Sunday 28 February 2016

Gamification Market 2016 Research Study



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.

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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.

Learn more about Gamification technologies, market drivers, and solutions.

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Target Audience:

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)

Some points from TOC:
1.0 Introduction

2.0 Gamification Market Trends
2.1 Core Gaming Platforms VS. Gamification (Gamified Platforms)
2.2 Loyalty Reward, Gaas (Gamification As A Service), And In-App Gamification
2.3 Customer Acquisition, Engagement, Loyalty And Gamification
2.4 Social Web Engineering & Gamification
2.5 Location Based Service Network (LBSN) & Gamification
2.6 F-Commerce, Social Network, And Gamification
2.7 Boost Up Social Innovations And Entrepreneurship
2.8 Social Goods Industry And Gamification
2.9 Social Business Startup And Cloud Gamification
2.10 Investment Trend In Gamification
2.11 Gamification And Big Data Analytics
2.12 Gamification For Productivity
2.13 Virtual Reality And Gamification
2.14 Wearable Wireless And Self Gamification
2.15 Corporate Learning For Executive And It Leaders
2.16 Semantic Web & Gamification
2.17 Millennial And Gamification

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