lucianowhite737's Journal
 
[Most Recent Entries] [Calendar View] [Friends]

Below are the 3 most recent journal entries recorded in lucianowhite737's InsaneJournal:

    Tuesday, December 13th, 2011
    2:26 pm
    gamification tools
    Gamification may be the use of game mechanics to non-game activities to alter people’s behavior. Using gamification, corporate loyalty programs can significantly improve their effectiveness with the addition of more intrinsic motivators towards the loyalty experience. The production of gamification projects is anticipated to generate $1.6 billion in revenues by 20151 and investors have taken notice.

    gameification

    The term "gamification" is used to explain the use of game mechanics in a setting to help encourage user engagement. There are lots of gamification examples utilized in addition to social media, social buying and websites. Obviously video games being the major supply of of inspiration and application.

    In the past year, over $10 million in seed capital has flowed into gamification platform startups and also over $25 million into companies applying gamification like a core customer strategy. A minumum of one $100 million fund has recently dedicated some of their investment to gamification.2 Marketers also have fully embraced the tremendous potential of harnessing social online activities and games for the purposes of enhancing brand awareness-worldwide online social-networking advertising spending likely to exceed $4 billion towards the end of 2011 (see Figure ).Targeted, casual social gaming audiences are among the most lucrative and compelling current online opportunities3.

    gamification tools

    Figure . Gamification examples - Advertising spend on websites continues to grow.

    1 Proceedings at Gamification Summit 2011, Wanda Meloni, M2 Research, January 20, 2011.

    2 “VCs level up with ‘gamefication’ investments,” VentureBeat, December 10, 2010.

    3. Urstadt, B., “Social Networking Is Not a Business-But It Might Be Soon,” MIT Technology Review, July/August 2008.
    2:24 pm
    gamification tools
    Gamification is the application of game mechanics to non-game activities to alter people’s behavior. Using gamification, corporate loyalty programs can significantly increase their effectiveness by adding more intrinsic motivators to the loyalty experience. Producing gamification projects is anticipated to generate $1.6 billion in revenues by 20151 and investors have taken notice.

    gamification service

    The term "gamification" can be used to explain the application of game mechanics inside a setting to assist encourage user engagement. There are lots of gamification examples utilized in conjunction with social media, social buying and websites. Obviously game titles being the major supply of of inspiration and application.

    In the past year, over $10 million in seed capital has flowed into gamification platform startups and over $25 million into companies applying gamification like a core customer strategy. A minumum of one $100 million fund has dedicated some of their investment to gamification.2 Marketers also have fully embraced the tremendous potential of harnessing social online activities and games for the purposes of enhancing brand awareness-worldwide online social-networking advertising spending expected to exceed $4 billion by the end of 2011 (see Figure ).Targeted, casual social gaming audiences are among the most lucrative and compelling current online opportunities3.

    gameification

    Figure . Gamification examples - Advertising invest in websites keeps growing.

    1 Proceedings at Gamification Summit 2011, Wanda Meloni, M2 Research, January 20, 2011.

    2 “VCs level up with ‘gamefication’ investments,” VentureBeat, December 10, 2010.

    3. Urstadt, B., “Social Networking Is Not a Business-But It Might Be Soon,” MIT Technology Review, July/August 2008.
    2:22 pm
    gamefication
    Gamification may be the application of game mechanics to non-game activities to change people’s behavior. Using gamification, corporate loyalty programs can significantly increase their effectiveness with the addition of more intrinsic motivators towards the loyalty experience. The production of gamification projects is expected to create $1.6 billion in revenues by 20151 and investors have taken notice.

    gamefication

    The word "gamification" is used to explain the use of game mechanics inside a setting to assist encourage user engagement. There are many gamification examples utilized in addition to social networking, social buying and websites. Of course game titles being the main supply of of inspiration and application.

    In the past year, over $10 million in seed capital has flowed into gamification platform startups and over $25 million into companies applying gamification like a core customer strategy. At least one $100 million fund has dedicated a portion of its investment to gamification.2 Marketers also have fully embraced the tremendous potential of harnessing social online activities and games for that purposes of enhancing brand awareness-worldwide online social-networking advertising spending likely to exceed $4 billion towards the end of 2011 (see Figure ).Targeted, casual social gaming audiences are among the most lucrative and compelling current online opportunities3.

    gameification

    Figure . Gamification examples - Advertising spend on websites keeps growing.

    1 Proceedings at Gamification Summit 2011, Wanda Meloni, M2 Research, January 20, 2011.

    2 “VCs level up with ‘gamefication’ investments,” VentureBeat, December 10, 2010.

    3. Urstadt, B., “Social Networking Is Not a Business-But It Might Be Soon,” MIT Technology Review, July/August 2008.
About InsaneJournal