- Darold
Parken, MKTDF CEO and president, says that the company’s markets are
international and sees significant future expansion in developing regions
globally
- MKTDF’s
gamification strategy is to convert unknown social media followers into
identified email subscribers through online games and surveys, building
revenues and branding
- 2018
corporate goals include the debut of enhanced paid version of its Gamify
slide out app in October; it also plans an in-store product launch in
February 2019
- Company’s
opportunity in Asia highlighted by Allstate Enterprise Consulting Ltd.
(Hong Kong) investment of $1.5 million into MKTDF
DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) sees its
gamification marketing strategy growing in international markets, such as the
Asia-Pacific region, where the enthusiasm shown by the population toward online
gaming is growing along with smartphone ownership. Gamification utilizes the
marriage of game-like features with a non-game platform to collect consumer
data from online games. The result is the application of real time analytics
and information created for retailer clients to better understand their
customer audience (http://ibn.fm/gyZUi).
In June, the company’s opportunities in Asia attracted
Allstate Enterprise Consulting Ltd. (Hong Kong) to invest $1.5 million into
MKTDF via a private placement at $0.12/share (http://ibn.fm/8uujE). DeepMarkit and Allstate are
collaborating on a business strategy and distribution partnership, bringing
DeepMarkit’s gamified promotions platform into the Chinese market through
Allstate’s extensive network of over 15,000 agents.
MKTDF is a Calgary, Alberta-based technology company focused
on the monetization of gamification. It seeks, through gaming apps that offer
prizes and discounts, to convert visitors into loyal customers who confirm
their identities as they participate. According to the company’s June 2018
investor presentation, MKTDF’s revenue comes from a three-tiered pricing
program for each gamification campaign (http://ibn.fm/yvrj4).
CEO Darold Parken says in a corporate investor video that
the company’s markets are international and its ambitions are global (http://ibn.fm/iFjfX). The
company’s strategy is to convert players into leads and leads into customers.
Online customers can use its offerings on the Shopify, Inc., platform (NYS:
SHOP) (http://ibn.fm/XACW7).
Gamify is also available for free download on other major e-commerce platforms.
“Growing passion for gaming in developing regions,
particularly Asia-Pacific, (is) creating a major opportunity for global
gamification growth,” MKTDF wrote in the presentation. Smartphone ownership’s
exponential growth is enabling more users to partake in digital games and
surveys. China and India are together projected, in a study by U.S. media
agency Zenith, to have nearly two billion smartphone users in 2018 (http://ibn.fm/edVuO).
MKTDF plans a 2H2018 launch of its enhanced Gamify paid
slide out app, updating from the current free version, which is available on
multiple e-commerce platforms. It is also readying the debut of its survey
product by year-end and an in-store product launch in February 2019, the
presentation reports.
MKTDF’s adaptable gamification app and proprietary
technology platform is patent-pending.
For more information, visit the company’s website at www.DeepMarkit.com
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