- 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://ibn.fm/UFpX5).
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://ibn.fm/1L8zO).
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://ibn.fm/6YQcZ).
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://ibn.fm/LsaQJ).
For more information, visit the company’s website at www.DeepMarkit.com
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