市場調査レポート

ゲーミフィケーション市場(2012年〜2017年):組込みゲームを通した次世代ブランド/製品広告の機会および市場展望

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

発行 Mind Commerce Publishing LLC 商品コード 233570
出版日 ページ情報 英文 161 Pages
納期: 即日から翌営業日
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ゲーミフィケーション市場(2012年〜2017年):組込みゲームを通した次世代ブランド/製品広告の機会および市場展望 Gamification 2012 - 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming
出版日: 2012年03月09日 ページ情報: 英文 161 Pages

当商品の販売は、2016年02月15日を持ちまして終了しました。

概要

2017年までに、ゲーミフィケーション市場は36億米ドルへ成長すると予測され、世界における2000の企業のうち80%がゲーム化 されたアプリケーションおよび/またはプロセスを持つようになると見られています。

当レポートでは、世界のゲーミフィケーション市場について調査し、ゲーミフィケーションのビジネスモデル、ソリューション、力学、およびケーススタディの分析、ゲーミフィケーション関連企業32社の分析、2017年までの市場予測、ゲーミフィケーションでの成功を目指すブランド・ベンダー・サービスプロバイダー・投資家へのガイドラインなどを提供しており、、概略以下の構成でお届けします。

第1章 エグゼクティブ・サマリー

第2章 ゲーミフィケーションのコンセプト:どのように働くか?

第3章 ゲーミフィケーションはどのように発展したか?

第4章 ゲーミフィケーション:流行語、たわごと、それとも本物?

第5章 ゲーミフィケーションは単なるマーケティングにとどまらない!

第6章 ゲーミフィケーションvs. シリアスゲーム

第7章 ゲームに基づいたマーケティングおよびゲーミフィケーション

第8章 サイクルとゲーミフィケーションを誇大宣伝する新興技術

第9章 2012年の主要なデジタルマーケティング動向およびゲーミフィケーション

第10章 ゲーミフィケーションプロセスおよび構成要素

  • ゲームデザイン技術
  • ゲームメカニズム
  • ゲーム機能

第11章 ゲーミフィケーションのメリット分析

  • ゲーミフィケーションのメトリクス
  • ゲーミフィケーションの非メトリクス

第12章 ゲーミフィケーションのプラットフォーム分析

  • ゲーミフィケーションプラットフォームの混乱:タイムライントラック
  • 2012年における主要ゲーミフィケーションプラットフォーム12
  • ゲーミフィケーションプラットフォームメトリクス32(主要12+その他20)
  • GAMIFY VS. BADGEVILLE:競合プラットフォーム分析

第13章 ソーシャルウェブエンジニアリングおよびゲーミフィケーション

第14章 LBSN(位置情報ソーシャルネットワーキング)およびゲーミフィケーション

第15章 Fコマース、ソーシャルメディアおよびゲーミフィケーション

第16章 ゲーミフィケーションの事業価値促進メトリクス

  • ゲーミフィケーションへの参入企業
  • 参入企業統計のトラッキングが参入を促進
  • 参入が事業価値を促進
  • 事業価値メトリクス1:メンバーまたはファンのコミュニティ
  • 事業価値メトリクス2:ブランド構築
  • 事業価値メトリクス3:エンゲージメントおよびロイヤルティの促進
  • 事業価値メトリクス4:意欲的行動

第17章 ゲーミフィケーション:現実世界のジレンマ

第18章 ゲーミフィケーション産業分析

  • ゲーミフィケーションアプリケーションサービスの展望
  • 産業の展望

第19章 ブランドを活かしたゲーミフィケーション:15ブランドの批判的分析

  • XBOX LIVE
  • FOURSQUARE
  • GOWALLA
  • GETGLUE
  • LINKEDIN
  • SALESFORCE
  • MINT
  • CHECKPOINTS
  • SHOPKICK
  • HALLMARK
  • STARBUCKS
  • NIKE
  • BUFFALO WILD WINGS
  • MICROSOFT
  • AMERICAN AIRLINES

第20章 ゲーミフィケーションの事例分析

第21章 2012年のゲーミフィケーション動向

第22章 ゲーミフィケーションのビジネスモデル

第23章 ゲーミフィケーション:2011年の12ヶ月分析

第24章 2012年のゲーミフィケーション動向予測

第25章 ゲーミフィケーション市場予測:2012年〜2017年

第26章 結論・提案

目次

Abstract

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 precursor 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

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, Checkpoints, 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, Playgen, 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)

Table of Contents

  • 1.0 EXECUTIVE SUMMARY
  • 2.0 GAMIFICATION CONCEPT: HOW IT WORKS?
  • 3.0 HOW GAMIFICATION EVOLVED?
  • 4.0 GAMIFICATION: A BUZZWORD, BULLSHIT OR REALITY?
  • 5.0 GAMIFICATION IS MORE THAN MERE MARKETING!
  • 6.0 GAMIFICATION VS. SERIOUS GAMES
  • 7.0 GAME-BASED MARKETING AND GAMIFICATION
  • 8.0 EMERGING TECHNOLOGY HYPE CYCLE AND GAMIFICATION
  • 9.0 TOP DIGITAL MARKETING TREND 2012 & GAMIFICATION
  • 10.0 GAMIFICATION PROCESS & BUILDING BLOCKS
    • 10.1 GAME DESIGN TECHNIQUE
      • 10.1.1 5 RULES TO FOLLOW BEFORE GAME DESIGN
      • 10.1.2 GAME DYNAMICS TO USE DURING GAME DESIGN
    • 10.2 GAME MECHANICS
      • 10.2.1 5 COMMONLY USED GAME MECHANICS
      • 10.2.2 ATTRIBUTES OF GAME MECHANIC
    • 10.3 GAME FEATURE
  • 11.0 GAMIFICATION BENEFIT ANALYSIS
    • 11.1 GAMIFICATION METRICS
    • 11.2 GAMIFICATION NON-METRICS
  • 12.0 GAMIFICATION PLATFORM ANALYSIS
    • 12.1 GAMIFICATION PLATFORM DISRUPTION: A TIMELINE TRACK
    • 12.2 12 LEADING GAMIFICATION PLATFORM OF 2012
    • 12.3 32 GAMIFICATION PLATFORM METRICS (LEADING 12 + OTHER 20)
    • 12.4 GAMIFY VS. BADGEVILLE: COMPARATIVE PLATFORM ANALYSIS
  • 13.0 SOCIAL WEB ENGINEERING & GAMIFICATION
  • 14.0 LBSN (LOCATION BASED SOCIAL NETWORKING) AND GAMIFICATION
  • 15.0 FCOMMERCE, SOCIAL MEDIA, AND GAMIFICATION
  • 16.0 GAMIFICATION BUSINESS VALUE DRIVER METRICS
    • 16.1 WHO PARTICIPATES IN GAMIFICATION?
    • 16.2 TRACKING PARTICIPANT STATISTICS DRIVE PARTICIPATION
    • 16.3 PARTICIPATION DRIVES BUSINESS VALUE
    • 16.4 BUSINESS VALUE METRICS 1: A COMMUNITY OF MEMBERS OR FANS
    • 16.5 BUSINESS VALUE METRICS 2: BUILDING BRANDS
    • 16.6 BUSINESS VALUE METRICS 3: DRIVING ENGAGEMENT AND LOYALTY
    • 16.7 BUSINESS VALUE METRICS 4: MOTIVATING BEHAVIOR
  • 17.0 GAMIFICATION: A REAL WORLD DILEMMA
  • 18.0 GAMIFICATION INDUSTRY ANALYSIS
    • 18.1 GAMIFICATION APPLICATION SERVICE HORIZON
    • 18.2 INDUSTRY HORIZON
      • 18.2.1 ART INDUSTRY
      • 18.2.2 COMMERCE INDUSTRY
      • 18.2.3 EDUCATION INDUSTRY
      • 18.2.4 ENTERTAINMENT INDUSTRY
      • 18.2.5 ENVIRONMENT INDUSTRY
      • 18.2.6 DESIGN INDUSTRY
      • 18.2.7 GOVERNMENT INDUSTRY
      • 18.2.8 HEALTH INDUSTRY
      • 18.2.9 GAMIFICATION OF LIFE
      • 18.2.10 MARKETING INDUSTRY
      • 18.2.11 MOBILE INDUSTRY
      • 18.2.12 NEWS INDUSTRY
      • 18.2.13 SOCIAL GOODS INDUSTRY
      • 18.2.14 WEBSITE INDUSTRY
      • 18.2.15 WORK INDUSTRY / ENTERPRISE GAMIFICATION
      • 18.2.16 TRANSPORT INDUSTRY
      • 18.2.17 TRANSITION INDUSTRY
      • 18.2.18 SCIENCE INDUSTRY
    • 19.0 BRAND CAPITALIZING GAMIFICATION: A CRITICAL ANALYSIS OF 15 BRANDS
    • 19.1 XBOX LIVE
    • 19.2 FOURSQUARE
    • 19.3 GOWALLA
    • 19.4 GETGLUE
    • 19.5 LINKEDIN
    • 19.6 SALESFORCE
    • 19.7 MINT
    • 19.8 CHECKPOINTS
    • 19.9 SHOPKICK
    • 19.10 HALLMARK
    • 19.11 STARBUCKS
    • 19.12 NIKE
    • 19.13 BUFFALO WILD WINGS
    • 19.14 MICROSOFT
    • 19.15 AMERICAN AIRLINES
  • 20.0 GAMIFICATION CASE ANALYSIS
    • 20.1 FOURSQUARE
    • 20.2 GOWALLA
    • 20.3 SUNDANCE FILM FESTIVAL 2011
    • 20.4 NEXTJUMP: GET FIT
    • 20.5 SPEED CAMERA LOTTERY
    • 20.6 PSYCH & NBC/UNIVERSAL AND PLAYBOY
    • 20.7 CROWDTAP: MAKE RESEARCH & EVANGELISM COUNT
    • 20.8 RECYCLEBANK: SAVE THE PLANET
    • 20.9 FARMVILLE
    • 20.10 EBAY
    • 20.11 DEVHUB
    • 20.12 PLAYGEN'S METYCOON
    • 20.13 GETGLUE
    • 20.14 CADBURY: SPOTS AND STRIPES
    • 20.15 TFL: CHROMAROMA
    • 20.16 FREQUENT FLYER PROGRAMS
    • 20.17 STARBUCKS
    • 20.18 NIKE+
    • 20.19 BUNCHBALL
    • 20.20 MOGL: DINING OUT
    • 20.21 ENTERPRISE GAMIFICATION: NISSAN'S "ECO MODE" DASHBOARD
    • 20.22 ENTERPRISE GAMIFICATION: SIEMENS PLANTVILLE AND HILTON'S EMBASSY SUITES
    • 20.23 ENTERPRISE GAMIFICATION: SAP
    • 20.24 BMW: "THE ULTIMATE DRIVE" APP
    • 20.25 BADGEVILLE
    • 20.26 MASHABLE: NEWS GAMIFICATION
    • 20.27 COKE FREESTYLE
    • 20.28 SIX FLAGS PARKS AND ASK.COM
    • 20.29 SALESFORCE.COM
    • 20.30 ZYNGA'S PRIVACY VILLE
    • 20.31 GOOGLE
    • 20.32 FACEBOOK
  • 21.0 GAMIFICATION TREND 2012
    • 21.1 ON GOOGLE SEARCH
    • 21.2 NEW MARKETING STRATEGY
    • 21.3 HEALTH GAMIFICATION AND MEDICAL MARKETING GETS HIGH MOMENTUM
    • 21.4 GAMIFICATION AS MEANS TO OVERCOME COMMUTER BLUES
    • 21.5 BANKS USING GAMIFICATION
    • 21.6 ENVIRONMENT AND ENERGY MARKETING ON TOP TREND
    • 21.7 EDUCATION GETTING GAMIFIED
    • 21.8 YOUTH DEVELOPMENT WITH GAMIFICATION
    • 21.9 RESTAURANT LOYALTY PROGRAM GETTING POPULARITY
    • 21.10 GAMIFICATION IS IN SUPER BOWL CONTEST
    • 21.11 GAMIFY TV: ENTERTAINMENT INDUSTRY PEAK
    • 21.12 BAZAARVOICE AND BADGEVILLE PARTNERSHIP
  • 22.0 GAMIFICATION BUSINESS MODEL
    • 22.1 QUESTIONS BEFORE BUSINESS MODEL
    • 22.2 GENERIC MODEL
    • 22.3 RYPPLE FREEMIUM MODEL
    • 22.4 REVENUE CHARGING MODEL
  • 23.0 GAMIFICATION: 12 MONTH TREND ANALYSIS OF 2011
    • 23.1 JANUARY: REALITY GETS BETTER
    • 23.2 FEBRUARY: HEALTH SETS THE PACE
    • 23.3 MARCH, APRIL & MAY: SPRING SHOOTS
    • 23.4 JUNE & JULY: SUMMER OF FUNDING
    • 23.5 AUGUST: GOING DEEP
    • 23.6 SEPTEMBER: MATURING
    • 23.7 OCTOBER & NOVEMBER: GAMIFICATION GOES MAINSTREAM
    • 23.8 DECEMBER: A LOOK TO THE FUTURE
  • 24.0 GAMIFICATION TREND PREDICTION 2012
    • 24.1 GAMIFICATION GROWS UP
    • 24.2 FOCUS ON BUSINESS RESULTS
    • 24.3 GAMIFICATION SPREADS ACROSS ALL INDUSTRIES
    • 24.4 USER REPUTATION ACROSS ALL DIGITAL TOUCHPOINTS
    • 24.5 TRAINING COMPLIANCE GETS GAMIFIED
    • 24.6 EMPLOYEE RECOGNITION ALSO GETS GAMIFIED
    • 24.7 GAMIFICATION GETS SOCIAL
    • 24.8 GAMIFICATION CONSULTING IS A BIG BUSINESS
    • 24.9 THE ANALYTICS INDUSTRY IS DISRUPTED BY GAMIFICATION
    • 24.10 BADGEVILLE WILL CONTINUE ITS REIGN AS THE LEADER IN GAMIFICATION
    • 24.11 HIGH-END HANDHELD CONSOLE GAMING MARKET MAY EMBRACE GAMIFICATION
  • 25.0 GAMIFICATION MARKET PROJECTION 2012 - 2017
    • 25.1 GAMIFICATION MARKET VALUE IN SPENDING 2012-2017
    • 25.2 GAMIFICATION: US VS. OTHER MARKET 2012 - 2017
    • 25.3 GAMIFICATION: INTERNET VS. MOBILE PLATFORM 2012 -2017
    • 25.4 WEB SERVICE VS. IN-APP VS. IN-GAME GAMIFICATION 2012 - 2017
    • 25.5 INDUSTRY-WISE GAMIFICATION 2012 - 2017
    • 25.6 GAMIFICATION ADOPTION CURVE BY INDUSTRY 2012 - 2017
    • 25.7 INDUSTRY OBJECTIVE WITH GAMIFICATION 2012 - 2017
    • 25.8 GAMIFY SERVICE ADOPTION BY GLOBAL 2000 ORGANIZATION 2012 - 2017
    • 25.9 SOCIAL MEDIA MARKETING VS. GAMIFICATION SPENDING 2012 - 2017
    • 25.10 AVERAGE VENDOR CHARGE FOR GAMIFICATION 2012 - 2017
    • 25.11 Y2D VENDOR REVENUE GROWTH PROJECTION 2012 - 2017
    • 25.12 GAMIFICATION USER STATISTICS 2012 - 2017
    • 25.13 AVERAGE OUTCOME OF USING GAMIFICATION
    • 25.14 SOCIAL GAMER VS. GAMIFICATION USER 2012 - 2017
    • 25.15 SPENDING ON GAMIFICATION START-UP 2011 - 2017
    • 25.16 IN-GAME AD VS. GAMIFICATION SPENDING 2012 - 2017
    • 25.17 ENTERPRISE GAMIFICATION ADOPTION 2012 - 2017
  • 26.0 CONCLUSIONS AND RECOMMENDATIONS
    • 26.1 RECOMMENDATION FOR BRANDS
    • 26.2 RECOMMENDATION FOR VENDORS AND CONSULTANT
    • 26.3 RECOMMENDATION FOR INCUMBENTS AND INVESTORS
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