Facts and Figures on Gamification
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Facts and Figures on Gamification

Gamification is the future. There’s no dodging this conclusion. And if you get your numbers correct, you will be on top of the curve where you can be light years ahead of your competition in terms of marketability and building loyalty.

Following are some facts and figures from Limelight Networks and Mordor Intelligence on Games and Gamification to give you some idea about the coming revolution, to get you thinking, and perhaps to prepare you for the challenge.

ADVERGAME IS BECOMING A STANDARD PART OF INTERACTIVE ADVERTISING – GARTNER G2

THE MOST POPULAR OF ALL WEB BROWSERS ARE THE SITES, INCLUDING GAMES. – NIELSEN NETRATING

87% OF PLAYERS REMEMBER THE BRAND THAT HAS BEEN INTEGRATED INTO THE GAME – NIELSEN NETRATING

THE DEMOGRAPHIC DISTRIBUTION OF ONLINE PLAYERS IS VERY LARGE, MIDDLE AGED WOMEN BETWEEN 35-54 YEARS OLD CONSTITUTE THE LARGEST PERCENTAGE. – NIELSEN NETRATING

ADVERGAMES ARE VERY EFFECTIVE AND EFFICIENT, AND FURTHER INVESTMENT IN THE RECYCLING OF TRADITIONAL MARKETING METHODS (RIO) IS PROVIDED. – IDGA – ONLINE GAMES WHITE PAPERS

86% OF INTERNET GAME USERS PASSED VIRAL MESSAGES ONTO ANOTHER PERSON. 49% PASSED THEM ON TO MORE THAN 3 PEOPLE. -JUPITER MEDIA METRIX