by Otto van Haaren | March 27, 2020
Companies across the world are facing an unprecedented wave of disruption at present. One of the specific outcomes from this is that many people are suddenly working from home. Many have no experience working away from the office and so the business journals are full of tips on how to make it work.
This is certainly not a problem at 5CA. 95% of our team works from home and we have over two decades of experience making this strategy work effectively. However, I think that there are going to be some more specific behavioral changes in companies once this crisis is over:
Earlier this year, Forbes magazine listed 5CA in the top 20 companies offering work from home jobs. Being recognized is nice, but it really is just business as usual. However, as I read more about companies dealing with this crisis I can see that this is an area where many companies and managers really struggle.
Working from home requires a significant cultural change if your company has been entirely office-based. It’s not just about buying some video-conferencing tools and giving your team laptops, you need to think differently about how the team works together. How do you recognize success and reward people in a virtual environment?
I call 5CA a ‘community company.’ We foster a culture where every individual counts and social cohesiveness is an important asset that we work hard to achieve. I have seen many companies within the CX industry talking about their team members as ‘Full-Time Equivalents’ – all this jargon sounds like people are reduced to little more than a money-making machine. How much can we charge our clients for this agent?
Once you cannot see your team members, because they are working from home, you need to know that they are doing the right thing because they are part of a team that is all pulling in the same direction. They need to be engaged. This is why culture and community-building are so important. Your company only succeeds when this happens.
Many business behaviors will change after this crisis is over. If you want to continue allowing team members to work from home then you need to start thinking now about your experience, engagement, and culture of community across the entire business. Fast home wi-fi isn’t enough.
Otto van Haaren is Founder and CEO of 5CA.
Gaming is the world’s #1 lifestyle choice, played by more people than any other form of entertainment. We’ve had a ringside seat for its evolution, working hand-in-hand with our clients to support their customers as they enter huge, new immersive worlds.
The times, they are a-most-definitely-changing. As seasoned CX veterans know, plenty of the received wisdoms of third-party contact center management have received something of a battering over the last few years.
If you were not able to attend “CX Strategy: What now?”, our panel debate from last week, then here it is. An insightful, thought-provoking hour with industry gurus Mark Hillary, Stephen Loynd, Peter Ryan and our own Robert Van Diem. Here are some of the themes that really stood out for us.
I’m pleased to announce that I will be participating in a debate hosted by 5CA on October 27th. The title is CX Strategy: What Now? It’s going to be particularly topical, as one of the key things we will discuss, in the midst of this pandemic, is working from home (WFH) in the CX arena.
I’m pleased to announce that I will be participating in a debate hosted by 5CA on October 27th. The title is CX Strategy: What Now? I know that there are a lot of webinars and online debates these days, but I really think you should make time for this one:
Following on from National Customer Service Week, our Chief Customer Officer Rob van Herpen reflects on the journey that customer service has undergone in the last decade, and the role it plays within the wider scope of the whole customer experience.
I’m pleased to announce that I will be moderating a webinar hosted by 5CA on October 27th. The title is CX Strategy: What Now? I know you might be thinking “another day, another webinar invitation,” but as I’m chairing the debate I want to try making this one a little different. We can’t meet at conferences right now so the very least anyone planning a new webinar can do is to ensure it’s interesting and this one should hit the ball out of the park.
Gaming has been one of the few beneficiaries of the Covid-19 coronavirus pandemic. Global quarantine and stay-at-home orders preventing people from traveling, commuting, and socializing has resulted in a boom for the gaming industry. Maximize the value of your VIP players and discover how work from home (WFH) support helps you add more value to your gaming whales.
Game launched? Check. Player hype? Check. Champagne? Crack that bottle, you deserve it! But while it bubbles on your tongue, let me ask you this: Have you considered how to respond to players who need assistance or want to provide feedback? And when your player base grows (and let's be honest it will - your game is awesome), what will you do when those interactions start exploding in languages you do not speak? How will you manage the volume of requests coming in, but still provide the best possible user experience to your fans?
Yes…. Another thought piece on how COVID-19 is re-shaping life as we know it and what can we learn from it going forward. With people stuck at home and shops closed, several industries, such as e-commerce, streaming entertainment, and gaming, are experiencing hyperactivity. The influx is driving revenues but also customer support needs.
Did anyone see that Assassins’ Creed Valhalla announcement trailer? Of course you did. Chances are you did not discover it on your own, but instead it appeared on your social media channels, most likely shared by a fan of the franchise or an influencer. At least that is how it happened to me. Game marketing truly has changed in the era of digital, community, and influencers.
It’s often said, ‘people are the weakest link in cybersecurity’. I get that and I agree that we must seek to minimize human-related threat vectors. But I believe that if we view our people, our teammates, as our greatest security asset, then we start from a position of strength.
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Last month, Vice ran an interesting article by Jess Morrissette on how games marketing invented toxic gaming culture by promoting toxicity and harassment as value propositions for gaming. While considered perfectly reasonable at the time, games marketing has luckily taken a turn for the better.
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