M2 Insights - Media and Markets
Gamified Engagement

Gamification Market to Reach $2.8 Billion in US by 2016, According to New Findings

M2 Research Shows Enterprise Demand Skyrocketing for Gamification

Gamification Summit, New York City - September 15, 2011 - M2 Research unveiled new data and forecasts today highlighting the state and growth of the gamification market, showing the industry moving beyond buzz to real revenues. Set to be revealed today at the Gamification Summit in New York City, forecasts show the gamification market is expected to reach over $2.8 billion in direct spending in the US by 2016, with some vendors expecting revenue growth of nearly 200% in 2012. With greater source data than ever before, M2 has also segmented demand for gamification by industry - showing growth in the Enterprise vertical market and a potential shift in Healthcare gamification toward home-grown solutions.

“The massive growth of gamification is plain to see, and these forecasts validate what we’ve observed in the market over the last year,” said Gabe Zichermann, chair of GSummit and CEO of Gamification.Co. “Regardless of industry focus - from healthcare to government, and finance to consumer goods - gamification is also a hot space for investors, with over $100 million invested in the last year alone in gamified startups.”

Highlights of this survey include:

• The size of the gamification market, currently estimated at around $100 million, will grow to more than $2.8 billion by 2016.
• The enterprise represents the largest vertical segment of the gamification market, accounting for nearly a quarter of the market.
• Top Gamification vendors are projecting 197% growth in 2012, up from 155% in 2011.
• Gamification vendors report that 47% of client implementations revolve around user engagement, with brand loyalty accounting for 22% and brand awareness 15% of implementations.
• Vendors also report that more and more clients are renewing subscriptions and are looking to add more features focused on motivation and training of employees.

GSummit is the world’s only event showcasing the ways in which the art and science of video games can be leveraged across a broad range of industries to enhance customer engagement, brand loyalty, and much more. The event gathers speakers from across industries - including advertising and marketing, education, the enterprise, and wellness - over two days of lectures, demos, panels, and workshops. For a full listing of the topics, talks, and speakers at GSummit please visit http://www.gamificationsummit.com/agenda/. Those who cannot attend the event can watch GSummit’s live stream at http://bit.ly/o5sNJP.

M2 conducted survey and follow-up research with key gamification vendors from July-September, 2011. Forecasts are based on this research as well as previous survey research that was conducted from December-January 2010-2011. M2 Research provides market intelligence and consulting to a wide range of companies from multinationals to startups - with an emphasis on emerging categories such as gamification and social games. For more information please contact: info@m2research.com.

About Gamification Co
Gamification Co is the only transmedia company exclusively dedicated to Engagement Science and Gamification. The group publishes the Gamification Blog and related books, organizes the Gamification Summit & Workshops and provides consulting expertise to facilitate this burgeoning industry. Gamification is the use of game thinking and game mechanics to solve problems and engage audiences, and its power is radically reshaping industries from marketing to health care, improving lives, solving problems and generating unprecedented equity. Gartner Group forecasts that Gamification will be used by 70% of the Global 2000 by 2015, spending $1.6Bn on related products, services and technologies according to M2 Research. For more information on Gamification Co and how to leverage the power of games in real life and business, visit http://Gamification.Co.
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