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. One of the keys to success is to assess user behavioral patterns as a precursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement. Research Beam Model: Research Beam Product ID: 176588 1995 USD New
Gamification Companies, Solutions, Market Outlook and Forecasts 2015 - 2020
 
 

Gamification Companies, Solutions, Market Outlook and Forecasts 2015 - 2020

  • Category : ICT & Media
  • Published On : February   2015
  • Pages : 55
  • Publisher : Mind Commerce
 
 
 

Overview:



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. One of the keys to success is to assess user behavioral patterns as a precursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.



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.



In terms of data analytics, predictive analysis looks towards how end-users engage in gaming, providing insights into potential game improvements as well as gaming aspects that are most interesting/engaging wherein the brand can place its most important messaging to the consumer. Available data from Gamified websites, applications, and processes indicate potential improvements in areas like user engagement, ROI, data quality, timeliness, or learning.



This report evaluates the companies, solutions, strategies, and market outlook for gamification. Mind Commerce projects Gamification growth to reach $10.02 billion by 2020. 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.



Target Audience:




  • Mobile network operators

  • 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)



1.0 INTRODUCTION TO THE GAMIFICATION PARADIGM 7

2.0 GAMIFICATION MARKET TREND ANALYSIS 8

2.1 CORE GAMING PLATFORMS VS. GAMIFICATION (GAMIFIED PLATFORMS) 8

2.2 LOYALTY REWARD, GAAS (GAMIFICATION AS A SERVICE), AND IN-APP GAMIFICATION 8

2.3 CUSTOMER ACQUISITION, ENGAGEMENT, LOYALTY AND GAMIFICATION 8

2.4 SOCIAL WEB ENGINEERING & GAMIFICATION 8

2.5 LOCATION BASED SERVICE NETWORK (LBSN) & GAMIFICATION 9

2.6 F-COMMERCE, SOCIAL NETWORK, AND GAMIFICATION 10

2.7 BOOST UP SOCIAL INNOVATIONS AND ENTREPRENEURSHIP 10

2.8 SOCIAL GOODS INDUSTRY AND GAMIFICATION 11

2.9 SOCIAL BUSINESS STARTUP AND CLOUD GAMIFICATION 12

2.10 INVESTMENT TREND IN GAMIFICATION 12

2.11 GAMIFICATION AND BIG DATA ANALYTICS 12

2.12 GAMIFICATION FOR PRODUCTIVITY 12

2.13 VIRTUAL REALITY AND GAMIFICATION 13

2.14 WEARABLE WIRELESS AND SELF GAMIFICATION 13

2.15 CORPORATE LEARNING FOR EXECUTIVE AND IT LEADERS 13

2.16 SEMANTIC WEB & GAMIFICATION 13

2.17 MILLENNIAL AND GAMIFICATION 14

3.0 GLOBAL GAMIFICATION MARKET ASSESSSMENT 15

3.1 GLOBAL GAMIFICATION MARKET PROJECTIONS 2015 – 2020 15

3.2 GAMIFICATION MARKET BY GEOGRAPHY 2020 15

3.3 GAMIFICATION MARKET BY END-USER 2020 16

3.4 GAMIFICATION MARKET BY INDUSTRY VERTICAL 2020 17

4.0 GAMIFICATION TECHNOLOGY SOLUTIONS 19

4.1 GAME STYLE MARKETING 19

4.2 GAMIFICATION VS. SERIOUS GAMING 20

4.3 WEARABLE GAMIFICATION 21

4.4 MOBILE SOCIAL GAMIFICATION 21

4.5 USING GAME LAYER 21

4.6 CLOUD GAMIFICATION 22

5.0 GAMIFICATION COMPANY ANALYSIS 23

5.1 42 TERABYTES 23

5.2 500 FRIENDS 23

5.3 ACTAPI 24

5.4 ACTIPLAY 24

5.5 BADGEVILLE 24

5.6 BANKERSLAB 25

5.7 BELLY 26

5.8 BENNU 26

5.9 BIGDOOR 26

5.10 BITOON DIGITAL 27

5.11 BIZPART ENGAGE 27

5.12 BLACK INK STUDIO 28

5.13 BLUE TELESCOPE 28

5.14 BOOMBOX 29

5.15 BRANDGAME 29

5.16 BUNCHBALL 29

5.17 CATALYSTS 30

5.18 CHALLENGERA 30

5.19 CI&T 31

5.20 CLIC&GAIN 31

5.21 COMARCH 32

5.22 CRMGAMIFIED 32

5.23 CROWDTWIST 33

5.24 CUSTOMERADVOCACY 33

5.25 DESIGNING DIGITALLY 34

5.26 DOPAMINE 34

5.27 DOPAWIN 34

5.28 DSXGROUP, LLC 35

5.29 DYNAMIA 35

5.30 ECHO.IT 36

5.31 EMEE 36

5.32 ENTHUSE 37

5.33 EXPERTOFFICE 37

5.34 FANTASYSALESTEAM 37

5.35 FRIENDEFI 38

5.36 FUNIFIER 38

5.37 GAME CRAFT 39

5.38 GAME ON! LEARNING 39

5.39 GAMEFFECTIVE 39

5.40 GAMIFICATION NATION 40

5.41 GAMIFIED LABS 40

5.42 GAMINSIDE 41

5.43 G-ERA 41

5.44 GIGYA 41

5.45 IACTIONABLE 42

5.46 LEADERBOARDED 42

5.47 LEVELUP 43

5.48 LOYALTYMATCH 43

5.49 MINDSPACE 44

5.50 MINDTICKLE 44

5.51 PAKRA 45

5.52 PLAYBASIS 45

5.53 PLAYGEN 45

5.54 PUGPHARM 46

5.55 PUNCHCARD 46

5.56 PUNCHTAB 47

5.57 SALESFORCE 47

5.58 SAP 49

5.59 SERIOSITY 50

5.60 TEMBOSOCIAL 50

5.61 THE GAMIFIERS 51

5.62 WONNOVA 51

5.63 WORK BANDITS (FIDUP) 52

6.0 CONCLUSIONS AND RECOMMENDATIONS 53

6.1 RECOMMENDATIONS FOR BRANDS AND ADVERTISING AGENCIES 53

6.2 RECOMMENDATIONS FOR MERCHANTS AND INSTORE STRATEGIES 54

6.3 RECOMMENDATIONS FOR IT LEADERS AND APPLICATION DEVELOPERS 55



Figures



Figure 1: Flow Zone in Gamification Social Web Engineering 9

Figure 2: Zynga used LBSN concept for Times Square 9

Figure 3: BMW’s Gamified Store 10

Figure 4: Pain Squad’s Pain Parameters for Kids 11

Figure 5: SNN Gaming Interface 14

Figure 6: Global Gamification Market Forecast in $ Billion 2015 – 2020 15

Figure 7: Global Gamification Market Percentage Share by Geography 2020 16

Figure 8: Global Gamification Market Percentage Share by End-user Type 2020 17

Figure 9: Global Gamification Market Percentage Share by Industry Vertical 2020 18

Figure 10: Cadbury Spots and Stripes: A Successful Game Style Marketing 20

Figure 11: Foursquare Leaderboard sponsored by Pepsi 21

Figure 12: Gaming Analytics and Statistics 55



Tables



Table 1: Gamification and Business Objectives in App Design 56



 



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