A “game” can be defined as an activity utilizing rules, challenges, interaction, and rewards. Gamification is related, but something entirely different. Embedded gaming or “Gamification” is a next generation advertising approach in which gaming elements are integrated into a non-game environment. The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner.
Gamification technologies and solutions can make virtually any digital platform, device, or application more engaging for users, allowing gamers to explore their own desires towards game mastery and autonomy. From a business perspective, Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets.
Companies listed in the Global Gamification Market report are 500 FRIENDS, ACTAPI, ACTIPLAY, BADGEVILLE, BANKERSLAB, BELLY, BENNU, BIGDOOR, BITOON DIGITAL, BIZPART ENGAGE, BLUE TELESCOPE, BOOMBOX, BRANDGAME, BUNCHBALL, CATALYSTS, CHALLENGERA, CI&T, CLIC&GAIN, COMARCH, CRMGAMIFIED, CROWDTWIST, CUSTOMERADVOCACY, DESIGNING DIGITALLY, DOPAMINE, DOPAWIN, DYNAMIA, ECHO.IT, EMEE, ENTHUSE, FANTASYSALESTEAM, FRIENDEFI, FUNIFIER, GAME CRAFT, GAME ON! LEARNING, GAMEFFECTIVE, GAMIFICATION NATION, GAMIFIED LABS, GAMINSIDE, GIGYA, IACTIONABLE, LEADERBOARDED, LEVELUP, LOYALTYMATCH, MINDSPACE, MINDTICKLE, PAKRA, PLAYBASIS, PLAYGEN, PUGPHARM, PUNCHCARD, SALESFORCE, SAP, SERIOSITY, SODEXO, TEMBOSOCIAL, THE GAMIFIERS, WONNOVA, and WORK BANDITS.
This report evaluates the companies, solutions, strategies, and market outlook for gamification. Mind Commerce projects Gamification growth to reach $15.9 billion by 2021. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you’re addressing. This needs to be used within three months of purchasing the report.
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Content providers and intermediaries
Digital marketing agency or consultants
Internet and mobile based solution providers
Brands, advertisers, portals, and media companies
Mobile commerce application and service providers
Social gaming, mobile gaming and social commerce developers
System integrators, consultants, and professional service providers
Gamification platform providers (equipment, software, and services)
Major points from Table of Contents are listed below:
1.0 EXECUTIVE SUMMARY
3.0 GAMIFICATION TRENDS ANALYSIS
4.0 GAMIFICATION STRATEGIES
5.0 GLOBAL GAMIFICATION MARKET ASSESSSMENT
6.0 GAMIFICATION TECHNOLOGIES AND SOLUTIONS
7.0 GAMIFICATION COMPANY ANALYSIS
8.0 CONCLUSIONS AND RECOMMENDATIONS
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List of Tables from the report are as below:
Figure 1: Getting into the Flow with Gamification and Social Web Engineering
Figure 2: Implementation of LBS with Gamification
Figure 3: Gamified Online Stores and Commerce
Figure 4: Gamification and Providing a Social Good
Figure 5: Semantic Web and Gamification
Figure 6: Gamification User Group Segmentation
Figure 7: Gamification Statistics Reveal ROI
Figure 8: Iterative Gamification Process
Figure 9: Global Gamification Market 2016 – 2021
Figure 10: Global Gamification Market Share by Region 2021
Figure 11: Global Gamification Market Share by End-user Type 2021
Figure 12: Global Gamification Market Share by Industry Vertical 2021
Figure 13: Introducing Gamification into a Creative Campaign
Figure 14: Serious Gaming or Entertainment?
Figure 15: Gaming Analytics and Statistics
Table 1: Gamification and Business Objectives in App Design
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