- Company presentation: 2018 goals are acquisition of 1,000 customers by August and debut of enhanced paid version of its Gamify slide out app in October
- MKTDF is seeking to become a leader in physical in-store conversions; sees in-store product launch in February 2019
- Strategy is to convert unknown social media followers into identified email subscribers through games and surveys, thereby establishing platform that drives revenue and branding for clients
DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) has set a timeline of goals for this year. They include acquiring 1,000 customers, the launch of paid slide out gamification app product Gamify and the debut of its retail conversion tool by year-end, according to its June 2018 investor presentation (http://nnw.fm/2d5Jt).
The company plans a second half 2018 launch of its enhanced Gamify paid slide out app from the current free version, available on multiple major ecommerce platforms such as Shopify (NASDAQ: SHOP) and BigCommerce, and as a plugin with WordPress. It is also readying the debut of its survey product by year-end, the presentation says. In February 2019, MKTDF is looking to an in-store product launch. It explains that more than 90 percent of all retail sales are still made in physical stores. According to site Retail TouchPoints, some 94 percent of all retail sales remain in-store (http://nnw.fm/UYS7c).
MKTDF is a Calgary, Alberta-based technology company focused on the monetization of gamification. It seeks, through incentivized gaming apps, to convert visitors into loyal customers who confirm their identities as they participate. Increasing the conversion rate by only one percent can double revenue, MKTDF’s presentation says.
The company’s proprietary technology platform is patent-pending, and MKTDF represents the only publicly-listed firm focused on gamification. The concept is to capture, through gamification, individuals who wish to earn prizes and discounts via 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 business to generate leads, promote products and drive sales.
The stakes are high. P&S Market Research estimates that the global gamification market is expected to grow at a CAGR of 41.8 percent from 2015 to 2022, reaching $22.9 billion. Driving this market are the number of people involved in social sites and the growing penetration of gadgets (http://nnw.fm/Vqf38). While North America is the largest sector of this market, other regions — notably Southeast Asia — are “likely” to exhibit faster growth during this period, the report says.
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).
For more information, visit the company’s website at www.DeepMarkit.com
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