Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics

Building strategies, communities, go-to-market opportunities for 3D, immersive, entertainment and enterprise companies
Jun. 25, 2012
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
1 of 28

More Related Content

What's hot

Study of consumer behaviour towards smartphonesStudy of consumer behaviour towards smartphones
Study of consumer behaviour towards smartphonesSuvendu Ghorai
The CMO Survey Highlights and Insights Report - June 2020The CMO Survey Highlights and Insights Report - June 2020
The CMO Survey Highlights and Insights Report - June 2020christinemoorman
Air Jordan Market Analysis Air Jordan Market Analysis
Air Jordan Market Analysis BrittneyKunder
Airtel distribution expansion in rural areasAirtel distribution expansion in rural areas
Airtel distribution expansion in rural areaskitturashmikittu
Report on gaming industry in indiaReport on gaming industry in india
Report on gaming industry in indiaSunil Jaiswal
Digital marketing of NikeDigital marketing of Nike
Digital marketing of NikeRakhi Vipat

Viewers also liked

M2 Research: CES Presentation - Game Trends in 2013 M2 Research: CES Presentation - Game Trends in 2013
M2 Research: CES Presentation - Game Trends in 2013 Wanda Meloni
M2 Research - Women's Luncheon at Casual Connect 2013M2 Research - Women's Luncheon at Casual Connect 2013
M2 Research - Women's Luncheon at Casual Connect 2013Wanda Meloni
Building a Strong Ecosystem for the Games IndustryBuilding a Strong Ecosystem for the Games Industry
Building a Strong Ecosystem for the Games IndustryWanda Meloni
Revolution Banking: Banca en un Futuro DigitalRevolution Banking: Banca en un Futuro Digital
Revolution Banking: Banca en un Futuro DigitalTelefónica Grandes Clientes
eCongress 2015: El nuevo consumidor. Ponencia de Manuel López Pérez, de Telef...eCongress 2015: El nuevo consumidor. Ponencia de Manuel López Pérez, de Telef...
eCongress 2015: El nuevo consumidor. Ponencia de Manuel López Pérez, de Telef...Telefónica Grandes Clientes
Innvovation Security Day MetashieldInnvovation Security Day Metashield
Innvovation Security Day MetashieldTelefónica Grandes Clientes

Viewers also liked(20)

Similar to Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics

Personalized shopping-experience-to-increase-sales-leveraging-zsl-social-comm...Personalized shopping-experience-to-increase-sales-leveraging-zsl-social-comm...
Personalized shopping-experience-to-increase-sales-leveraging-zsl-social-comm...zslmarketing
Digital Marketing ROI: Which Half of My Digital Is Working?Digital Marketing ROI: Which Half of My Digital Is Working?
Digital Marketing ROI: Which Half of My Digital Is Working?David Rogers
Online Marketing For Economic Development: What's Now, What's NextOnline Marketing For Economic Development: What's Now, What's Next
Online Marketing For Economic Development: What's Now, What's NextAtlas Integrated
Affiliate Pivot – What’s Your Brevenue?Affiliate Pivot – What’s Your Brevenue?
Affiliate Pivot – What’s Your Brevenue?Affiliate Summit
David Nour on Enterprise Social Market Leadership   6.10David Nour on Enterprise Social Market Leadership   6.10
David Nour on Enterprise Social Market Leadership 6.10David Nour
Kreative.asia Refining the ROI EquationKreative.asia Refining the ROI Equation
Kreative.asia Refining the ROI EquationEsther Lim

Similar to Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics(20)

Recently uploaded

Elevate Your Enterprise with FME 23.1Elevate Your Enterprise with FME 23.1
Elevate Your Enterprise with FME 23.1Safe Software
Cloud Composer workshop at Airflow Summit 2023.pdfCloud Composer workshop at Airflow Summit 2023.pdf
Cloud Composer workshop at Airflow Summit 2023.pdfLeah Cole
BuilderAI Proposal_MalesniakBuilderAI Proposal_Malesniak
BuilderAI Proposal_MalesniakMichael Lesniak
Improving Employee Experiences on Cisco RoomOS Devices, Webex, and Microsoft ...Improving Employee Experiences on Cisco RoomOS Devices, Webex, and Microsoft ...
Improving Employee Experiences on Cisco RoomOS Devices, Webex, and Microsoft ...ThousandEyes
info_session_gdsc_tmsl .pptxinfo_session_gdsc_tmsl .pptx
info_session_gdsc_tmsl .pptxNikitaSingh741518
Mitigating Third-Party Risks: Best Practices for CISOs in Ensuring Robust Sec...Mitigating Third-Party Risks: Best Practices for CISOs in Ensuring Robust Sec...
Mitigating Third-Party Risks: Best Practices for CISOs in Ensuring Robust Sec...TrustArc

Recently uploaded(20)

Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics

Editor's Notes

  1. (in millions)2011 - $1002012 - $2422013 -$5222014 - $9802015 - $1,7072016 - $2,830Source: M2 Research
  2. Market more than double from 2011Revenue 1) platform vendor revenue, 2) agency and production revenue and 3) internal development.Consumer - down from 91% in January 2011 ** $151 million Enterprise - up from 9% in January 2011 **$91 million
  3. Stand outs include:Samsung Nation USA NetworkRecyclebankNikeKaiserDeloitte
  4. M2 Research estimates that at the beginning of 2011 gamification in consumer-driven applications accounted for 91% of the total market. By the end of 2012, consumer applications will account for 62% of the total market, or roughly $151 million.
  5. Enterprise Gamification - up from 9% in January 2011 **$91 million M2 Research expects enterprisegamification to grow exponentially over the next three years, as social networks become intrinsic to the enterpriseexperience.
  6. In June 2012, M2 Research surveyed the top gamification platform vendors. We asked them about the key features of their platforms. The following results represent the companies that stated they have ALL of the features listed. It is important to note that if they didn’t show up on the list as having all the features currently, most have stated that they plan on having the feature support in the future.
  7. M2 Research also surveyed the vendors on the average increase in metrics clients are getting from their platform. Following are the aggregate metrics for each activity.
  8. The Loyalty Chasm exists for each stage of the adoption curve.