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



Published: March 2012
Pages: 161

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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

Table of Contents

1.0 EXECUTIVE SUMMARY

2.0 GAMIFICATION CONCEPT: HOW IT WORKS?

3.0 HOW GAMIFICATION EVOLVED?

4.0 GAMIFICATION: A BUZZWORD, BULLSHIT OR REALITY?

5.0 GAMIFICATION IS MORE THAN MERE MARKETING!

6.0 GAMIFICATION VS. SERIOUS GAMES

7.0 GAME-BASED MARKETING AND GAMIFICATION

8.0 EMERGING TECHNOLOGY HYPE CYCLE AND GAMIFICATION

9.0 TOP DIGITAL MARKETING TREND 2012 & GAMIFICATION

10.0 GAMIFICATION PROCESS & BUILDING BLOCKS

10.1 GAME DESIGN TECHNIQUE

10.1.1 5 RULES TO FOLLOW BEFORE GAME DESIGN

10.1.2 GAME DYNAMICS TO USE DURING GAME DESIGN

10.2 GAME MECHANICS

10.2.1 5 COMMONLY USED GAME MECHANICS

10.2.2 ATTRIBUTES OF GAME MECHANIC

10.3 GAME FEATURE

11.0 GAMIFICATION BENEFIT ANALYSIS

11.1 GAMIFICATION METRICS

11.2 GAMIFICATION NON-METRICS

12.0 GAMIFICATION PLATFORM ANALYSIS

12.1 GAMIFICATION PLATFORM DISRUPTION: A TIMELINE TRACK

12.2 12 LEADING GAMIFICATION PLATFORM OF 2012

12.3 32 GAMIFICATION PLATFORM METRICS (LEADING 12 + OTHER 20)

12.4 GAMIFY VS. BADGEVILLE: COMPARATIVE PLATFORM ANALYSIS

13.0 SOCIAL WEB ENGINEERING & GAMIFICATION

14.0 LBSN (LOCATION BASED SOCIAL NETWORKING) AND GAMIFICATION

15.0 FCOMMERCE, SOCIAL MEDIA, AND GAMIFICATION

16.0 GAMIFICATION BUSINESS VALUE DRIVER METRICS

16.1 WHO PARTICIPATES IN GAMIFICATION?

16.2 TRACKING PARTICIPANT STATISTICS DRIVE PARTICIPATION

16.3 PARTICIPATION DRIVES BUSINESS VALUE

16.4 BUSINESS VALUE METRICS 1: A COMMUNITY OF MEMBERS OR FANS

16.5 BUSINESS VALUE METRICS 2: BUILDING BRANDS

16.6 BUSINESS VALUE METRICS 3: DRIVING ENGAGEMENT AND LOYALTY

16.7 BUSINESS VALUE METRICS 4: MOTIVATING BEHAVIOR

17.0 GAMIFICATION: A REAL WORLD DILEMMA

18.0 GAMIFICATION INDUSTRY ANALYSIS

18.1 GAMIFICATION APPLICATION SERVICE HORIZON

18.2 INDUSTRY HORIZON

18.2.1 ART INDUSTRY

18.2.2 COMMERCE INDUSTRY

18.2.3 EDUCATION INDUSTRY

18.2.4 ENTERTAINMENT INDUSTRY

18.2.5 ENVIRONMENT INDUSTRY

18.2.6 DESIGN INDUSTRY

18.2.7 GOVERNMENT INDUSTRY

18.2.8 HEALTH INDUSTRY

18.2.9 GAMIFICATION OF LIFE

18.2.10 MARKETING INDUSTRY

18.2.11 MOBILE INDUSTRY

18.2.12 NEWS INDUSTRY

18.2.13 SOCIAL GOODS INDUSTRY

18.2.14 WEBSITE INDUSTRY

18.2.15 WORK INDUSTRY / ENTERPRISE GAMIFICATION

18.2.16 TRANSPORT INDUSTRY

18.2.17 TRANSITION INDUSTRY

18.2.18 SCIENCE INDUSTRY

19.0 BRAND CAPITALIZING GAMIFICATION: A CRITICAL ANALYSIS OF 15 BRANDS

19.1 XBOX LIVE

19.2 FOURSQUARE

19.3 GOWALLA

19.4 GETGLUE

19.5 LINKEDIN

19.6 SALESFORCE

19.7 MINT

19.8 CHECKPOINTS

19.9 SHOPKICK

19.10 HALLMARK

19.11 STARBUCKS

19.12 NIKE

19.13 BUFFALO WILD WINGS

19.14 MICROSOFT

19.15 AMERICAN AIRLINES

20.0 GAMIFICATION CASE ANALYSIS

20.1 FOURSQUARE

20.2 GOWALLA

20.3 SUNDANCE FILM FESTIVAL 2011

20.4 NEXTJUMP: GET FIT

20.5 SPEED CAMERA LOTTERY

20.6 PSYCH & NBC/UNIVERSAL AND PLAYBOY

20.7 CROWDTAP: MAKE RESEARCH & EVANGELISM COUNT

20.8 RECYCLEBANK: SAVE THE PLANET

20.9 FARMVILLE

20.10 EBAY

20.11 DEVHUB

20.12 PLAYGEN'S METYCOON

20.13 GETGLUE

20.14 CADBURY: SPOTS AND STRIPES

20.15 TFL: CHROMAROMA

20.16 FREQUENT FLYER PROGRAMS

20.17 STARBUCKS

20.18 NIKE+

20.19 BUNCHBALL

20.20 MOGL: DINING OUT

20.21 ENTERPRISE GAMIFICATION: NISSAN'S "ECO MODE" DASHBOARD

20.22 ENTERPRISE GAMIFICATION: SIEMENS PLANTVILLE AND HILTON'S EMBASSY SUITES

20.23 ENTERPRISE GAMIFICATION: SAP

20.24 BMW: "THE ULTIMATE DRIVE" APP

20.25 BADGEVILLE

20.26 MASHABLE: NEWS GAMIFICATION

20.27 COKE FREESTYLE

20.28 SIX FLAGS PARKS AND ASK.COM

20.29 SALESFORCE.COM

20.30 ZYNGA'S PRIVACY VILLE

20.31 GOOGLE

20.32 FACEBOOK

21.0 GAMIFICATION TREND 2012

21.1 ON GOOGLE SEARCH

21.2 NEW MARKETING STRATEGY

21.3 HEALTH GAMIFICATION AND MEDICAL MARKETING GETS HIGH MOMENTUM

21.4 GAMIFICATION AS MEANS TO OVERCOME COMMUTER BLUES

21.5 BANKS USING GAMIFICATION

21.6 ENVIRONMENT AND ENERGY MARKETING ON TOP TREND

21.7 EDUCATION GETTING GAMIFIED

21.8 YOUTH DEVELOPMENT WITH GAMIFICATION

21.9 RESTAURANT LOYALTY PROGRAM GETTING POPULARITY

21.10 GAMIFICATION IS IN SUPER BOWL CONTEST

21.11 GAMIFY TV: ENTERTAINMENT INDUSTRY PEAK

21.12 BAZAARVOICE AND BADGEVILLE PARTNERSHIP

22.0 GAMIFICATION BUSINESS MODEL

22.1 QUESTIONS BEFORE BUSINESS MODEL

22.2 GENERIC MODEL

22.3 RYPPLE FREEMIUM MODEL

22.4 REVENUE CHARGING MODEL

23.0 GAMIFICATION: 12 MONTH TREND ANALYSIS OF 2011

23.1 JANUARY: REALITY GETS BETTER

23.2 FEBRUARY: HEALTH SETS THE PACE

23.3 MARCH, APRIL & MAY: SPRING SHOOTS

23.4 JUNE & JULY: SUMMER OF FUNDING

23.5 AUGUST: GOING DEEP

23.6 SEPTEMBER: MATURING

23.7 OCTOBER & NOVEMBER: GAMIFICATION GOES MAINSTREAM

23.8 DECEMBER: A LOOK TO THE FUTURE

24.0 GAMIFICATION TREND PREDICTION 2012

24.1 GAMIFICATION GROWS UP

24.2 FOCUS ON BUSINESS RESULTS

24.3 GAMIFICATION SPREADS ACROSS ALL INDUSTRIES

24.4 USER REPUTATION ACROSS ALL DIGITAL TOUCHPOINTS

24.5 TRAINING COMPLIANCE GETS GAMIFIED

24.6 EMPLOYEE RECOGNITION ALSO GETS GAMIFIED

24.7 GAMIFICATION GETS SOCIAL

24.8 GAMIFICATION CONSULTING IS A BIG BUSINESS

24.9 THE ANALYTICS INDUSTRY IS DISRUPTED BY GAMIFICATION

24.10 BADGEVILLE WILL CONTINUE ITS REIGN AS THE LEADER IN GAMIFICATION

24.11 HIGH-END HANDHELD CONSOLE GAMING MARKET MAY EMBRACE GAMIFICATION

25.0 GAMIFICATION MARKET PROJECTION 2012 - 2017

25.1 GAMIFICATION MARKET VALUE IN SPENDING 2012-2017

25.2 GAMIFICATION: US VS. OTHER MARKET 2012 - 2017

25.3 GAMIFICATION: INTERNET VS. MOBILE PLATFORM 2012 -2017

25.4 WEB SERVICE VS. IN-APP VS. IN-GAME GAMIFICATION 2012 - 2017

25.5 INDUSTRY-WISE GAMIFICATION 2012 - 2017

25.6 GAMIFICATION ADOPTION CURVE BY INDUSTRY 2012 - 2017

25.7 INDUSTRY OBJECTIVE WITH GAMIFICATION 2012 - 2017

25.8 GAMIFY SERVICE ADOPTION BY GLOBAL 2000 ORGANIZATION 2012 - 2017

25.9 SOCIAL MEDIA MARKETING VS. GAMIFICATION SPENDING 2012 - 2017

25.10 AVERAGE VENDOR CHARGE FOR GAMIFICATION 2012 - 2017

25.11 Y2D VENDOR REVENUE GROWTH PROJECTION 2012 - 2017

25.12 GAMIFICATION USER STATISTICS 2012 - 2017

25.13 AVERAGE OUTCOME OF USING GAMIFICATION

25.14 SOCIAL GAMER VS. GAMIFICATION USER 2012 - 2017

25.15 SPENDING ON GAMIFICATION START-UP 2011 - 2017

25.16 IN-GAME AD VS. GAMIFICATION SPENDING 2012 - 2017

25.17 ENTERPRISE GAMIFICATION ADOPTION 2012 - 2017

26.0 CONCLUSIONS AND RECOMMENDATIONS

26.1 RECOMMENDATION FOR BRANDS

26.2 RECOMMENDATION FOR VENDORS AND CONSULTANT

26.3 RECOMMENDATION FOR INCUMBENTS AND INVESTORS

 


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