September 2024
Intermediate to advanced
248 pages
5h 45m
English
In Chapter 5 I explained the importance of gaming in Web3 and why marketers should familiarize themselves with game dynamics. As I said, a much broader demographic plays games now compared with the turn of the century and marketers need to be ready to respond. There is even data showing that 60 per cent of consumers are more likely to buy from a brand if they’ve enjoyed playing a game it created (Simms, 2019).
As such, it’s no surprise that the global gamification market is forecast to be worth $116.68 billion by 2032 (a huge leap from its 2022 value of $10 billion) and many companies are reaping the benefits already (Precedence Research, 2023).
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