Train2Game News Global Gamification to Reach $40 Billion

The Global gamification market was valued at $ 6.8 billion in 2018 and is projected to grow at an impressive CAGR of 32% to reach $ 40 billion by 2024 on account of growing demand for customer experience enrichment and improved engagement of employees.

In a business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of the target audience.

The increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform.

The Global gamification market can be categorized based on the solution, deployment, organization size, application, end-user vertical and regional analysis. In terms of a solution, the market for gamification can be bifurcated into enterprise driven and consumer driven.

The demand for the consumer-driven solution is increasing as companies catering to the various field are introducing various gamification techniques such as discounts and loyalty point in order to retain consumers, due to which the segment is expected to witness the fastest growth during the forecast period. Based on the deployment, cloud segment is expected to grow at the fastest pace as it allows small and medium enterprises to implement gamification without incurring extra cost.

The market for gamification is gaining traction and expanding to various regions including Asia-Pacific, North America, Europe, South America and Middle East & Africa.

North America and Europe are the leaders in the global gamification market owing to early adoption by economies such as the US and UK to enrich their marketing activities with better customer interaction and advertising.

Major players operating in the global gamification market include Microsoft Corporation, SAP SE, Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others.

Major companies are developing advanced technologies and launching new products in order to stay competitive in the market.

For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.

Read the full report here: https://www.reportlinker.com/p05762137/?utm_source=PRN

Train2Game News Global Top Round Accelerator Program

Global Top RoundGlobal Top Round is accepting applications from game developers for its 2016 Accelerator Program from May 11 – June 24, 2016.

Each studio in the 2016 GTR Accelerator cohort will receive up to $90,000 in direct investment in exchange for studio equity and 10 percent of the project’s net revenue once it generates more than $200,000. 2016 Cohort studios will also each receive $10,000 in marketing support for their games at launch.

In addition to financial support, Global Top Round supplies its partners with an accessible network of mentors actively engaged in the game industry, marketing data on current trends, direct connections to global publishers, investor relations, and fundraising support.

After reviewing submissions, 20 teams will be invited to participate in the GTR Conference, which will take place on August 15 and 16 in Cologne, Germany, immediately prior to Gamescom. At the conference, GTR will select up to 10 teams to participate in the 2016 program.

Developers interested in the GTR Accelerator Program can submit an application at http://2016.globaltopround.com/

“In today’s crowded market, oftentimes startups are only as valuable as their liquid assets and revenue from their last game,” said Peter Van Dyke, Director, GTR. “Our goal is to help 10 brilliant developers gain initial momentum to fund development of their debut game and future project while growing the value of the company to ensure a sustainable creative future.

Train2Game News WeWanaPlay around the world

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For the 7th year in a row, Global Game Jam is hosting the world’s largest hackathon  (A marathon for gaming developers) where over 25k developers are coming together for one weekend in almost 500 locations worldwide to build games. This year the event takes place on the 23rd-25th January.

It’s a great opportunity to not only help inspire the next generation of programmers, but a chance for  some of the best, smartest and most entertaining developers to gain international exposure to the rest of the gaming world.

Wewanaplay (a Birmingham, UK based gaming company) are planning to livestream the entire event from over 40 different Jamming locations around the world. Each team will be showcasing their event for an hour, helping to bring together the entire game developing community for the very first time on one channel. It’s a great way to showcase how different cultures tackle the challenge and show that even when we are miles apart, we can still come together for great reasons.

Deepak Pathak, WewanaPlay CEO mentioned “With places like Costa Rica, Jamica and Taiwan getting involved it’s going to be fantastic not just to watch the amazing games they create but also feel like you have travelled the world in one weekend.”

To catch the livestream over the weekend go to http://www.twitch.tv/wewanaplay
For information on the schedule of different teams streaming visit http://www.wewanaplay.com/events