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DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) Sees Passion for Gaming in Asia-Pacific Market as Major Opportunity for Global Gamification Strategy

  • Darold Parken, MKTDF CEO and president, says that the company’s markets are international and sees significant future expansion in developing regions globally
  • MKTDF’s gamification strategy is to convert unknown social media followers into identified email subscribers through online games and surveys, building revenues and branding
  • 2018 corporate goals include the debut of enhanced paid version of its Gamify slide out app in October; it also plans an in-store product launch in February 2019
  • Company’s opportunity in Asia highlighted by Allstate Enterprise Consulting Ltd. (Hong Kong) investment of $1.5 million into MKTDF

DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF) sees its gamification marketing strategy growing in international markets, such as the Asia-Pacific region, where the enthusiasm shown by the population toward online gaming is growing along with smartphone ownership. Gamification utilizes the marriage of game-like features with a non-game platform to collect consumer data from online games. The result is the application of real time analytics and information created for retailer clients to better understand their customer audience (http://ibn.fm/gyZUi).

In June, the company’s opportunities in Asia attracted Allstate Enterprise Consulting Ltd. (Hong Kong) to invest $1.5 million into MKTDF via a private placement at $0.12/share (http://ibn.fm/8uujE). DeepMarkit and Allstate are collaborating on a business strategy and distribution partnership, bringing DeepMarkit’s gamified promotions platform into the Chinese market through Allstate’s extensive network of over 15,000 agents.

MKTDF is a Calgary, Alberta-based technology company focused on the monetization of gamification. It seeks, through gaming apps that offer prizes and discounts, to convert visitors into loyal customers who confirm their identities as they participate. According to the company’s June 2018 investor presentation, MKTDF’s revenue comes from a three-tiered pricing program for each gamification campaign (http://ibn.fm/yvrj4).

CEO Darold Parken says in a corporate investor video that the company’s markets are international and its ambitions are global (http://ibn.fm/iFjfX). The company’s strategy is to convert players into leads and leads into customers. Online customers can use its offerings on the Shopify, Inc., platform (NYS: SHOP) (http://ibn.fm/XACW7). Gamify is also available for free download on other major e-commerce platforms.

“Growing passion for gaming in developing regions, particularly Asia-Pacific, (is) creating a major opportunity for global gamification growth,” MKTDF wrote in the presentation. Smartphone ownership’s exponential growth is enabling more users to partake in digital games and surveys. China and India are together projected, in a study by U.S. media agency Zenith, to have nearly two billion smartphone users in 2018 (http://ibn.fm/edVuO).

MKTDF plans a 2H2018 launch of its enhanced Gamify paid slide out app, updating from the current free version, which is available on multiple e-commerce platforms. It is also readying the debut of its survey product by year-end and an in-store product launch in February 2019, the presentation reports.

MKTDF’s adaptable gamification app and proprietary technology platform is patent-pending.

For more information, visit the company’s website at www.DeepMarkit.com

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