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Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming

26 Mar

Embedded gaming or “Gamification” is a next generation advertising approach in which gaming elements are integrated into a non-game environment.

Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets.

Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global 2000 organizations will have gamified applications and/or processes.

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.

This research includes:

•    Gamification business model analysis
•    In-depth analysis of Gamification solution and dynamics
•    Analysis of thirty two companies involved in Gamificiation
•    Case study analysis of brands capitalizing upon Gamification
•    Analysis of Gamification market trends and market projections 2012 – 2017
•    Analysis of potential benefit metrics and non-metrics of Gamification for Brands
•    Gamification process analysis including game mechanics, design techniques, and features
•    Guidelines for Brands, Vendors, Service Providers, and Investors to realize optimal success with Gamification
•    Feasibility assessment of Gamification solutions across various industries (education, enterprise, healthcare, education, entertainment)
As a complement to this valuable report, Mind Commerce provides Gamification consultancy services including:
•    Design a deployment solution with operational support
•    Define ROI measurement & tracking metrics from Gamified solution
•    Develop cross channel marketing solutions identification and implementation
•    Identify the specific Gamification potential for your industry, product or service
•    Identify game mechanics for your product or service that will act as extrinsic motivators

Companies in Report:

Vendor Platforms: Gamify.it, Badgeville, Bunchball, Bigdoor, CrowdTwist, Cynergy, SpectrumDNA, Reputely, IActionable, Scvngr, Manumatix, Leapfrog, beintoo, Objective Logistics, Rypple, CloudCaptive, Arcaris, Gigya, Gamisfaction, Play Nicely, Punchtab, Keas, RepTivity, Fusion, Badgy, Bulbstorm, Crowd Factory, FanGager, RoarEngine, Hoopla, Kitzy, and Snowfly

Brands, Service/Product Providers and others: XboxLive, Foursquare, Gowalla, Getglue, LinkedIn, Salesforce, Mint, Checkpoints, Shopkick, Hallmark, Starbucks, NIKE, Buffalo Wild Wings, Microsoft, American Airlines, Sundance Film Festival 2011, Nextjump, Speed Camera Lottery, Psych, NBC, Universal, Playboy, CrowqTap, RecylceBank, eBay, Amazon, Debhub, Playgen, Metycoon, Zynga, Cadbury, TFL Chromaroma, Bunchball, MOGL: Dinning Out, Nissan, Siemens, Hilton, SAP, BMW, Mashable, COCA COLA, Ask.Com, Google, and Facebook

Key Findings:

•    Gamification ranks 4th in Top Digital Marketing Trends for 2012
•    The Gamification market is anticipated to reach $ 3.6 billion by 2017
•    Mobile platform gamification is expected to increase by 90% in USA by 2017
•    For global 2000 organizations
o    o   80% will gamify products or services by 2017
o    o   70% will gamify enterprise process by 2017

•    Select industry metrics:

o    o   The entertainment industry currently holds the lead in Gamification market (45% market position)
o    o   The education, healthcare and financial sector will increase dramatically but will not overtake entertainment by 2017

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 and infrastructure providers (equipment, software, and services)

To know more about this report:
http://www.researchkart.com/product/10440/Gamification-2012-2017-Opportunities-and-Market-Outlook-for-Next-Generation-Brand-Product-Advertising-through-Embedded-Gaming.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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