May 14, 2014 11:31 AM EDT
Today There Are Many Android Insights To Gamify TV-Content. Gamification is a way of using game mechanics (e.g., competitive challenges, recognition and rewards) to improve a business process, with the goal of fulfilling business objectives. Organizations have invested considerable sums of money in creating IT systems that enable effective business processes. However, these systems don’t motivate people to perform at their highest levels or fulfill underlying business goals; they are aimed merely at process execution.
Sensei Marketing / Google
Appscend is the all in one performance oriented mobile app platform, assists companies worldwide to quickly develop, monetize and maintain a large number of simple or complex mobile applications, for both iOS and Android. The company recently shared insights on gamification’s potential of changing the face of TV advertising. According to Appscend, for second screen advertising, gamification means not only increasing fan bases for brands, but also a steady source of feedback and, most importantly, user-generated content.
iPowow, the driving force behind Participation TV, recently showcased their latest innovations in TV gamification at NAB 2014. Taking multiscreen audience participation to the next level, iPowow has designed an interactive platform that holds the key to unlocking the secrets behind higher viewership, rating and engagement rates. The company had shared compelling new functions live for the first time, after being selected as one of Sprockit’s elite innovators.
Participation TV, iPowow is forging a path to give television producers and advertisers a new breed of engagement and entertainment for viewers. This is in large part why Sprockit selected them to join an impressive list of top startups and innovators at NAB. Sprockit was created by the National Association of Broadcasters (NAB) to act as a selective “who’s who” list for elite visionaries in the television industry.
AT&T Aspire recently announced the $250 million expansion to contribute to companies that use technology to connect with students in new and effective ways, such as with interactive games, Web-based resources, and social media. AT&T draws 90% of its revenue from the United States. Gartner predicts that by 2014, more than 70 percent of global 2,000 organizations will have at least one “gamified” application.
The Global Gamification market is expected to grow to 99 percent from 2012-2016. The industry is expected to reach $2.8 Billion by 2016. The growth of the Global Gamification market is driven by many factors such as the market’s ability to optimize in consumer engagement. There are several disruptive technologies that have emerged over the past few years–gamification, 3D video, IPTV, multi-user gaming, and augmented reality.