- 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://ibn.fm/Keflo).
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://ibn.fm/mSatW).
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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Editor@QualityStocks.com
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