More and more we are hearing about gaming and how it is being incorporated in various industries – research is no exception. Defined, gamification is the process of applying game design techniques and processes to non-game applications to encourage customer engagement.
But what does it really mean and how does it work? Check out this video from Research through Gaming Ltd.
Source: http://www.greenbookblog.org/2011/10/16/5-companies-that-are-using-big-data-gamification-to-disrupt-market-research/
Will Gamification stick? Let us know your thoughts!
Interesting Gaming Facts and Statistics
- Consumers spent $25.1 billion on video games, hardware and accessories in 2010 alone.
- There are 145,000,000 active gamers in the United States.
- 77% of American households own videogames.
- 61% of surveyed CEOs and CFOs are playing games during their working hours.
- Time spent gaming per day in the US: 215,000,000 hours.
- 53% of technology stakeholders (1,021 polled) believe that by 2020, significant advances will have been made in the adoption of gamification.
- According to data released by M2 Research, the gamification market currently is worth approximately $100 million and is expected to reach nearly $2.8 billion by 2016.
“Gamification has proven to increase engagement,” said Betty Adamou, CEO & Founder of Research Through Gaming. | “Gamification is an extremely powerful means of getting someone’s attention and getting a consumer to provide more feedback,” said Jon Puleston, GMI’s VP on Innovation. |
To learn more about Gamification, please contact Barbara Gassaway and the market research specialists at Observation Baltimore today by calling 410-332-0400 or click here! And if you are interested in participating in a future focus group, sign up at www.observationbaltimore/getpaid.
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