DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) Gleans Analytics Data from Gamification Strategy to Offer Superior Marketing Tool

  • Incentivized gaming apps generate data and analytics that add new customers, stimulate sales, build brand loyalty and offer retailers a better understanding of their audiences
  • Strategy aims to convert unknown social media followers into identified email subscribers through games and surveys, thereby establishing a platform that drives revenue and branding
  • 2018 goals include the debut of enhanced paid version of its Gamify slide out app; company also plans an in-store product launch in February 2019

DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) utilizes the marriage of game-like features to a non-game platform to develop gamification marketing. The result is collection of consumer data from online games. The application of real-time analytics is performed, and information is created for retailers to better understand their customer audiences (http://nnw.fm/riKb2). MKTDF’s adaptable gamification app for online customers can be used on the Shopify, Inc. platform (NYSE: SHOP) (http://nnw.fm/Gq85k).

MKTDF is focusing on this strategy in a gamification market that’s projected to reach $22.9 billion by 2022, growing at a CAGR of 41.8 percent from 2014-2022, according to P&S Market Research (http://nnw.fm/XMue4). These are online games for business purposes, the company says. The goals are leads, product promotions, brand building and more sales.

MKTDF is planning a second half 2018 launch for its enhanced Gamify paid slide out app from the current free version, available on multiple e-commerce platforms. It is also readying the debut of its survey product by year-end, as noted in the company’s June 2018 investor presentation (http://nnw.fm/2d5Jt). In addition, it is planning an in-store product launch in February 2019.

MKTDF is a Canada-based technology company focused on the monetization of gamification. It seeks, through incentivized gaming apps, to convert visitors to loyal customers who confirm their identities as they participate. Increasing the conversion rate by only one percent can double revenue, MKTDF’s presentation says. MKTDF’s revenue comes from a three-tiered pricing program per campaign.

The company’s proprietary technology platform is patent-pending, and MKTDF says that it represents the only publicly-listed firm focused on gamification. The company’s aim is to capture, through gamification, the interest of individuals who wish to earn prizes and discounts through its branded digital games. This results in the creation of loyal customers and increased branding as visitors are converted. MKTDF offers investors the opportunity to become involved in gamification as a monetized tool for businesses to promote products, generate leads and drive sales.

Darold Parken, CEO and president of MKTDF, says in a corporate investor video that the company’s markets are international and its ambitions are global (http://nnw.fm/7TNXt). The company believes that a growing passion in the Asia-Pacific region for gaming is creating a major opportunity for global gamification growth. MKTDF explains that China and India, together, are projected in a study by U.S. media agency Zenith to have nearly two billion smartphone users in 2018.

For more information, visit the company’s website at www.DeepMarkit.com

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