Clients DeepMarkit and Echo Fox Featured on The Huffington Post.
Now that top tech and social media companies like Snapchat and Facebook have integrated gaming features into their platforms, the rest of the tech world is wondering; what’s in store for the gaming industry in 2017? Whether it’s for entertainment, marketing or competition, games and gamified solutions have logged impressive results in the past year. Additionally, there’s been a significant shift in marketing efforts with many companies moving away from traditional advertising, as it no longer resonates with younger generations. A study by the McCarthy Group revealed that 84 percent of millennials don’t like traditional advertising nor do they trust it. Instead, consumers are looking to peer reviews and advanced marketing methods like gamification.
Additionally, the competitive gaming sector had a great 2016 and is expected to keep pace this year as well. Competitive gaming gained immense popularity and is rapidly expanding and evolving as eSports interest increases globally. Meanwhile, reports show that National Football League (NFL) viewership is on the decline and fantasy sports gaming may be the culprit. The success of top video game streaming app, Twitch, also attests to the rising interest in eSports and competitive gaming.
With that said, here are a few trends I predict for gaming in 2017:
Social Media and Messaging Platforms Will Embrace Gamification
Competition has always been an effective way to motivate people, and top social media companies are fueling online engagement through social gaming leaderboards. These social leaderboards help increase the number of users playing the game and promote the idea of challenging your friends as well as peer-to-peer sharing. There are currently only a limited number of games approved for Facebook Messenger, however, that number is predicted to grow significantly in the near future. Developers are quickly building HTML5 games (compatible with Facebook Messenger) in order to get in front of Facebook’s massive audience…
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