Retail TouchPoints Spotlights Gamification In Retail: New, In-depth Report Reveals The Enterprise-Wide Benefits Of Using Game Mechanics & Thinking

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Retail TouchPoints announced today its comprehensive report, titled Gamification In Retail, is now available in a complete PDF report for free download. The report highlights that growth in this sector has reached $100 million, and is expected to reach $2.8 billion by 2016, according to M2 Research.

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Retail TouchPoints announced today its comprehensive report, titled Gamification In Retail, is now available in a complete PDF report for free download. The report highlights that growth in this sector has reached $100 million, and is expected to reach $2.8 billion by 2016, according to M2 Research.

Gamification, the use of game design, techniques and mechanics to increase user engagement and to drive action, is gaining fast momentum in the retail industry. The growing popularity of social games such as Words With Friends have specifically presented retailers with an opportunity to use games to connect with shoppers, while applications such as foursquare and shopkick reward shoppers for visiting locations, completing purchases and being loyal to a merchant or brand. Many best-in-class retailers, such as Best Buy, Gilt Groupe and HSN are now utilizing points, badges and other incentives to drive customer engagement, purchases and loyalty.

“Initially, merchants only thought of Gamification as applications such as foursquare and shopkick,” said Alicia Fiorletta, Associate Editor, Retail TouchPoints, and author of the report. “However, after speaking with retail industry experts and solution providers, it is clear that there is no one-size-fits all approach. With the vast range of tactics and technologies in the space, it is important for retailers to understand what Gamification can do to benefit their business, as well as determine the optimal strategies to engage their target customers.”

Further industry research spotlighted in the in-depth report includes:

  •     Company implementations of “gamified” strategies focus on user engagement (47%), brand loyalty (22%) and brand awareness (15%) (M2 Research);
  •     By 2014, 70% of all Global 2000 organizations will have at least one “gamified” application (Gartner); and
  •     More than 50% of organizations that manage innovation processes will gamify those processes by 2015 (Gartner).

As part of its array of editorial offerings, Retail TouchPoints provides monthly in-depth reports on hard-hitting retail trends. In the coming months, the following pieces will be released:

  •     Payment Update;
  •     Top Tactics For SMB Growth;
  •     BI And Analytics In 2012 And Beyond; and
  •     The 2012 Holiday Outlook Guide

Other reports currently available include:

About Retail TouchPoints
Retail TouchPoints is an online publishing network for retail executives, with content focused on optimizing the customer experience across all channels. The Retail TouchPoints network is comprised of a weekly newsletter, category-specific blogs, special reports, web seminars, exclusive benchmark research, and a content-rich web site featuring daily news updates and multi-media interviews at http://www.retailtouchpoints.com. The Retail TouchPoints team also interacts with social media communities via Facebook, Twitter and LinkedIn.
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Alicia Fiorletta