Showing posts with label Gamification Industry. Show all posts
Showing posts with label Gamification Industry. Show all posts

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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About Us:
Orbis Research (orbisresearch.com) is a single point aid for all your market research requirements. We have vast database of reports from the leading publishers and authors across the globe. We specialize in delivering customized reports as per the requirements of our clients. We have complete information about our publishers and hence are sure about the accuracy of the industries and verticals of their specialization. This helps our clients to map their needs and we produce the perfect required market research study for our clients.

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Suite 600, Dallas,
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Thursday, 11 June 2015

Gamification &Big Data Market :Capitalizing on Consumer Behavior in Embedded Gaming 2015



Two significant trends for consumer-based industries are to leverage Gamification (embedded entertainment) for customer engagement and Big Data and related analytics techniques to mine patterns and predictions from consumer behaviors. 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.

We see gamification not only solving user loyalty problems for businesses but also tackling real-world problems for particular industries by producing significant user feedback that will flow into various data systems. Big Data and Analytics. Designers and developers are analyzing gamers’ motivation and psyche on their actions and creating engaging content based on big data analytics. It is now considered as primary tools for business decision.

This research provides an assessment of the companies, solutions, and market analysis for these two dominant trends along with forecasts for 2015 – 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.

Request a sample of this report @ http://www.orbisresearch.com/contacts/request-sample/14516.

Target Audience:

Media Companies
Financial Institutions
Application Developers
Mobile Network Operators
Government Organizations
Gamification Platform Providers
Retail and Hospitality Companies
Content Providers and Intermediaries
Digital Marketing Agency or Consultants
Analytics and Data Reporting Companies
Brands, advertisers, and media companies

For any enquires before buying, connect with us @ enquiry@orbisresearch.com

About Us:
Orbis Research (orbisresearch.com) is a single point aid for all your market research requirements. We have vast database of reports from the leading publishers and authors across the globe. We specialize in delivering customized reports as per the requirements of our clients. We have complete information about our publishers and hence are sure about the accuracy of the industries and verticals of their specialization. This helps our clients to map their needs and we produce the perfect required market research study for our clients.

Contact Information:
Hector Costello
Senior Manager – Client Engagements
4144N Central Expressway,
Suite 600, Dallas,
Texas – 75204, U.S.A.
Phone No.: +1 (214) 884-6817; +9164101019
Follow us on Twitter: https://twitter.com/orbisresearch