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Skills of the Modern Age
City of Perth, Australia
A
1-10 Employees
2017
Key takeaway
The company, Spacecubed, highlights the concept of gamification as a powerful tool to enhance service design. By incorporating game elements like reward systems and competition into non-game contexts, they suggest that gamification can significantly improve experiences and engagement.
Reference
Product
How Gamification can Supercharge Service Design | Skillgym
Gamification is the application of game elements to non-game contexts. It might sound a bit dry, but it's actually a lot of fun to think about how adding reward systems, player progression, competition and narrative to other parts of life can improve our experiences.
Gamify
Sydney, Australia
A
1-10 Employees
2010
Key takeaway
Gizmo is a comprehensive platform designed for creating custom branded video games, making it an ideal solution for gamified marketing campaigns. With features like player rewards, leaderboards, and lead capture, Gizmo enables brands to enhance engagement and build positive associations through interactive experiences.
Reference
Core business
Make a Video Game in Minutes Not Months
Gizmo, an all-in-one platform which allows anyone in the world to create a custom branded video game, reward their players, and capture high quality leads.
Enabler Interactive
Melbourne, Australia
A
1-10 Employees
2016
Key takeaway
Enabler Interactive utilizes gamification features, such as rewards and instant feedback, to enhance engagement and motivation in training, particularly for busy workers. Their approach includes short, practical scenarios that help users apply their skills in realistic situations, making it effective for adult learners.
Reference
Core business
About | Enabler Interactive
Enabler is the leading industry disability and aged care training using gamified interactive training. Easy to use and accessible to anyone. Our vision is a world where people with disability and the elderly have the quality support and care they need to participate in society and lead fulfilling and meaningful lives.
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ITC Learning Australasia
Melbourne, Australia
A
11-50 Employees
1992
Key takeaway
The company, ITC Learning, emphasizes its expertise in eLearning software and services, highlighting its focus on effective instructional design. Their offerings include Learning Management Systems (LMS) that provide analytics and a customizable environment, which can enhance learner engagement through gamification.
Reference
Product
Lets go to China » ITC Learning
CrowdConnect Pty Ltd
City of Bayswater, Australia
A
1-10 Employees
2017
Key takeaway
The company offers a comprehensive retail franchise platform that includes gamification features such as games like spin a wheel and scavenger hunts. These tools are designed to enhance user engagement and drive sales through innovative marketing strategies.
Reference
Core business
CrowdConnect | Your technology partner
Tribal Habits
Greater Brisbane, Australia
A
1-10 Employees
2016
Key takeaway
Tribal Habits offers a comprehensive learning platform designed to enhance training experiences for organizations in Australia and New Zealand. Their intuitive product supports various training formats, including the transformation of offline training into online or blended learning, which aligns with the concept of gamification by making training more engaging and accessible.
Reference
Product
Learning Platform for Training Providers - Tribal Habits
SOLUTIONS
Genius Tech Group
Melbourne, Australia
A
101-250 Employees
-
Key takeaway
The company specializes in creating gamification technologies, particularly through prediction games like Pick'Em and Tipping Games, for major sports and entertainment brands.
Reference
Product
GTG Network | Pick'Em & Tipping Games - Any Sport, Any Game
Moroku
Sydney, Australia
A
1-10 Employees
2012
Key takeaway
MOROKU is revolutionizing financial services through gamification, using game design principles to create engaging digital platforms that enhance customer acquisition, engagement, and retention. Their Moroku Odyssey platform specifically focuses on delivering unique experiences that promote financial wellness, transforming the way financial institutions connect with their customers.
Reference
Core business
Next Generation Service Provision - MOROKU - Next Generation Banking
Moroku’s vision is of a world where everyone is being great with their money through digital banking engagement. To do that, financial services need to be fun and social. When service is this way, people pay attention, become curious, overcome challenges, grow skills, and embark on a journey to mastery. Banks, Wealth management Providers and Fintechs are challenged to deliver compelling, emotive, digital banking engagement propositions that elevate the human experience to meet the expectations of the new normal. Moroku Odyssey is a user experience orchestration and engagement platform for financial services companies; wealth management, banks and fintechs. Moroku Odyssey helps financial service providers provide unique and compelling experiences to attract and engage customers around a telos of financial wellness.
Goalhub
Sydney, Australia
A
11-50 Employees
-
Key takeaway
Goalhub is a Learning Management System that enhances student engagement through a goal-based approach, fostering resilience and ownership of learning. By making students' motivations and achievements visible to their support networks, Goalhub empowers K–12 students to actively shape their educational journeys.
Reference
Core business
Goalhub
A goal based approach to personalised learning, planning, coaching and student engagement
Handy Squid
Melbourne, Australia
A
1-10 Employees
-
Key takeaway
Handy Squid specializes in creating innovative and entertaining games, integrating technology, art, and creativity to transport players into exciting digital realms. Their focus on gamified marketing campaigns and interactive experiences highlights their commitment to redefining audience engagement.
Reference
Core business
Home - Handy Squid
What we do Interactive Activations Discover captivating experiences that seamlessly blend technology and creativity with a wide range of immersive, tech-infused solutions. From interactive art installations that engage audiences in novel ways to gamified marketing campaigns that leave a lasting impact, we redefine the boundaries of audience engagement. Gaming Experiences Craft innovative and entertaining games […]
Technologies which have been searched by others and may be interesting for you:
When exploring the gamification industry in Australia, several key considerations come into play. Understanding the regulatory environment is crucial, as compliance with local laws, particularly those related to data protection and consumer rights, can significantly impact operations. The Australian market presents a unique set of challenges, including the need to adapt gamification strategies to diverse demographic preferences and cultural nuances. Opportunities are abundant, given the increasing integration of gamification across various sectors such as education, healthcare, and marketing, which enhances user engagement and retention. Additionally, the competitive landscape features both established companies and emerging startups, making it vital to assess their unique offerings and market positioning. Environmental concerns are gaining traction, and companies focusing on sustainability within gamification practices may find a competitive edge. Furthermore, the global market relevance cannot be overlooked, as Australian companies often collaborate with international firms, which can lead to innovative solutions and increased visibility. Overall, thorough research into these aspects will provide a solid foundation for anyone interested in entering the gamification industry in Australia.
Some interesting numbers and facts about your company results for Gamification
Country with most fitting companies | Australia |
Amount of fitting manufacturers | 283 |
Amount of suitable service providers | 251 |
Average amount of employees | 1-10 |
Oldest suiting company | 1992 |
Youngest suiting company | 2017 |
Some interesting questions that has been asked about the results you have just received for Gamification
What are related technologies to Gamification?
Based on our calculations related technologies to Gamification are Big Data, E-Health, Retail Tech, Artificial Intelligence & Machine Learning, E-Commerce
Which industries are mostly working on Gamification?
The most represented industries which are working in Gamification are IT, Software and Services, Education, Other, Marketing Services, Consulting
How does ensun find these Gamification Companies?
ensun uses an advanced search and ranking system capable of sifting through millions of companies and hundreds of millions of products and services to identify suitable matches. This is achieved by leveraging cutting-edge technologies, including Artificial Intelligence.