Download the PDF: https://www.demandmetric.com/content/gamification-technology-overview
A new, younger generation is now entering the workforce, bringing
with them different mindsets and technologies than their Baby Boomer
For this new generation, video games, social media and all things digital
and interactive have been an integral part of their everyday life.
Engaging this new generation and the generations that follow is a serious
challenge for businesses in the present.
When seeking to engage an Online Community, particularly one consisting
of millennials, Gamification is an approach that creates an environment of
real-time feedback, benefits and rewards to which the digital generations
have become accustomed.
Quite simply, Gamification incorporates game-design mechanisms into
non-game applications and environments to make them more engaging
while adding a dimension of fun and competition.
Gamification is a means to an end and, in broad terms, that end goal
is behavior change. More specifically, companies gamify applications,
websites or communities to better engage customers, employees or both.
The insights and analysis presented in this Vendor Landscape are given
to provide marketers with an overview of Gamification platforms and
tools that enable Modern Marketing Organizations (MMOs) to make
effective purchasing decisions about Gamification solutions that best
fit their broader Customer Engagement strategy.
Our look at this technology landscape focuses on the primary applications
for Gamification, which broadly fall into the categories of Customer Loyalty
or Advocacy, Customer Engagement and Employee Engagement.