The B2B platform for the best purchasing descision. Identify and compare relevant B2B manufacturers, suppliers and retailers
Close
Filter
Result configuration
Continents
Select continent
Locations
Result types
Company type
Select company type
Industries
Select industry
Company status
Select company status preset
Number of employees
Min.
Max.
Founding year
TentuPlay (Sentience Inc)
Seoul, South Korea
A
11-50 Employees
2015
Key takeaway
Sentience is dedicated to developing inclusive games that engage players, leveraging AI to improve game management and operations. Their focus on personalized strategies and understanding user motivations highlights their commitment to enhancing the gaming experience through innovative approaches.
Reference
Product
Provide Personalized Strategies and Offers - TentuPlay
Make your approach relevant to each user's motivations by analyzing their motivations.
BitMango
Seongnam-si, South Korea
A
101-250 Employees
2011
Key takeaway
BitMango is a leading global game publisher that specializes in creating and distributing engaging mobile puzzle games. Their focus on developing hit games and fostering a growth-oriented environment highlights their commitment to innovation and fun in the gaming industry.
Reference
Core business
비트망고 | BitMango
We help studios create hit games Global NO.1 BitMango! BitMango is a global NO.1 game publisher that spreads fun games all around the world. Since its establishment in 2011, it has developed and published mobile puzzle games.In January 2019, in order to focus on each specialized capability, our game studio was separated into "Puzzle1studio"Now we
adbrix
Seoul, South Korea
A
251-500 Employees
-
Key takeaway
The company offers advanced performance tracking and user analytics features that can enhance user engagement through data-driven insights, which are essential for effective gamification strategies.
Reference
Product
Build your own data platform in 10 minutes
Experience the most advanced performance tracking and user analytics features.
Looking for more accurate results?
Find the right companies for free by entering your custom query!
25M+ companies
250M+ products
Free to use
TagHive
Seongnam-si, South Korea
A
11-50 Employees
2017
Key takeaway
TagHive Inc. offers Class Saathi, a smart classroom solution that enhances student engagement and facilitates seamless, data-driven formative assessments. This innovative approach to education technology aligns with the principles of gamification by making learning interactive and empowering students to track their performance effectively.
Reference
Core business
Class Saathi By TagHive | Powered By Samsung
Class Saathi by TagHive, a Samsung Company, is a solution designed for easy assessments, student engagement, and performance tracking.
GXC
Jeju, South Korea
A
- Employees
2021
Key takeaway
Round VC is focused on enhancing the gaming ecosystem through initiatives like GXC - Game X Companies, which may relate to the concept of gamification in their efforts to engage and support game developers.
Reference
Core business
GXC - Game X Companies
The Company that aims to change the global gaming ecosystem for the better
Reborn Games
Seoul, South Korea
A
11-50 Employees
2015
Key takeaway
Reborn Games is a prominent game development studio known for creating innovative and high-quality games, emphasizing immersive and engaging experiences. The studio's commitment to pushing the boundaries of gaming innovation aligns with the principles of gamification.
Reference
Core business
리본게임즈 RebornGames
If you love the idea of working on a small team committed to making a big difference and are passionate about crafting entertainment experiences that will last for generations, we hope to hear from you!
PlayDapp
Seoul, South Korea
A
11-50 Employees
2017
Key takeaway
PlayDapp aims to transition Web2 users to Web3 through its service platform, offering solutions for gaming without the need for cryptocurrency. By providing various Web3 networks and game DApps, PlayDapp enhances user engagement and facilitates the integration of traditional apps into decentralized applications (DApps).
Reference
Core business
PlayDapp
Web3-based service that everyone can enjoy
Yisia Games
Goyang-si, South Korea
A
1-10 Employees
2020
Key takeaway
Yisia Games is committed to creating innovative gaming experiences that challenge players and redefine boundaries, aligning with the concept of gamification. Their focus on excellence and passion for entertainment suggests a dedication to engaging and interactive game design.
Reference
Core business
About - YISIA Games
A new dimension in gaming with Yisia Games. Innovative game Earth Hole built on patent pending ExpoFlip system. Explore, invest, or join our team today.
DigiformerSaaSlab (디지포머싸스랩)
Seoul, South Korea
A
11-50 Employees
2020
Key takeaway
The company, Digiformer SaaSlab, offers a marketplace that may incorporate gamification elements, enhancing user engagement and experience within their platform.
Reference
Core business
SaaSlab Marketplace
GoQba technology corp.
Seongnam-si, South Korea
A
11-50 Employees
2017
Key takeaway
GoQba Technology develops AI products and solutions aimed at minimizing medical staff intervention, particularly for the elderly care population. Their mission includes using technology to assist individuals with Alzheimer's and other neurological diseases, which may relate to gamification in therapeutic contexts.
Reference
Core business
Home | Goqba
Technologies which have been searched by others and may be interesting for you:
The Gamification industry in South Korea presents several key considerations for those interested in exploring companies within this field. A significant factor is the regulatory environment, which includes strict laws around data protection and privacy, impacting how gamification strategies can be implemented. Additionally, understanding the cultural nuances is crucial, as South Korean consumers often have unique preferences and behaviors that influence their engagement with gamified applications. Challenges such as high competition from both local and international players make it essential to identify niche markets or innovative approaches that can differentiate a company’s offerings. Opportunities also abound, especially in sectors like education, healthcare, and corporate training, where gamification can enhance user experience and engagement. Environmental concerns are increasingly relevant, as companies are expected to adopt sustainable practices in their gamification strategies, appealing to a socially-conscious consumer base. The competitive landscape is dynamic, with a blend of startups and established firms, necessitating thorough research on existing players and market trends. Finally, considering the global market relevance, South Korea's advancements in technology and internet infrastructure position it as a leader in gamification, making it an attractive hub for investment and innovation in this sector.
Some interesting numbers and facts about your company results for Gamification
Country with most fitting companies | South Korea |
Amount of fitting manufacturers | 5 |
Average amount of employees | 11-50 |
Oldest suiting company | 2011 |
Youngest suiting company | 2021 |
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 Gaming, IT, Software and Services, Other, Education, Marketing Services
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.