- Gamify ecommerce platform employs game mechanics to increase customer engagement
- Gamification market to hit $22 billion by 2022
- Management team has successful track record in game development
Playing games, one historian has said, is more fundamental than civilization, for even animals play, an observation indicating that game characteristics may be found or employed in a variety of real life situations (http://nnw.fm/f5h8T). As a result, in marketing, in particular, and in business, generally, assimilation of game mechanics is now thought to lead to greater customer engagement. This is propagating the fast growing market (CAGR of 41 percent) of gamification, which is projected to reach $22 billion by 2022. In the vanguard of this novel development is DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF), a gamification company out to create innovative ways to use game mechanics for business purposes. The company is home to a team of ecommerce and marketing professionals working together with game developers and software engineers to deliver a unique game-based marketing platform for businesses.
Games may seem to be a far way removed from the serious business of marketing but marketing initiatives attempt to activate some of the same psychological attributes – achievement, competition, collection, collaboration and community – to which games appeal. A game that awards points triggers our need for achievement, for example. One with levels fulfils our desire for status, while another that calls for teams fosters our sense of community. What this means is that cleverly employed game attributes can be used to generate customer leads, promote products and deliver rewards, as well as to build brand awareness and strengthen customer loyalty.
The DeepMarkit platform will allow customers to build branded games that incentivize audiences, generate leads and drive sales. It integrates a variety of gaming elements with interactive advertising and powerful visuals, including 3-D images; is flexible enough to be scaled for campaigns of all sizes; and is suitable for multi-channel and omni-channel approaches that incorporate web, mobile and social media. It’s a marketing platform that can create a Unique Selling Proposition (USP) for a company or brand and make it stand out from the crowd… and it’s affordable. Both free and paid solutions are available (http://nnw.fm/rLQ1p).
Known as Gamify, the platform offers a selection of easily customizable gaming apps featuring a customer’s branded e-store, as well as tailored landing pages, technical support, real-time analytics, data collection and engaging marketing campaigns. Gamify’s patent-pending app comes complete with unique user incentives that draw consumers in with games and prizes, which in turn engages shoppers, turning them into buyers and building brand loyalty.
Darold Parken is the CEO and a director of DeepMarkit. He practiced corporate securities law for over 20 years and has extensive experience in creating, funding and managing public companies. He is the founder and was CEO of Chartwell Technology Inc. from its inception in 1998 to its sale to Amaya Gaming Group in 2011. Chartwell developed an industry-leading online gaming software system that continues to power some of the largest gaming companies in the world.
Paulyn Tran is marketing manager. She comes from a background of international public affairs and government relations and has led several nonprofit organizations’ social media teams.
For more information, visit the company’s website at www.DeepMarkit.com
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