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.
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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