ゲーミフィケーション:市場機会及び展望(Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming)...市場調査レポートについてご紹介

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【レポートの概要(一部)】

1.0 EXECUTIVE SUMMARY 11
2.0 GAMIFICATION CONCEPT: HOW IT WORKS? 13
3.0 HOW GAMIFICATION EVOLVED? 15
4.0 GAMIFICATION: A BUZZWORD, BULLSHIT OR REALITY? 18
5.0 GAMIFICATION IS MORE THAN MERE MARKETING! 20
6.0 GAMIFICATION VS. SERIOUS GAMES 21
7.0 GAME-BASED MARKETING AND GAMIFICATION 23
8.0 EMERGING TECHNOLOGY HYPE CYCLE AND GAMIFICATION 25
9.0 TOP DIGITAL MARKETING TREND 2012 & GAMIFICATION 26
10.0 GAMIFICATION PROCESS & BUILDING BLOCKS 27
10.1 GAME DESIGN TECHNIQUE 27
10.1.1 5 RULES TO FOLLOW BEFORE GAME DESIGN 28
10.1.2 GAME DYNAMICS TO USE DURING GAME DESIGN 29
10.2 GAME MECHANICS 35
10.2.1 5 COMMONLY USED GAME MECHANICS 36
10.2.2 ATTRIBUTES OF GAME MECHANIC 37
10.3 GAME FEATURE 38
11.0 GAMIFICATION BENEFIT ANALYSIS 40
11.1 GAMIFICATION METRICS 40
11.2 GAMIFICATION NON-METRICS 41
12.0 GAMIFICATION PLATFORM ANALYSIS 42
12.1 GAMIFICATION PLATFORM DISRUPTION: A TIMELINE TRACK 43
12.2 12 LEADING GAMIFICATION PLATFORM OF 2012 44
12.3 32 GAMIFICATION PLATFORM METRICS (LEADING 12 + OTHER 20) 44
12.4 GAMIFY VS. BADGEVILLE: COMPARATIVE PLATFORM ANALYSIS 47
13.0 SOCIAL WEB ENGINEERING & GAMIFICATION 50
14.0 LBSN (LOCATION BASED SOCIAL NETWORKING) AND GAMIFICATION 52
15.0 FCOMMERCE, SOCIAL MEDIA, AND GAMIFICATION 54
16.0 GAMIFICATION BUSINESS VALUE DRIVER METRICS 58
16.1 WHO PARTICIPATES IN GAMIFICATION? 58
16.2 TRACKING PARTICIPANT STATISTICS DRIVE PARTICIPATION 58
16.3 PARTICIPATION DRIVES BUSINESS VALUE 59
16.4 BUSINESS VALUE METRICS 1: A COMMUNITY OF MEMBERS OR FANS 59
16.5 BUSINESS VALUE METRICS 2: BUILDING BRANDS 60
16.6 BUSINESS VALUE METRICS 3: DRIVING ENGAGEMENT AND LOYALTY 62
16.7 BUSINESS VALUE METRICS 4: MOTIVATING BEHAVIOR 63
17.0 GAMIFICATION: A REAL WORLD DILEMMA 65
18.0 GAMIFICATION INDUSTRY ANALYSIS 67
18.1 GAMIFICATION APPLICATION SERVICE HORIZON 67
18.2 INDUSTRY HORIZON 67
18.2.1 ART INDUSTRY 69
18.2.2 COMMERCE INDUSTRY 70
18.2.3 EDUCATION INDUSTRY 71
18.2.4 ENTERTAINMENT INDUSTRY 72
18.2.5 ENVIRONMENT INDUSTRY 72
18.2.6 DESIGN INDUSTRY 73
18.2.7 GOVERNMENT INDUSTRY 74
18.2.8 HEALTH INDUSTRY 75
18.2.9 GAMIFICATION OF LIFE 76
18.2.10 MARKETING INDUSTRY 77
18.2.11 MOBILE INDUSTRY 77
18.2.12 NEWS INDUSTRY 78
18.2.13 SOCIAL GOODS INDUSTRY 79
18.2.14 WEBSITE INDUSTRY 80
18.2.15 WORK INDUSTRY / ENTERPRISE GAMIFICATION 80
18.2.16 TRANSPORT INDUSTRY 82
18.2.17 TRANSITION INDUSTRY 82
18.2.18 SCIENCE INDUSTRY 82
19.0 BRAND CAPITALIZING GAMIFICATION: A CRITICAL ANALYSIS OF 15 BRANDS 83
19.1 XBOX LIVE 83
19.2 FOURSQUARE 83
19.3 GOWALLA 85
19.4 GETGLUE 87
19.5 LINKEDIN 88
19.6 SALESFORCE 88
19.7 MINT 89
19.8 CHECKPOINTS 89
19.9 SHOPKICK 90
19.10 HALLMARK 91
19.11 STARBUCKS 93
19.12 NIKE 93
19.13 BUFFALO WILD WINGS 93
19.14 MICROSOFT 94
19.15 AMERICAN AIRLINES 94
20.0 GAMIFICATION CASE ANALYSIS 95
20.1 FOURSQUARE 95
20.2 GOWALLA 96
20.3 SUNDANCE FILM FESTIVAL 2011 97
20.4 NEXTJUMP: GET FIT 99
20.5 SPEED CAMERA LOTTERY 100
20.6 PSYCH & NBC/UNIVERSAL AND PLAYBOY 100
20.7 CROWDTAP: MAKE RESEARCH & EVANGELISM COUNT 101
20.8 RECYCLEBANK: SAVE THE PLANET 102
20.9 FARMVILLE 102
20.10 EBAY 103
20.11 DEVHUB 104
20.12 PLAYGEN’S METYCOON 105
20.13 GETGLUE 106
20.14 CADBURY: SPOTS AND STRIPES 106
20.15 TFL: CHROMAROMA 107
20.16 FREQUENT FLYER PROGRAMS 108
20.17 STARBUCKS 108
20.18 NIKE+ 108
20.19 BUNCHBALL 109
20.20 MOGL: DINING OUT 109
20.21 ENTERPRISE GAMIFICATION: NISSAN’S “ECO MODE” DASHBOARD 111
20.22 ENTERPRISE GAMIFICATION: SIEMENS PLANTVILLE AND HILTON’S EMBASSY SUITES 111
20.23 ENTERPRISE GAMIFICATION: SAP 112
20.24 BMW: “THE ULTIMATE DRIVE” APP 112
20.25 BADGEVILLE 112
20.26 MASHABLE: NEWS GAMIFICATION 114
20.27 COKE FREESTYLE 116
20.28 SIX FLAGS PARKS AND ASK.COM 117
20.29 SALESFORCE.COM 118
20.30 ZYNGA’S PRIVACY VILLE 120
20.31 GOOGLE 121
20.32 FACEBOOK 122
21.0 GAMIFICATION TREND 2012 124
21.1 ON GOOGLE SEARCH 124
21.2 NEW MARKETING STRATEGY 124
21.3 HEALTH GAMIFICATION AND MEDICAL MARKETING GETS HIGH MOMENTUM 124
21.4 GAMIFICATION AS MEANS TO OVERCOME COMMUTER BLUES 126
21.5 BANKS USING GAMIFICATION 127
21.6 ENVIRONMENT AND ENERGY MARKETING ON TOP TREND 129
21.7 EDUCATION GETTING GAMIFIED 130
21.8 YOUTH DEVELOPMENT WITH GAMIFICATION 131
21.9 RESTAURANT LOYALTY PROGRAM GETTING POPULARITY 132
21.10 GAMIFICATION IS IN SUPER BOWL CONTEST 132
21.11 GAMIFY TV: ENTERTAINMENT INDUSTRY PEAK 132
21.12 BAZAARVOICE AND BADGEVILLE PARTNERSHIP 134
22.0 GAMIFICATION BUSINESS MODEL 135
22.1 QUESTIONS BEFORE BUSINESS MODEL 136
22.2 GENERIC MODEL 136
22.3 RYPPLE FREEMIUM MODEL 138
22.4 REVENUE CHARGING MODEL 139
23.0 GAMIFICATION: 12 MONTH TREND ANALYSIS OF 2011 141
23.1 JANUARY: REALITY GETS BETTER 141
23.2 FEBRUARY: HEALTH SETS THE PACE 141
23.3 MARCH, APRIL & MAY: SPRING SHOOTS 141
23.4 JUNE & JULY: SUMMER OF FUNDING 141
23.5 AUGUST: GOING DEEP 142
23.6 SEPTEMBER: MATURING 142
23.7 OCTOBER & NOVEMBER: GAMIFICATION GOES MAINSTREAM 142
23.8 DECEMBER: A LOOK TO THE FUTURE 142
24.0 GAMIFICATION TREND PREDICTION 2012 143
24.1 GAMIFICATION GROWS UP 143
24.2 FOCUS ON BUSINESS RESULTS 143
24.3 GAMIFICATION SPREADS ACROSS ALL INDUSTRIES 143
24.4 USER REPUTATION ACROSS ALL DIGITAL TOUCHPOINTS 143
24.5 TRAINING COMPLIANCE GETS GAMIFIED 144
24.6 EMPLOYEE RECOGNITION ALSO GETS GAMIFIED 144
24.7 GAMIFICATION GETS SOCIAL 144
24.8 GAMIFICATION CONSULTING IS A BIG BUSINESS 144
24.9 THE ANALYTICS INDUSTRY IS DISRUPTED BY GAMIFICATION 144
24.10 BADGEVILLE WILL CONTINUE ITS REIGN AS THE LEADER IN GAMIFICATION 145
24.11 HIGH-END HANDHELD CONSOLE GAMING MARKET MAY EMBRACE GAMIFICATION 145
25.0 GAMIFICATION MARKET PROJECTION 2012 – 2017 146
25.1 GAMIFICATION MARKET VALUE IN SPENDING 2012-2017 146
25.2 GAMIFICATION: US VS. OTHER MARKET 2012 – 2017 146
25.3 GAMIFICATION: INTERNET VS. MOBILE PLATFORM 2012 -2017 148
25.4 WEB SERVICE VS. IN-APP VS. IN-GAME GAMIFICATION 2012 – 2017 148
25.5 INDUSTRY-WISE GAMIFICATION 2012 – 2017 149
25.6 GAMIFICATION ADOPTION CURVE BY INDUSTRY 2012 – 2017 150
25.7 INDUSTRY OBJECTIVE WITH GAMIFICATION 2012 – 2017 151
25.8 GAMIFY SERVICE ADOPTION BY GLOBAL 2000 ORGANIZATION 2012 – 2017 152
25.9 SOCIAL MEDIA MARKETING VS. GAMIFICATION SPENDING 2012 – 2017 152
25.10 AVERAGE VENDOR CHARGE FOR GAMIFICATION 2012 – 2017 153
25.11 Y2D VENDOR REVENUE GROWTH PROJECTION 2012 – 2017 154
25.12 GAMIFICATION USER STATISTICS 2012 – 2017 154
25.13 AVERAGE OUTCOME OF USING GAMIFICATION 155
25.14 SOCIAL GAMER VS. GAMIFICATION USER 2012 – 2017 155
25.15 SPENDING ON GAMIFICATION START-UP 2011 – 2017 156
25.16 IN-GAME AD VS. GAMIFICATION SPENDING 2012 – 2017 157
25.17 ENTERPRISE GAMIFICATION ADOPTION 2012 – 2017 157
26.0 CONCLUSIONS AND RECOMMENDATIONS 159
26.1 RECOMMENDATION FOR BRANDS 160
26.2 RECOMMENDATION FOR VENDORS AND CONSULTANT 160
26.3 RECOMMENDATION FOR INCUMBENTS AND INVESTORS 161


【レポート販売概要】

■ タイトル:ゲーミフィケーション:市場機会及び展望(Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming)
■ 発行日:2012年3月1日
■ 調査会社:Mind Commerce
■ 商品コード:MCM312240114
■ 調査対象地域:グローバル
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