Gamification

The previous decade has seen an extraordinary rise in online gaming. E-marketer, in its US Gaming Ecosystem 2021 report, reports that more than 2.8 billion people play online games worldwide. (1) In the United States alone, 178 million people—or 53% of the total population—are gamers, and most play for more than an hour each day.

Gamification is emerging as the leading Engagement method for the next decade of Exponential Organizations, which will gamify a myriad of real-world situations and frameworks. Today, the average young person racks up more than 10,000 hours of gaming by the age of 21. That’s almost exactly as much time as kids will spend in the classroom throughout middle school and high school. Gaming isn’t just something that young people do; it is a large part of what and who they are. 

In other words, gamers are your current and future user base. Will you use increasingly obsolete market platforms—like television, radio, or print—to reach them? Or are you prepared to meet them on their terms and engage them to find your business? Once you have attracted them, how will you keep them? In other words, how will you reward them for their Engagement and how will you manage ongoing communication once you connect? And how will you advance to even great levels of Engagement through the latest platforms, such as Web3?

The US Gaming Ecosystem 2021 - Insider Intelligence Trends, Forecasts & Statistics

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