- Customer base has grown by an average of 61 percent month-over-month as DeepMarkit onboards hundreds of new customers each month
- Global gamification market projected to reach $22 billion by 2022
- Growth exceeding expectations following launch of slide-out app “Gamify” for global e-commerce websites
- Positive customer feedback driving development of new, customized features
Less than four months after launching its slide-out app “Gamify” for e-commerce websites, DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) announced that it has achieved an average of 61 percent month-over-month growth in its merchant base. Positive customer feedback and the onboarding of hundreds of new customers each month continues to energize DeepMarkit’s development team to create new features for its popular app.
DeepMarkit is a gamification technology whose proprietary promotions platform enables businesses and agencies to create branded games that incentivize customers, which drives sales, captures data and generates leads. DeepMarkit offers marketers both free and paid solutions that are suitable for campaigns of all sizes, targeting multiple channels on the web, mobile and social media.
“Not only is our platform providing customers with an engaging, branded game for their e-commerce stores but it’s also collecting emails and delivering high conversion rates,” Carter Chalmers, director of sales and business development, said in a news release providing a company update (http://nnw.fm/i2AbV). “Our team is developing additional games and enhanced product features to be released with our paid version of the app in the next few months.”
DeepMarkit is developing a gamified survey for the Gamify platform that allows customers to collect valuable consumer data while providing a fun and interactive survey experience with built-in prize capabilities. Importantly, Gamify is also General Data Protection Regulation (GDPR) compliant to help ensure that customers in the European Union can meet the new privacy requirements when collecting data and emails from consumers.
The global gamification market is expected to grow in value from under $2 billion in 2015 to over $22 billion by 2022, a report by P&S Market Research suggests (http://nnw.fm/sRdk4). DeepMarkit is the only publicly listed company focused solely on the monetization tool of gamification – the art of converting shoppers to buyers via incentivized gaming apps that embrace any size of business. The early success of Gamify lends proof to the company’s belief that it’s possible for any business to stand out in a crowded space.
“DeepMarkit’s gamification platform gives customers that way to stand out and it’s a way that they can afford,” DeepMarkit CEO Darold Parken stated in an investor’s video (http://nnw.fm/v4ZL2). “That’s the strength of our platform. For a relatively small amount of money, any business can create a very powerful, high quality customer engagement using gamification.”
Gamify is now available as a specific app in four global e-commerce platform stores, including Shopify, WordPress, Big Commerce and Weebly. The Gamify slide-out app is also easily installed on any website directly from DeepMarkit.
An additional important development occurred earlier when, in June 2017, the company’s proprietary promotions platform “Gamify” attracted a $1.5 million investment from Allstate International LLC in Hong Kong. The investment gives Allstate a 10 percent stake in DeepMarkit and an opportunity to bring the Gamify platform into the growing Asian gaming market.
For more information, visit the company’s website at www.DeepMarkit.com
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