DeepMarkit Inc. (TSX.V: MKT) (OTCQB: MKTDF), based in Calgary, Alberta, Canada, is a patent pending gamification technology company inventing new ways to engage consumers and other audiences. The Company’s proprietary promotions platform – “Gamify” – enables businesses and agencies to create branded games that incentivize consumers, thus driving sales, capturing data and generating leads. The DeepMarkit platform integrates next-gen gamification engagement mechanics with interactive advertising industry standards and powerful visuals, including 3-D images. Customers may choose from both free and paid solutions suitable for campaigns of all sizes, targeting multiple channels on the web, mobile and social media.
A team of seasoned, passionate gaming executives, led by president and CEO Darold Parken, has worked together for more than 15 years developing games and gaming systems that are still used today by some of the largest gaming companies in the world. This accomplished executive team founded Chartwell Technologies, acquired in 2011 by Amaya Gaming, which now is known as The Stars Group (Nasdaq: TSG) with a market cap of over $5 billion.
Gamify offers a selection of easily customizable gaming apps featuring a customer’s branded e-store in addition to tailored landing pages, technical support, real-time analytics, data collection and an engaging marketing campaign. Gamify’s patent-pending app comes complete with unique user incentives that draw consumers in with games and prizes, which in turn engages shoppers, turning them into buyers and building brand loyalty.
The gamification market is rapidly expanding and projected to be worth $22 billion by 2022, with a CAGR of 41 percent. DeepMarkit is the only publicly listed company focused solely on this exploding market that embraces any size of business, from the mom-and-pop shops to the blue-chip giants. DeepMarkit’s management team knows that increasing a customer’s conversion rate by a mere 1 percent has the potential to double revenue, which is why Gamify’s app and its ability to transform simple shoppers into engaged buyers is so compelling.
“Our marketing platform enables customers to build branded games that incentivize audiences, generate leads, and drive sales. Businesses need a way to stand out from the crowd,” Parken states in an investor’s video (https://www.youtube.com/watch?v=97hJoRKR92k). “DeepMarkit’s gamification platform gives customers that way to stand out and it’s a way that they can afford. That’s the strength of our platform. For a relatively small amount of money, any business can create a very powerful, high quality customer engagement using gamification.”
DeepMarkit recently entered into a joint marketing agreement with ITN International (“ITN”), a global leader in trade show data capture and analytics. The agreement will enable the 1.5 million exhibitors at the 125-plus yearly events serviced by ITN to purchase a customizable campaign with prize delivery and branded games that can be used in collaboration with ITN’s lead retrieval solutions. DeepMarkit and ITN are currently integrating DeepMarkit’s patent-pending gamification platform directly into ITN’s exhibitor portal.
“We started DeepMarkit because we have a passion for games and we believe in the power of games, not just for entertainment but more importantly as a tool for business,” Parken said. “DeepMarkit is a gamification company. What we mean by that is that we create innovative ways to use games for business purposes. Games to generate customer leads, games to promote products, deliver rewards, build brand awareness and customer loyalty.”
Selected as the winner of the New Company/Product pitch competition at the Retail Global 2017 Conference held in Las Vegas, Gamify’s platform has also attracted a $1.5 million investment from Allstate International LLC in Hong Kong. The investment gives Allstate a 10 percent stake in DeepMarkit and a great opportunity to bring the Gamify platform into the burgeoning Asian gaming market.
- The only publicly traded company focused solely on the emerging monetization tool of gamification, the art of converting shoppers to buyers via incentivized gaming apps
- Gamification market projected to reach $22 billion by 2022 with an estimated CAGR of 41%
- DeepMarkit’s patent-pending Gamify app is accessible via all major e-commerce platforms and websites, a potential reach of several million clients servicing exponentially more users
- Exploring blockchain technology to verify consumer data and incorporate a cryptocurrency reward system is underway