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Engagement Lab
Tokyo, Japan
A
51-100 Employees
-
Key takeaway
Engagement Lab utilizes gamification in its audience engagement platform, allowing members to earn rewards for participating in market research projects. This strategy not only boosts member engagement but also creates opportunities for business revenue growth through consumer profiling and personalized marketing.
Reference
Service
service
service-service-1
GC Turbo
Tokyo, Japan
A
11-50 Employees
2019
Key takeaway
GC Turbo is a game company that specializes in creating immersive gaming experiences, particularly in the realm of social messenger games. Their collaboration with major industry players suggests a focus on innovative game design and user engagement, which aligns with the principles of gamification.
Reference
Core business
About Us
Go Game Japan
Tokyo, Japan
A
11-50 Employees
2015
Key takeaway
The company offers a wide variety of casual and competitive games that encourage networking and competition among players, making it an ideal platform for gamification.
Reference
Service
Services – goGame
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Indigames
Tokyo, Japan
A
- Employees
2018
Key takeaway
Indi Games is positioning itself as a leader in the gamification space by providing tools and a game engine that enable motivated individuals to easily develop high-quality games. They offer unique gaming experiences, such as simulation games that creatively engage players, highlighting their commitment to transforming ideas into successful gaming ventures.
Reference
Core business
indigames – Upgrade the game world
UPGRADE THE GAME WORLD An innovative game company for empowering Asian game developers with highly experienced game developing staff from Asian countries
Playco
Tokyo, Japan
A
51-100 Employees
2020
Key takeaway
The company, Playco, emphasizes its commitment to creating instant play games that foster social interaction among billions of players. Their focus on learning and curiosity suggests an innovative approach to game development that could align with the principles of gamification.
Reference
Core business
Playco
Bringing the world closer together through play. As the world’s first instant play gaming company, we create games that billions of people can play together.
BrandAcademy
Tokyo, Japan
A
11-50 Employees
2012
Key takeaway
BrandAcademy offers a dynamic platform for training and engaging the workforce through a user-friendly authoring tool that allows for the integration of various multimedia elements. This approach creates an interactive learning experience, enabling just-in-time training on mobile devices to enhance skill development and motivation.
Reference
Core business
BrandAcademy | Frontline Training & Engagement App
Train, track, and connect with your entire workforce, all in one place. Skill-up and engage with BrandAcademy, your frontline training and engagement app.
Gigalogy
Tokyo, Japan
A
11-50 Employees
2019
Key takeaway
The company specializes in state-of-the-art AI solutions that significantly enhance user engagement and product discovery for E-Commerce businesses. Their innovative personalization platform, which includes tools for managing GPT models and optimizing digital advertising campaigns, can effectively drive revenue growth and customer lifetime value.
Reference
Core business
Gigalogy | Personalization Platform for E-Commerce
Emotion Intelligence
Tokyo, Japan
A
1-10 Employees
2011
Key takeaway
Appier, a software-as-a-service company, utilizes artificial intelligence to enhance business decision-making and user engagement. Their CrossX platform has been instrumental for various clients, such as GameDuo and The Sandbox, in leveraging in-app data and targeting strategies to boost conversion rates and audience engagement through innovative approaches.
Reference
Product
CrossX - High LTV User Acquisition & Engagement Platform | Appier
Prediction-driven advertising platform that outperforms. The user acquisition and re-engagement platform that predicts the highest lifetime value users and replaces costly and time-consuming manual work for you.
TalentA
Tokyo, Japan
A
1-10 Employees
2010
Key takeaway
The company focuses on enhancing work engagement through self-awareness and personal development, which are key elements of gamification. Their platform supports employees in discovering their sources of motivation and career aspirations, ultimately fostering a more engaged and motivated workforce.
Reference
Product
人材開発-Fuel50 - TalentA | タレンタ株式会社
自己認識を起点としたワークエンゲージメント向上プラットフォーム プロティアンキャリアやジョブクラフティングの実現を支援。 社員一人ひとりの活力・熱意・没頭を引き出し、 個人と組織の持続的成長に結びつける お問い合わせ 自 …
Capy Inc.
Tokyo, Japan
A
11-50 Employees
2012
Key takeaway
The company, Capy, focuses on developing innovative security solutions, including products like Capy Puzzle CAPTCHA and Capy Risk-Based Authentication. Their commitment to new technologies suggests a potential interest in incorporating gamification elements to enhance user engagement and security.
Reference
Product
PRODUCTS | Capy
Technologies which have been searched by others and may be interesting for you:
When exploring the gamification industry in Japan, several key considerations come into play. Firstly, understanding the cultural nuances is vital, as Japanese consumers may have unique preferences in game design and user engagement strategies. Regulations surrounding data privacy and consumer protection are stringent, which necessitates compliance for any company operating in this space. The competitive landscape is robust, with numerous local and international players vying for market share. Opportunities abound in sectors such as education, marketing, and employee training, where gamification can significantly enhance engagement and learning outcomes. Additionally, the ongoing technological advancements, including mobile and augmented reality, present avenues for innovative gamification solutions. Environmental concerns are increasingly relevant, particularly regarding sustainable practices in game development and production. Companies must be aware of the global market relevance, as Japan is a significant player in gaming, impacting trends and technological developments worldwide. Overall, thorough research into these aspects can provide valuable insights into navigating the gamification industry in Japan effectively.
Some interesting numbers and facts about your company results for Gamification
Country with most fitting companies | Japan |
Amount of fitting manufacturers | 7 |
Amount of suitable service providers | 8 |
Average amount of employees | 11-50 |
Oldest suiting company | 2010 |
Youngest suiting company | 2020 |
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, Other, Gaming, Consulting, Education
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.