Tuesday, August 7, 2018

DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) Platform Winning at the Gamification Game

  • DeepMarkit’s Gamify platform meets key marketing objectives
  • Global gamification market projected to see 41.8 percent CAGR
  • Gamify offers customizable options that turn players into purchasers
Who knew that mobile phone games could evolve into one of the most powerful and effective ways to attract shoppers to browse, buy and bounce back in an online retail space? That’s exactly the technology that the developers at DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) are perfecting.
This intriguing marketing approach, known as gamification, applies the principles, design and engagement of gaming to the purpose of generating leads, promoting products, delivering rewards and building brand awareness and customer loyalty — all key objectives in the world of marketing. Recognizing the powerful potential of this innovative marketing approach, DeepMarkit has created a marketing platform called Gamify that allows businesses to build branded games that attract buyers, drive sales and increase return visits.
Valued at approximately $1.7 million in 2015, the global gamification market is on fire, projected to reach more than $22 billion by 2022 — a CAGR of 41.8 percent (http://nnw.fm/v4bC0). This extraordinary growth comes as a result of unprecedented access to the online world (one recent U.N. study reveals that more people in the world have access to mobile phones than toilets), with many of those users flocking to online gaming (http://nnw.fm/l0H9k).
Gamify offers businesses the chance to reach this phenomenal number of potential customers in a format with which those users are familiar. Gamify provides a selection of easily customizable gaming apps featuring a business’s branded e-store; the platform also allows businesses to create tailored landing pages and collect invaluable data and real-time analytics. In addition, Gamify’s patent-pending app includes unique user incentives such as games and prizes, which turn players into purchasers.
“Businesses need a way to stand out from the crowd,” DeepMarkit president and CEO Darold Parken stated in a news release. “DeepMarkit’s gamification platform gives customers that way to stand out and it’s a way that they can afford. That’s the strength of our platform. For a relatively small amount of money, any business can create a very powerful, high-quality customer engagement using gamification.”
The only publicly traded company focused solely on the emerging monetization tool of gamification, DeepMarkit has clearly established itself as a winner in the field, a position that hasn’t gone unnoticed by others. DeepMarkit recently entered into a joint marketing agreement with ITN International (“ITN”), a global leader in trade show data capture and analytics. Gamify’s platform has also attracted a $1.5 million investment from Allstate International LLC in Hong Kong, a strategic move that gives Allstate a 10 percent stake in DeepMarkit and an enviable opportunity to bring the Gamify platform into the burgeoning Asian gaming market.
For more information, visit the company’s website at www.DeepMarkit.com
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