Oct 5, 2017
There are a few gamification technologies and strategies of customer engagement, including level progress, points and scores, real time performance feedback, progress bars, activity feeds, competition with friends, virtual gifts, being part of story, avatars, and virtual currencies.

New York, United States - October 5, 2017 /MarketersMedia/ —
The global gamification market is being driven by several factors, such as increasing adoption in corporate and institutions, increasing penetration of display devices and gadgets, and people’s growing engagement with social networking sites. The key opportunities observed in the global market include passion for gaming in Southeast Asia and application of gamification in consumer survey and opinions.
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The impact of gamification in learning over traditional methods has been increasing. The learners in industries and institutions feel more motivated by learning through points and rewards. According to a study conducted by University of Colorado on the impact of simulations and games among adult learners, gamification techniques offer 14% higher skill-based knowledge, 11% higher factual knowledge, and 9% increase in knowledge retention rate, over the traditional methods of learning
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One of the significant esteems that a gamification configuration can impart is enhancing engagement with the organization's focused on group of onlookers, including its users, customers, workers, and different partners. Motivators and prizes are critical variables for customer engagement. Social networks are a standout amongst the most prevalent utilities of web that draw in individuals from various gatherings. The reward and status components are verifiably and expressly insert in individuals' engagement with online groups. Game elements and competition are interspersed throughout the platforms for the social networks such as Facebook and twitter. The increasing penetration of social network is therefore driving the growth of this Gamification Market .
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The population in Southeast Asia has high level of digital enthusiasm. The population in the region readily adopts digital entertainment. The swift growth rate of market for laptops, mobile phones and tablets is the key indicator for this. About 95% of the population in Singapore and Malaysia own a laptop or personal computer. About 64% of the internet users in Indonesia are also regular users of social media, which is much higher than the global average 54%. Nearly half of the internet users in Southeast Asia play online games every week, of which every 6 of 10 play them at social networking websites.
The growing population of Asia-Pacific and the interest of the population in the region towards gaming is expected to significantly boost the growth of the gamification market during the forecast period. . The key companies operating in the global market include Badgeville Inc., Gigya Inc., Bunchball Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Microsoft Corporation, BigDoor Inc., Knewton, and Lithium Technologies Inc.
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