- Gamify
ecommerce platform employs game mechanics to increase customer engagement
- Gamification
market to hit $22 billion by 2022
- Management
team has successful track record in game development
Playing games, one historian has said, is more fundamental
than civilization, for even animals play, an observation indicating that game
characteristics may be found or employed in a variety of real life
situations (http://ibn.fm/BEzs5).
As a result, in marketing, in particular, and in business, generally,
assimilation of game mechanics is now thought to lead to greater customer
engagement. This is propagating the fast growing market (CAGR of 41 percent) of
gamification, which is projected to reach $22 billion by 2022. In the vanguard
of this novel development is DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF), a
gamification company out to create innovative ways to use game mechanics for
business purposes. The company is home to a team of ecommerce and marketing
professionals working together with game developers and software engineers to
deliver a unique game-based marketing platform for businesses.
Games may seem to be a far way removed from the serious
business of marketing but marketing initiatives attempt to activate some of the
same psychological attributes – achievement, competition, collection,
collaboration and community – to which games appeal. A game that awards points
triggers our need for achievement, for example. One with levels fulfils our
desire for status, while another that calls for teams fosters our sense of
community. What this means is that cleverly employed game attributes can be
used to generate customer leads, promote products and deliver rewards, as well
as to build brand awareness and strengthen customer loyalty.
The DeepMarkit platform will allow customers to build
branded games that incentivize audiences, generate leads and drive sales. It
integrates a variety of gaming elements with interactive advertising and
powerful visuals, including 3-D images; 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. It’s a marketing
platform that can create a Unique Selling Proposition (USP) for a company or
brand and make it stand out from the crowd… and it’s affordable. Both free and
paid solutions are available (http://ibn.fm/9oUAy).
Known as Gamify, the platform offers a selection of easily
customizable gaming apps featuring a customer’s branded e-store, as well as
tailored landing pages, technical support, real-time analytics, data collection
and engaging marketing campaigns. Gamify’s patent-pending app comes complete
with unique user incentives that draw consumers in with games and prizes, which
in turn engages shoppers, turning them into buyers and building brand loyalty.
Darold Parken is the CEO and a director of DeepMarkit. He
practiced corporate securities law for over 20 years and has extensive
experience in creating, funding and managing public companies. He is the
founder and was CEO of Chartwell Technology Inc. from its inception in 1998 to
its sale to Amaya Gaming Group in 2011. Chartwell developed an industry-leading
online gaming software system that continues to power some of the largest
gaming companies in the world.
Jason Saelhof is head client architect. He has over 15
years’ experience as a graphic designer, developer and client architect in the
online gaming industry. In 1999, he joined Chartwell Technology as a graphic
designer and began taking on increasing responsibilities, becoming game
developer then creative lead and on to lead client architect. Saelhof’s team
developed one of the first casino games to operate on a mobile platform. He is
a specialist in HTML.5, JavaScript and ActionScript.
Paulyn Tran is marketing manager. She comes from a
background of international public affairs and government relations and has led
several nonprofit organizations’ social media teams.
For more information, visit the company’s website at www.DeepMarkit.com
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