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As gaming grows so does gamification
2011 saw gaming and gamification techniques skyrocket online. With more consumers playing games and interacting through game-like structures, brands signed on to engage in the playing sphere. This has led gamification to be one of the fastest growing areas on the Internet. The gamification spend is expected to reach $2.8 billion by 2015, finds BigDoor.
Gamification uses game techniques to increase engagement, thereby increasing the time users spend on-site, increase conversions and push the rate of return higher. All these things help monetize websites and increase revenue.
According to BigDoor gamification companies pulled in $25 million in venture capital throughout the year, there were eight books published on the subject and one online publishers saw a 300% loyalty increase after using gamification techniques.
Badgeville reports 400% growth through 2011; the platform helps brands measure the influence consumer behavior through gamification options. The company has added more than 100 new brands to its client list this year reports serving one billion API calls per month. They have five million registered 'active' players; millions more play anonymously.
"Throughout 2012, we expect enterprise demand for our solutions and industryleadership to exponentially increase - in support of such demand, we will continue to aggressively invest in our unmatched suite of gamification, reputation management and social networking solutions, as well as our world-class team," said Kris Duggan, CEO, Badgeville.
As for where gamification is going, BigDoor predicts that half of businesses that have 'innovation processes' will gamify these areas by 2015 and that 70% of global businesses will have at least one gamified application by 2014.
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