Toronto, Ontario -- PUG Interactive was featured in a Financial Times article looking at top Canadian "game changer" companies. Highlighting PUG's partnership with Microsoft, the article revealed how PUG leverages gaming industry experience of CEO Steve Bocska, to transform initial consumer engagement into brand advocacy. It also described how PUG's award-winning Picnic™ Customer Engagement Hub, built on the backbone of Microsoft Azure technologies, analyzes customer behaviour
CRM Playaz, with Brent Leary, Paul Greenberg, Steve Bocska Steve Bocska, CEO of PUG Interactive, joined Brent Leary and Paul Greenberg on their wildly successful CRM Playaz podcast to talk about customer/fan engagement, video game design, and what not to wear to an NFL post-game interview. You can watch the archive here.
Moderator: Karolina Pelc, Basic Strategy LONDON, UK — On September 14th 10am EST, PUG Interactive CEO Steve Bocska joined a panel on a global iGamingBusiness webinar entitled "Sharing and Shared Experiences." The online casino has instead been a solitary experience, which, unsurprisingly, doesn’t appeal to the younger demographic. But the world of gambling is slowly adopting the inspiration from other gaming experiences, such as
CAIRO, Egypt — PUG Interactive CEO Steve Bocska participated in a panel discussion at the i-Gamify Global Virtual Summit under the topic, "Gamification for Solving Problems." Joining Steve were esteemed panelists Betty Adamou (Research Through Gaming), Will Stuart-Jones (3radical), and i-Gamify host Moamen Said. Listen to an archive of the entire session here.
VANCOUVER, British Columbia — PUG Interactive CEO Steve Bocska will be interviewed by Eric Kavanaugh on DM Radio about Steve's Net Engagement Score. The segment topic is "Big Data 2.0 -- Getting a 360-Degree View of Everything" and will air on February 6th, 2020 at 3ET, 12PT. You can listen here. DM Radio is a weekly, one-hour live radio show owned and produced by
VANCOUVER, British Columbia — PUG Interactive CEO Steve Bocska was recently interviewed on the Professor Game Podcast by Rob Alvarez Bucholska about his upcoming webinar about Total Touchpoint Engagement. You can listen to the entire interview here. ===== Overview Steve is CEO of Pug Interactive, a technology & design leader in engagement, retention, and community activation. He has 17+ years of direct experience in
Wednesday, January 22, 2020 (Archived -- watch here) OVERVIEW The world’s most successful brands today are adopting strategies to fully leverage their customer touchpoints, moving their customers “up the customer pyramid” towards greater loyalty and engagement. This highly informative 45-minute session will explore why these strategies are so important and will uncover the secret techniques and leading-edge technologies that can promote your customers to
A very insightful article was posted recently at PYMNTS.COM discussing the slippery slide down the slope for loyalty points programs. Some highlights: Points-based programs aren’t very effective at building loyalty because they don’t provide what customers say they need to become loyal. According to a recent Mastercard/Harvard Business Review study, 72 percent of survey respondents say optimizing customer loyalty is a top-five priority of
PUG Interactive releases OpenPicnic 1.0 Enterprise Integration Services to support widespread connectivity for its gamified Picnic™ Customer Engagement Hub platform VANCOUVER, British Columbia – PUG Interactive announces the launch of OpenPicnic 1.0 Enterprise Integration Services for its award-winning Picnic™ Customer Engagement Hub. OpenPicnic provides a flexible data model for representing enterprise data from sources such as CRM, Real Time Marketing, loyalty systems, point-of-sales systems, LMS/human
VANCOUVER, British Columbia — From the “I told you so” files… back in 2014, PUG Interactive CEO Steve Bocska made a number of bold predictions at the DELF Summit in Hong Kong. He pictured a future where broad backlash and disenchantment would result from the overuse and abuse of thin badges & points loyalty schemes in the initial wave of “gamification” projects. And just