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Gamification 2012 - 2017
             Opportunities and Market Outlook for
             Next Generation Brand/Product
             Advertising through Embedded Gaming



March 2012
Overview:
Embedded gaming or "Gamification" is a next generation advertising approach in which gaming elements are integrated into a
non-game environment.

Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty,
broaden reach and monetize assets.

Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global
2000 organizations will have gamified applications and/or processes.

The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user
interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a pre-
cursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is
based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.

This research includes:

•   Gamification business model analysis
•   In-depth analysis of Gamification solution and dynamics
•   Analysis of thirty two companies involved in Gamificiation
•   Case study analysis of brands capitalizing upon Gamification
•   Analysis of Gamification market trends and market projections 2012 - 2017
•   Analysis of potential benefit metrics and non-metrics of Gamification for Brands
•   Gamification process analysis including game mechanics, design techniques, and features
•   Guidelines for Brands, Vendors, Service Providers, and Investors to realize optimal success with Gamification
•   Feasibility assessment of Gamification solutions across various industries (education, enterprise, healthcare, education,
entertainment)


As a complement to this valuable report, Mind Commerce provides Gamification consultancy services including:

•    Design a deployment solution with operational support
•    Define ROI measurement & tracking metrics from Gamified solution
•    Develop cross channel marketing solutions identification and implementation
•    Identify the specific Gamification potential for your industry, product or service
•    Identify game mechanics for your product or service that will act as extrinsic motivators




    Tel/FAX: 1-877-MINDCOM (646-3266)                   Email: info@mindcommerce.com                     www.mindcommerce.com
Companies in Report:
Vendor Platforms: Gamify.it, Badgeville, Bunchball, Bigdoor, CrowdTwist, Cynergy, SpectrumDNA, Reputely, IActionable,
Scvngr, Manumatix, Leapfrog, beintoo, Objective Logistics, Rypple, CloudCaptive, Arcaris, Gigya, Gamisfaction, Play Nicely,
Punchtab, Keas, RepTivity, Fusion, Badgy, Bulbstorm, Crowd Factory, FanGager, RoarEngine, Hoopla, Kitzy, and Snowfly

Brands, Service/Product Providers and others: XboxLive, Foursquare, Gowalla, Getglue, LinkedIn, Salesforce, Mint, Check-
points, Shopkick, Hallmark, Starbucks, NIKE, Buffalo Wild Wings, Microsoft, American Airlines, Sundance Film Festival 2011,
Nextjump, Speed Camera Lottery, Psych, NBC, Universal, Playboy, CrowqTap, RecylceBank, eBay, Amazon, Debhub, Play-
gen, Metycoon, Zynga, Cadbury, TFL Chromaroma, Bunchball, MOGL: Dinning Out, Nissan, Siemens, Hilton, SAP, BMW,
Mashable, COCA COLA, Ask.Com, Google, and Facebook




Key Findings:

•    Gamification ranks 4th in Top Digital Marketing Trends for 2012
•    The Gamification market is anticipated to reach $ 3.6 billion by 2017
•    Mobile platform gamification is expected to increase by 90% in USA by 2017
•    For global 2000 organizations
         ◊ 80% will gamify products or services by 2017
         ◊ 70% will gamify enterprise process by 2017
•    Select industry metrics:
         ◊ The entertainment industry currently holds the lead in Gamification market (45% market position)
         ◊ The education, healthcare and financial sector will increase dramatically but will not overtake entertainment by 2017




Target Audience:

•    Mobile network operators
•    Content providers and intermediaries
•    Digital marketing agency or consultants
•    Internet and mobile based solution providers
•    Brands, advertisers, portals, and media companies
•    Mobile commerce application and service providers
•    Social gaming, mobile gaming and social commerce developers
•    System integrators, consultants, and professional service providers
•    Gamification platform and infrastructure providers (equipment, software, and services)




    Tel/FAX: 1-877-MINDCOM (646-3266)                 Email: info@mindcommerce.com                      www.mindcommerce.com
Table of Contents:
1.0    EXECUTIVE SUMMARY         11                  16.4 BUSINESS VALUE METRICS 1: A COMMUNITY OF
2.0    GAMIFICATION CONCEPT: HOW IT WORKS? 13        MEMBERS OR FANS        59
3.0    HOW GAMIFICATION EVOLVED?     15              16.5 BUSINESS VALUE METRICS 2: BUILDING
4.0    GAMIFICATION: A BUZZWORD, BULLSHIT OR REAL-   BRANDS 60
ITY?     18                                          16.6 BUSINESS VALUE METRICS 3: DRIVING ENGAGE-
5.0    GAMIFICATION IS MORE THAN MERE MARKETING!     MENT AND LOYALTY         62
20                                                   16.7 BUSINESS VALUE METRICS 4: MOTIVATING BE-
6.0    GAMIFICATION VS. SERIOUS GAMES 21             HAVIOR      63
7.0    GAME-BASED MARKETING AND GAMIFICA-            17.0 GAMIFICATION: A REAL WORLD DILEMMA 65
TION      23                                         18.0 GAMIFICATION INDUSTRY ANALYSIS 67
8.0    EMERGING TECHNOLOGY HYPE CYCLE AND GAMI-      18.1 GAMIFICATION APPLICATION SERVICE HORI-
FICATION          25                                 ZON 67
9.0    TOP DIGITAL MARKETING TREND 2012 & GAMIFI-    18.2 INDUSTRY HORIZON 67
CATION 26                                            18.2.1 ART INDUSTRY         69
10.0 GAMIFICATION PROCESS & BUILDING                 18.2.2 COMMERCE INDUSTRY         70
BLOCKS         27                                    18.2.3 EDUCATION INDUSTRY        71
10.1 GAME DESIGN TECHNIQUE 27                        18.2.4 ENTERTAINMENT INDUSTRY 72
10.1.1 5 RULES TO FOLLOW BEFORE GAME DE-             18.2.5 ENVIRONMENT INDUSTRY 72
SIGN         28                                      18.2.6 DESIGN INDUSTRY      73
10.1.2 GAME DYNAMICS TO USE DURING GAME DE-          18.2.7 GOVERNMENT INDUSTRY       74
SIGN 29                                              18.2.8 HEALTH INDUSTRY      75
10.2 GAME MECHANICS 35                               18.2.9 GAMIFICATION OF LIFE      76
10.2.1 5 COMMONLY USED GAME MECHANICS      36        18.2.10      MARKETING INDUSTRY      77
10.2.2 ATTRIBUTES OF GAME MECHANIC 37                18.2.11      MOBILE INDUSTRY 77
10.3 GAME FEATURE             38                     18.2.12      NEWS INDUSTRY       78
11.0 GAMIFICATION BENEFIT ANALYSIS 40                18.2.13      SOCIAL GOODS INDUSTRY    79
11.1 GAMIFICATION METRICS        40                  18.2.14      WEBSITE INDUSTRY 80
11.2 GAMIFICATION NON-METRICS        41              18.2.15      WORK INDUSTRY / ENTERPRISE GAMIFICA-
12.0 GAMIFICATION PLATFORM ANALYSIS         42       TION    80
12.1 GAMIFICATION PLATFORM DISRUPTION: A TIME-       18.2.16      TRANSPORT INDUSTRY      82
LINE TRACK          43                               18.2.17      TRANSITION INDUSTRY     82
12.2 12 LEADING GAMIFICATION PLATFORM OF             18.2.18      SCIENCE INDUSTRY 82
2012 44                                              19.0 BRAND CAPITALIZING GAMIFICATION: A CRITICAL
12.3 32 GAMIFICATION PLATFORM METRICS (LEADING       ANALYSIS OF 15 BRANDS         83
12 + OTHER 20)          44                           19.1 XBOX LIVE      83
12.4 GAMIFY VS. BADGEVILLE: COMPARATIVE PLAT-        19.2 FOURSQUARE 83
FORM ANALYSIS         47                             19.3 GOWALLA       85
13.0 SOCIAL WEB ENGINEERING & GAMIFICA-              19.4 GETGLUE        87
TION       50                                        19.5 LINKEDIN      88
14.0 LBSN (LOCATION BASED SOCIAL NETWORKING)         19.6 SALESFORCE 88
AND GAMIFICATION           52                        19.7 MINT 89
15.0 FCOMMERCE, SOCIAL MEDIA, AND GAMIFICATION       19.8 CHECKPOINTS 89
54                                                   19.9 SHOPKICK       90
16.0 GAMIFICATION BUSINESS VALUE DRIVER MET-         19.10 HALLMARK     91
RICS 58                                              19.11 STARBUCKS 93
16.1 WHO PARTICIPATES IN GAMIFICATION?      58       19.12 NIKE 93
16.2 TRACKING PARTICIPANT STATISTICS DRIVE PAR-      19.13 BUFFALO WILD WINGS         93
TICIPATION 58                                        19.14 MICROSOFT 94
16.3 PARTICIPATION DRIVES BUSINESS VALUE      59     19.15 AMERICAN AIRLINES 94




 Tel/FAX: 1-877-MINDCOM (646-3266)       Email: info@mindcommerce.com             www.mindcommerce.com
Table of Contents (cont.):
20.0 GAMIFICATION CASE ANALYSIS       95          21.9 RESTAURANT LOYALTY PROGRAM GETTING
20.1 FOURSQUARE 95                                POPULARITY 132
20.2 GOWALLA       96                             21.10 GAMIFICATION IS IN SUPER BOWL CON-
20.3 SUNDANCE FILM FESTIVAL 2011     97           TEST        132
20.4 NEXTJUMP: GET FIT 99                         21.11 GAMIFY TV: ENTERTAINMENT INDUSTRY
20.5 SPEED CAMERA LOTTERY        100              PEAK      132
20.6 PSYCH & NBC/UNIVERSAL AND PLAYBOY      100   21.12 BAZAARVOICE AND BADGEVILLE PARTNER-
20.7 CROWDTAP: MAKE RESEARCH & EVANGELISM         SHIP     134
COUNT      101                                    22.0 GAMIFICATION BUSINESS MODEL 135
20.8 RECYCLEBANK: SAVE THE PLANET 102             22.1 QUESTIONS BEFORE BUSINESS MODEL          136
20.9 FARMVILLE      102                           22.2 GENERIC MODEL        136
20.10 EBAY 103                                    22.3 RYPPLE FREEMIUM MODEL 138
20.11 DEVHUB       104                            22.4 REVENUE CHARGING MODEL           139
20.12 PLAYGEN'S METYCOON        105               23.0 GAMIFICATION: 12 MONTH TREND ANALYSIS OF
20.13 GETGLUE       106                           2011    141
20.14 CADBURY: SPOTS AND STRIPES       106        23.1 JANUARY: REALITY GETS BETTER       141
20.15 TFL: CHROMAROMA 107                         23.2 FEBRUARY: HEALTH SETS THE PACE 141
20.16 FREQUENT FLYER PROGRAMS         108         23.3 MARCH, APRIL & MAY: SPRING SHOOTS      141
20.17 STARBUCKS 108                               23.4 JUNE & JULY: SUMMER OF FUNDING         141
20.18 NIKE+ 108                                   23.5 AUGUST: GOING DEEP           142
20.19 BUNCHBALL 109                               23.6 SEPTEMBER: MATURING          142
20.20 MOGL: DINING OUT 109                        23.7 OCTOBER & NOVEMBER: GAMIFICATION GOES
20.21 ENTERPRISE GAMIFICATION: NISSAN'S "ECO      MAINSTREAM      142
MODE" DASHBOARD 111                               23.8 DECEMBER: A LOOK TO THE FUTURE          142
20.22 ENTERPRISE GAMIFICATION: SIEMENS PLANT-     24.0 GAMIFICATION TREND PREDICTION 2012 143
VILLE AND HILTON'S EMBASSY SUITES     111         24.1 GAMIFICATION GROWS UP 143
20.23 ENTERPRISE GAMIFICATION: SAP     112        24.2 FOCUS ON BUSINESS RESULTS          143
20.24 BMW: "THE ULTIMATE DRIVE" APP 112           24.3 GAMIFICATION SPREADS ACROSS ALL INDUS-
20.25 BADGEVILLE 112                              TRIES 143
20.26 MASHABLE: NEWS GAMIFICATION 114             24.4 USER REPUTATION ACROSS ALL DIGITAL TOUCH-
20.27 COKE FREESTYLE       116                    POINTS     143
20.28 SIX FLAGS PARKS AND ASK.COM     117         24.5 TRAINING COMPLIANCE GETS GAMIFIED       144
20.29 SALESFORCE.COM      118                     24.6 EMPLOYEE RECOGNITION ALSO GETS GAMI-
20.30 ZYNGA'S PRIVACY VILLE     120               FIED 144
20.31 GOOGLE       121                            24.7 GAMIFICATION GETS SOCIAL 144
20.32 FACEBOOK      122                           24.8 GAMIFICATION CONSULTING IS A BIG BUSI-
21.0 GAMIFICATION TREND 2012 124                  NESS     144
21.1 ON GOOGLE SEARCH 124                         24.9 THE ANALYTICS INDUSTRY IS DISRUPTED BY
21.2 NEW MARKETING STRATEGY 124                   GAMIFICATION       144
21.3 HEALTH GAMIFICATION AND MEDICAL MARKETING    24.10 BADGEVILLE WILL CONTINUE ITS REIGN AS THE
GETS HIGH MOMENTUM      124                       LEADER IN GAMIFICATION        145
21.4 GAMIFICATION AS MEANS TO OVERCOME COM-       24.11 HIGH-END HANDHELD CONSOLE GAMING MARKET
MUTER BLUES     126                               MAY EMBRACE GAMIFICATION         145
21.5 BANKS USING GAMIFICATION        127          25.0 GAMIFICATION MARKET PROJECTION 2012 -
21.6 ENVIRONMENT AND ENERGY MARKETING ON TOP      2017 146
TREND 129                                         25.1 GAMIFICATION MARKET VALUE IN SPENDING 2012-
21.7 EDUCATION GETTING GAMIFIED      130          2017 146
21.8 YOUTH DEVELOPMENT WITH GAMIFICA-             25.2 GAMIFICATION: US VS. OTHER MARKET 2012 -
TION      131                                     2017      146




 Tel/FAX: 1-877-MINDCOM (646-3266)     Email: info@mindcommerce.com            www.mindcommerce.com
Table of Contents (cont.):
25.3 GAMIFICATION: INTERNET VS. MOBILE PLATFORM
2012 -2017    148
25.4 WEB SERVICE VS. IN-APP VS. IN-GAME GAMIFICA-
TION 2012 - 2017     148
25.5 INDUSTRY-WISE GAMIFICATION 2012 -
2017       149
25.6 GAMIFICATION ADOPTION CURVE BY INDUSTRY
2012 - 2017     150
25.7 INDUSTRY OBJECTIVE WITH GAMIFICATION 2012 -
2017 151
25.8 GAMIFY SERVICE ADOPTION BY GLOBAL 2000 OR-
GANIZATION 2012 - 2017    152
25.9 SOCIAL MEDIA MARKETING VS. GAMIFICATION
SPENDING 2012 - 2017 152
25.10 AVERAGE VENDOR CHARGE FOR GAMIFICATION
2012 - 2017    153
25.11 Y2D VENDOR REVENUE GROWTH PROJECTION
2012 - 2017      154
25.12 GAMIFICATION USER STATISTICS 2012 -
2017       154
25.13 AVERAGE OUTCOME OF USING GAMIFICA-
TION     155
25.14 SOCIAL GAMER VS. GAMIFICATION USER 2012 -
2017      155
25.15 SPENDING ON GAMIFICATION START-UP 2011 -
2017      156
25.16 IN-GAME AD VS. GAMIFICATION SPENDING 2012 -
2017    157
25.17 ENTERPRISE GAMIFICATION ADOPTION 2012 -
2017       157
26.0 CONCLUSIONS AND RECOMMENDATIONS 159
26.1 RECOMMENDATION FOR BRANDS 160
26.2 RECOMMENDATION FOR VENDORS AND CON-
SULTANT      160
26.3 RECOMMENDATION FOR INCUMBENTS AND IN-
VESTORS 161




 Tel/FAX: 1-877-MINDCOM (646-3266)       Email: info@mindcommerce.com   www.mindcommerce.com
Order Form
  Report Title
  Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generation Brand/Product
  Advertising through Embedded Entertainment
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        Single User License ………….....$ 1,995 USD               Company-wide License……$ 4,995 USD
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Tel/FAX: 1-877-MINDCOM (646-3266)            Email: info@mindcommerce.com                     www.mindcommerce.com

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Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming

  • 1. Gamification 2012 - 2017 Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming March 2012
  • 2. Overview: Embedded gaming or "Gamification" is a next generation advertising approach in which gaming elements are integrated into a non-game environment. Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets. Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global 2000 organizations will have gamified applications and/or processes. The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a pre- cursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement. This research includes: • Gamification business model analysis • In-depth analysis of Gamification solution and dynamics • Analysis of thirty two companies involved in Gamificiation • Case study analysis of brands capitalizing upon Gamification • Analysis of Gamification market trends and market projections 2012 - 2017 • Analysis of potential benefit metrics and non-metrics of Gamification for Brands • Gamification process analysis including game mechanics, design techniques, and features • Guidelines for Brands, Vendors, Service Providers, and Investors to realize optimal success with Gamification • Feasibility assessment of Gamification solutions across various industries (education, enterprise, healthcare, education, entertainment) As a complement to this valuable report, Mind Commerce provides Gamification consultancy services including: • Design a deployment solution with operational support • Define ROI measurement & tracking metrics from Gamified solution • Develop cross channel marketing solutions identification and implementation • Identify the specific Gamification potential for your industry, product or service • Identify game mechanics for your product or service that will act as extrinsic motivators Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 3. Companies in Report: Vendor Platforms: Gamify.it, Badgeville, Bunchball, Bigdoor, CrowdTwist, Cynergy, SpectrumDNA, Reputely, IActionable, Scvngr, Manumatix, Leapfrog, beintoo, Objective Logistics, Rypple, CloudCaptive, Arcaris, Gigya, Gamisfaction, Play Nicely, Punchtab, Keas, RepTivity, Fusion, Badgy, Bulbstorm, Crowd Factory, FanGager, RoarEngine, Hoopla, Kitzy, and Snowfly Brands, Service/Product Providers and others: XboxLive, Foursquare, Gowalla, Getglue, LinkedIn, Salesforce, Mint, Check- points, Shopkick, Hallmark, Starbucks, NIKE, Buffalo Wild Wings, Microsoft, American Airlines, Sundance Film Festival 2011, Nextjump, Speed Camera Lottery, Psych, NBC, Universal, Playboy, CrowqTap, RecylceBank, eBay, Amazon, Debhub, Play- gen, Metycoon, Zynga, Cadbury, TFL Chromaroma, Bunchball, MOGL: Dinning Out, Nissan, Siemens, Hilton, SAP, BMW, Mashable, COCA COLA, Ask.Com, Google, and Facebook Key Findings: • Gamification ranks 4th in Top Digital Marketing Trends for 2012 • The Gamification market is anticipated to reach $ 3.6 billion by 2017 • Mobile platform gamification is expected to increase by 90% in USA by 2017 • For global 2000 organizations ◊ 80% will gamify products or services by 2017 ◊ 70% will gamify enterprise process by 2017 • Select industry metrics: ◊ The entertainment industry currently holds the lead in Gamification market (45% market position) ◊ The education, healthcare and financial sector will increase dramatically but will not overtake entertainment by 2017 Target Audience: • Mobile network operators • Content providers and intermediaries • Digital marketing agency or consultants • Internet and mobile based solution providers • Brands, advertisers, portals, and media companies • Mobile commerce application and service providers • Social gaming, mobile gaming and social commerce developers • System integrators, consultants, and professional service providers • Gamification platform and infrastructure providers (equipment, software, and services) Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 4. Table of Contents: 1.0 EXECUTIVE SUMMARY 11 16.4 BUSINESS VALUE METRICS 1: A COMMUNITY OF 2.0 GAMIFICATION CONCEPT: HOW IT WORKS? 13 MEMBERS OR FANS 59 3.0 HOW GAMIFICATION EVOLVED? 15 16.5 BUSINESS VALUE METRICS 2: BUILDING 4.0 GAMIFICATION: A BUZZWORD, BULLSHIT OR REAL- BRANDS 60 ITY? 18 16.6 BUSINESS VALUE METRICS 3: DRIVING ENGAGE- 5.0 GAMIFICATION IS MORE THAN MERE MARKETING! MENT AND LOYALTY 62 20 16.7 BUSINESS VALUE METRICS 4: MOTIVATING BE- 6.0 GAMIFICATION VS. SERIOUS GAMES 21 HAVIOR 63 7.0 GAME-BASED MARKETING AND GAMIFICA- 17.0 GAMIFICATION: A REAL WORLD DILEMMA 65 TION 23 18.0 GAMIFICATION INDUSTRY ANALYSIS 67 8.0 EMERGING TECHNOLOGY HYPE CYCLE AND GAMI- 18.1 GAMIFICATION APPLICATION SERVICE HORI- FICATION 25 ZON 67 9.0 TOP DIGITAL MARKETING TREND 2012 & GAMIFI- 18.2 INDUSTRY HORIZON 67 CATION 26 18.2.1 ART INDUSTRY 69 10.0 GAMIFICATION PROCESS & BUILDING 18.2.2 COMMERCE INDUSTRY 70 BLOCKS 27 18.2.3 EDUCATION INDUSTRY 71 10.1 GAME DESIGN TECHNIQUE 27 18.2.4 ENTERTAINMENT INDUSTRY 72 10.1.1 5 RULES TO FOLLOW BEFORE GAME DE- 18.2.5 ENVIRONMENT INDUSTRY 72 SIGN 28 18.2.6 DESIGN INDUSTRY 73 10.1.2 GAME DYNAMICS TO USE DURING GAME DE- 18.2.7 GOVERNMENT INDUSTRY 74 SIGN 29 18.2.8 HEALTH INDUSTRY 75 10.2 GAME MECHANICS 35 18.2.9 GAMIFICATION OF LIFE 76 10.2.1 5 COMMONLY USED GAME MECHANICS 36 18.2.10 MARKETING INDUSTRY 77 10.2.2 ATTRIBUTES OF GAME MECHANIC 37 18.2.11 MOBILE INDUSTRY 77 10.3 GAME FEATURE 38 18.2.12 NEWS INDUSTRY 78 11.0 GAMIFICATION BENEFIT ANALYSIS 40 18.2.13 SOCIAL GOODS INDUSTRY 79 11.1 GAMIFICATION METRICS 40 18.2.14 WEBSITE INDUSTRY 80 11.2 GAMIFICATION NON-METRICS 41 18.2.15 WORK INDUSTRY / ENTERPRISE GAMIFICA- 12.0 GAMIFICATION PLATFORM ANALYSIS 42 TION 80 12.1 GAMIFICATION PLATFORM DISRUPTION: A TIME- 18.2.16 TRANSPORT INDUSTRY 82 LINE TRACK 43 18.2.17 TRANSITION INDUSTRY 82 12.2 12 LEADING GAMIFICATION PLATFORM OF 18.2.18 SCIENCE INDUSTRY 82 2012 44 19.0 BRAND CAPITALIZING GAMIFICATION: A CRITICAL 12.3 32 GAMIFICATION PLATFORM METRICS (LEADING ANALYSIS OF 15 BRANDS 83 12 + OTHER 20) 44 19.1 XBOX LIVE 83 12.4 GAMIFY VS. BADGEVILLE: COMPARATIVE PLAT- 19.2 FOURSQUARE 83 FORM ANALYSIS 47 19.3 GOWALLA 85 13.0 SOCIAL WEB ENGINEERING & GAMIFICA- 19.4 GETGLUE 87 TION 50 19.5 LINKEDIN 88 14.0 LBSN (LOCATION BASED SOCIAL NETWORKING) 19.6 SALESFORCE 88 AND GAMIFICATION 52 19.7 MINT 89 15.0 FCOMMERCE, SOCIAL MEDIA, AND GAMIFICATION 19.8 CHECKPOINTS 89 54 19.9 SHOPKICK 90 16.0 GAMIFICATION BUSINESS VALUE DRIVER MET- 19.10 HALLMARK 91 RICS 58 19.11 STARBUCKS 93 16.1 WHO PARTICIPATES IN GAMIFICATION? 58 19.12 NIKE 93 16.2 TRACKING PARTICIPANT STATISTICS DRIVE PAR- 19.13 BUFFALO WILD WINGS 93 TICIPATION 58 19.14 MICROSOFT 94 16.3 PARTICIPATION DRIVES BUSINESS VALUE 59 19.15 AMERICAN AIRLINES 94 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 5. Table of Contents (cont.): 20.0 GAMIFICATION CASE ANALYSIS 95 21.9 RESTAURANT LOYALTY PROGRAM GETTING 20.1 FOURSQUARE 95 POPULARITY 132 20.2 GOWALLA 96 21.10 GAMIFICATION IS IN SUPER BOWL CON- 20.3 SUNDANCE FILM FESTIVAL 2011 97 TEST 132 20.4 NEXTJUMP: GET FIT 99 21.11 GAMIFY TV: ENTERTAINMENT INDUSTRY 20.5 SPEED CAMERA LOTTERY 100 PEAK 132 20.6 PSYCH & NBC/UNIVERSAL AND PLAYBOY 100 21.12 BAZAARVOICE AND BADGEVILLE PARTNER- 20.7 CROWDTAP: MAKE RESEARCH & EVANGELISM SHIP 134 COUNT 101 22.0 GAMIFICATION BUSINESS MODEL 135 20.8 RECYCLEBANK: SAVE THE PLANET 102 22.1 QUESTIONS BEFORE BUSINESS MODEL 136 20.9 FARMVILLE 102 22.2 GENERIC MODEL 136 20.10 EBAY 103 22.3 RYPPLE FREEMIUM MODEL 138 20.11 DEVHUB 104 22.4 REVENUE CHARGING MODEL 139 20.12 PLAYGEN'S METYCOON 105 23.0 GAMIFICATION: 12 MONTH TREND ANALYSIS OF 20.13 GETGLUE 106 2011 141 20.14 CADBURY: SPOTS AND STRIPES 106 23.1 JANUARY: REALITY GETS BETTER 141 20.15 TFL: CHROMAROMA 107 23.2 FEBRUARY: HEALTH SETS THE PACE 141 20.16 FREQUENT FLYER PROGRAMS 108 23.3 MARCH, APRIL & MAY: SPRING SHOOTS 141 20.17 STARBUCKS 108 23.4 JUNE & JULY: SUMMER OF FUNDING 141 20.18 NIKE+ 108 23.5 AUGUST: GOING DEEP 142 20.19 BUNCHBALL 109 23.6 SEPTEMBER: MATURING 142 20.20 MOGL: DINING OUT 109 23.7 OCTOBER & NOVEMBER: GAMIFICATION GOES 20.21 ENTERPRISE GAMIFICATION: NISSAN'S "ECO MAINSTREAM 142 MODE" DASHBOARD 111 23.8 DECEMBER: A LOOK TO THE FUTURE 142 20.22 ENTERPRISE GAMIFICATION: SIEMENS PLANT- 24.0 GAMIFICATION TREND PREDICTION 2012 143 VILLE AND HILTON'S EMBASSY SUITES 111 24.1 GAMIFICATION GROWS UP 143 20.23 ENTERPRISE GAMIFICATION: SAP 112 24.2 FOCUS ON BUSINESS RESULTS 143 20.24 BMW: "THE ULTIMATE DRIVE" APP 112 24.3 GAMIFICATION SPREADS ACROSS ALL INDUS- 20.25 BADGEVILLE 112 TRIES 143 20.26 MASHABLE: NEWS GAMIFICATION 114 24.4 USER REPUTATION ACROSS ALL DIGITAL TOUCH- 20.27 COKE FREESTYLE 116 POINTS 143 20.28 SIX FLAGS PARKS AND ASK.COM 117 24.5 TRAINING COMPLIANCE GETS GAMIFIED 144 20.29 SALESFORCE.COM 118 24.6 EMPLOYEE RECOGNITION ALSO GETS GAMI- 20.30 ZYNGA'S PRIVACY VILLE 120 FIED 144 20.31 GOOGLE 121 24.7 GAMIFICATION GETS SOCIAL 144 20.32 FACEBOOK 122 24.8 GAMIFICATION CONSULTING IS A BIG BUSI- 21.0 GAMIFICATION TREND 2012 124 NESS 144 21.1 ON GOOGLE SEARCH 124 24.9 THE ANALYTICS INDUSTRY IS DISRUPTED BY 21.2 NEW MARKETING STRATEGY 124 GAMIFICATION 144 21.3 HEALTH GAMIFICATION AND MEDICAL MARKETING 24.10 BADGEVILLE WILL CONTINUE ITS REIGN AS THE GETS HIGH MOMENTUM 124 LEADER IN GAMIFICATION 145 21.4 GAMIFICATION AS MEANS TO OVERCOME COM- 24.11 HIGH-END HANDHELD CONSOLE GAMING MARKET MUTER BLUES 126 MAY EMBRACE GAMIFICATION 145 21.5 BANKS USING GAMIFICATION 127 25.0 GAMIFICATION MARKET PROJECTION 2012 - 21.6 ENVIRONMENT AND ENERGY MARKETING ON TOP 2017 146 TREND 129 25.1 GAMIFICATION MARKET VALUE IN SPENDING 2012- 21.7 EDUCATION GETTING GAMIFIED 130 2017 146 21.8 YOUTH DEVELOPMENT WITH GAMIFICA- 25.2 GAMIFICATION: US VS. OTHER MARKET 2012 - TION 131 2017 146 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 6. Table of Contents (cont.): 25.3 GAMIFICATION: INTERNET VS. MOBILE PLATFORM 2012 -2017 148 25.4 WEB SERVICE VS. IN-APP VS. IN-GAME GAMIFICA- TION 2012 - 2017 148 25.5 INDUSTRY-WISE GAMIFICATION 2012 - 2017 149 25.6 GAMIFICATION ADOPTION CURVE BY INDUSTRY 2012 - 2017 150 25.7 INDUSTRY OBJECTIVE WITH GAMIFICATION 2012 - 2017 151 25.8 GAMIFY SERVICE ADOPTION BY GLOBAL 2000 OR- GANIZATION 2012 - 2017 152 25.9 SOCIAL MEDIA MARKETING VS. GAMIFICATION SPENDING 2012 - 2017 152 25.10 AVERAGE VENDOR CHARGE FOR GAMIFICATION 2012 - 2017 153 25.11 Y2D VENDOR REVENUE GROWTH PROJECTION 2012 - 2017 154 25.12 GAMIFICATION USER STATISTICS 2012 - 2017 154 25.13 AVERAGE OUTCOME OF USING GAMIFICA- TION 155 25.14 SOCIAL GAMER VS. GAMIFICATION USER 2012 - 2017 155 25.15 SPENDING ON GAMIFICATION START-UP 2011 - 2017 156 25.16 IN-GAME AD VS. GAMIFICATION SPENDING 2012 - 2017 157 25.17 ENTERPRISE GAMIFICATION ADOPTION 2012 - 2017 157 26.0 CONCLUSIONS AND RECOMMENDATIONS 159 26.1 RECOMMENDATION FOR BRANDS 160 26.2 RECOMMENDATION FOR VENDORS AND CON- SULTANT 160 26.3 RECOMMENDATION FOR INCUMBENTS AND IN- VESTORS 161 Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com
  • 7. Order Form Report Title Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Entertainment License Type Single User License ………….....$ 1,995 USD Company-wide License……$ 4,995 USD Team License (2-5 people) …… $ 2,865 USD Other Licensing options available: Contact Mind Commerce Family/Surname First Name Position Company Address Country Post Code FAX Telephone Email Order Type Order by FAX at 1 877 646 3266 Card Number Expiration Date (MM/YY) CV Code Cardholder’s name Signature Billing Address Postcode Country Signature Date Online Ordering Customers can order online by visiting report web page: www.mindcommerce.com/Publications/Gamification_2012-2017.php Tel/FAX: 1-877-MINDCOM (646-3266) Email: info@mindcommerce.com www.mindcommerce.com