- Platform draws on gaming elements to engage website visitors
- Fast developing market set to hit $23 billion by 2022
- Executive and development teams with successful track records
All work and no play may make Jack a dull boy, except when the work of turning online visits into sales becomes delightfully playful with the gamification platform from DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF). The patent-pending gamification technology company, based in Calgary, Alberta, Canada, is developing ways to increase customer engagement and convert ‘window shoppers’ to buyers by using games. Termed ‘gamification’, this is a fast developing segment ideally suited for marketing to the millions of Baby Boomers, Millennials and Generation Z’s who have made video games a bigger business than the movie industry. Projected for a CAGR of almost 42 percent until 2022, when it is expected to reach $23 billion, gamification is set to be a revolutionary new paradigm in digital marketing. DeepMarkit, led by a team that has been developing games successfully for 15 years, is out to capture that opportunity with its proprietary promotions platform, Gamify.
Gamification is the application of gaming principles and design to business and, particularly, marketing. In gamification, all of the things that drive us to play games are drawn upon. These may include our desire to socialize, for status, for self-expression, to develop and master a skill, our competitive instincts and many other motivating factors. At DeepMarkit, gamification means creating innovative ways to use games for business purposes, including using games to generate leads, using games to promote products and deliver rewards and using games to build brand awareness and customer loyalty. Its marketing platform, Gamify, allows customers to build branded games that incentivize audiences, generate leads and drive sales (http://nnw.fm/dQl3N).
Gamification can make a difference to the top line by increasing conversions. Getting thousands of visitors to a website, while vitally important, is only part of the marketing game. A visitor must be motivated to stay. Many do not; with the click of a mouse or a finger tap, they are gone. Typical bounce rates are 26-70 percent, with an average of 49 percent, which means that roughly half the visitors to a website just stop in to say hello and goodbye. Google Analytics defines “bounce rate” as the percentage of single interaction visits to a website.
The DeepMarkit Gamify platform is designed to reduce bounce rates. Through the use of unique branded games, the platform turns visitors into players, players into leads and leads into sales. The DeepMarkit platform integrates a variety of gaming elements with interactive advertising and powerful visuals, including 3-D images. It 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. Both free and paid solutions are available (http://nnw.fm/rLQ1p).
Gamify offers a selection of easily customizable gaming apps featuring a customer’s branded e-store, in addition to tailored landing pages, technical support, real-time analytics, data collection and an engaging marketing campaign. The platform’s patent-pending app comes complete with unique user incentives that draw consumers in with games and prizes, which in turn engage shoppers, turning them into buyers and building brand loyalty.
DeepMarkit is led by president and CEO Darold Parken. He heads a team that founded Chartwell Technologies, which was later sold to Amaya Gaming, now known as The Stars Group (NASDAQ: TSG), a company with a market cap that’s close to $8 billion.
For more information, visit the company’s website at www.DeepMarkit.com
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