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06 October, 2014

Gamification to grow at CAGR of 68.4% through to 2018

TechNavio, a tech-focused research firm, says using game techniques to engage users in non-gaming contexts, or gamification, has a CAGR of 68.4% from 2013 to 2018.

The Global Gamification Market 2014-2018 report focuses on the need to improve customer interaction, as customers' purchasing behaviour information is important for marketing professionals to design strategies for effective consumer engagement. The report also highlights the increasing importance of social media as a marketing platform for showcasing products and receiving feedback.

Key vendors, TechNavio said, include Badgeville, Bunchball, Gigya and Pugpharm.

“Networking sites and social media have become essential marketing tools. In the global gamification market, content sharing, collaboration and the trend toward socialisation including personalisation have also gained traction, and social networks are considered to be the next marketing platform," says Faisal Ghaus, Vice President of TechNavio.

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