structure requires the same amount of down time focus for the agents in order to recharge the mind and body. The call center solution for a strong push on the phones is to incorporate a real retro arcade in Central America.
    CCC is known in Costa Rica as offering the best employee arcade.
    The international outsourcing industry has the best game room in Costa Rica.
    Without question, CCC has the best gaming toys in a Latin American outsourced Telemarketing Company.
    The proud owner of CCC, Richard Blank, firmly believes that the more an agent stays away from their virtual cell phone world; the more they will increase their interpersonal relationship building among other BPO employees.
    Since 2007, our highly educated call center agents continue to grow as one unit by incorporating many challenging video games during scheduled breaks and lunch time.
    CCC took a chance when most call centers do not utilize a common medium of arcade gaming.
    The Costa Rican millennial generation that grew up playing video games at home did not share the same pleasure and stimulation as the early retro gamers that had an arcade on every corner and local mall in the United States.
    CCC Human Resources Department was intent on a positive learning experience by combining fast momentum and a creative mind. Proving a solid ROI on a large internal expense for employee retro gaming recreation, the telemarketing staff has enjoyed a spike in morale, increased online labor support and a flattering local reputation in Costa Rica as a great call center environment run by generous owners.
    Back in the 1980, anyone in Costa Rica who wanted to play the real video games was on a mission to find an arcade. Once you placed your 100 colones on the game marquee to hold your place, it didn’t get any better when you had the chance to show your skills in front of dozen kids from San Jose. Each Tico was shooting for the high score on Asteroids or Pac Man and loved every minute of it. CCC wants to bring that excitement back into a call center environment and use it to grow past our 440 agent limit at our current location on Paseo Colon.
    Today, CCC firmly stands behind having our call center employees experience the authentic arcade sounds, sights and real time retro competition.
    Our new video arcade room has given CCC another strong gust of wind in our sails. Costa Rica’s Call Center will continue to reward our amazing staff by a pace of 1 new arcade machine per 44 new telemarketing agents hired and hitting their monthly quota.
    The employee friendly call center environment became more pleasurable immediately which can offset a demanding telemarketing career. Any BPO boss could only imagine and wish for laughter, smiles, spirited jokes and high energy at their Costa Rican office on a Monday morning before shift.
    The reality today is that CCC has become the only call center to have gifted their entire staff a video arcade game room to have fun, period. All agents are given the option to arrive early to play the games or they may choose to stay inside and enjoy the machines during the evening while waiting for their ride to safely take them home.
    A smart motivational technique used for CCC BPO agents is to compete on the machines in the game room.
    One way in which a telemarketer’s confidence could be made stronger or broken down is through an arcade experience during their work day. Costa Ricans have courage and can back up their swagger on the phone after dominating the video games during their scheduled breaks.
    In the competitive offshore outsourcing call center arena, CCC has an advantage over the rest in Costa Rica by creating a strategic play environment.
    High end arcade video games will reinforce a call center agent’s focus, mind set to win and motor skills while off of the phones during their free time. The most important virtue is to show a solid habit of good sportsmanship regardless of the outcome of the games in the arcade.
    More new friendships have blossomed in the game room at CCC call center Costa Rica.
    Our entire staff has concluded that an immediate visual stimulation combined with a conditioned manual stimulation in gaming added a very special ingredient to our nuance at CCC. To date, Costa Rica’s Call Center is the only BPO in Central America with a retro arcade game room, period.
    The average age of our Costa Rican call center agents correspond with the virtual gaming boom. Every CCC agent that grew up mastering Nintendo has amazing skills and a strategic thought process.
    Combining a bilingual telemarketer’s gaming experience to help motivate, focus and relax the work place mind set is priceless and makes perfect sense for any outsourcing company.
    Everyone in Costa Rica that works at a call center possesses certain cognitive attributes to win an arcade game. Naturally, the CCC staff will harness and transfer that energy and high confidence to a telemarketing floor after a hot streak in the game room.
    The new generation of online gamers has stated that they prefer the feel of an authentic arcade game machine setup: joystick, eye level monitor and properly spaced buttons. CCC wants to bring back the real unique arcade game experience to Costa Rica for all telemarketers verses a hand held controller game that is found on any standard flat screen TV in San Jose.
    All video arcade games at CCC are free.
    Many people in the outsourcing call center industry will question the distraction ratio, loss production or adverse effects towards an arcade game room. Well, the risk of an arcade game room was definitely worth the reward to CCC. The most common reaction from the agents is that they are “letting off steam”. CCC telemarketers are able to function better by structuring their break times around a more productive activity than checking their email, text messaging or having a cigarette.
    CCC personally challenges all business owners to incorporate a video arcade within their establishment and not to charge a cent.
    It is obvious that we take care of our employee’s well mental state while bonding through other mediums besides long meetings or just traditional work place activities that produce average telemarketing results.
    Just like on a golf course, we are able to use a game room during a conversation, find alternate ways to focus and share BPO ideas than spending time in a board room with a projection screen.
    Bottom line, make our meetings productive in multiple ways when communicating with today’s new work place demographic in call centers.
    Recess play has been lost in memories of youth and days long gone. Not at CCC. We ensure that everyone knows how to enjoy their time and has fun at least once a day at our call center.
    Telemarketing and video games do have something in common regarding performance and success.
    A professional telemarketer’s natural ability to become in sync with their rhythm, pace, concentration, decision making and a positive attitude emerge stronger through video games. BPO agents return to the phones in motion after going into the arcade during their break.
    Our call center in Costa Rica has a solution to chain smoking telemarketers. The BPO agents are smoking less at Costa Rica’s Call Center. Does this industry create stress? Yes it does. Yet, many forgo a smoke break to spend 15 minutes playing the video games to relax and increase their health. The average call center agent will smoke a minimum of 4 fewer cigarettes a day via our game room.
    CCC promotes the best environment as to find a healthy alternate than chain smoking outside in between calling sessions. We have noted that once a professional telemarketer from Costa Rica leaves the game room, they feel recharged. From a scent perspective, they do not emit an odor of tobacco that carries on the calling floor.
    Free play for all CCC agents, period. The games are a gift to all of the hard working telemarketers in Costa Rica. Some companies charge their employees to play their games. Our call center staff has earned their retro arcade game room which is now famous for being the best in Costa Rica.
    We have the space for the arcade and plenty of electricity to entertain over 100 telemarketing agents during their free time. The recreational advantage at our call center speaks volumes and has yet to be matched in Costa Rica let alone Central America. Once the word spread, the private arcade was packed since day 1 with our amazing staff having a great time.
    The arcade boom of the 1980s was represented by a quarter that would reserve your spot. At CCC, we work on an honor system and it shows since everyone is given a turn to play. Naturally, some gamers last longer than others and show an old playground dominance mentality on the arcade machines which appears to be respected in Costa Rica.
    There may be a queue on our predictive dialer, but there is never a long wait to start playing arcade games at CCC COSTA RICA.


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