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Gaming pays off as Goama secures investment in popular reality show, Shark Tank Colombia

Goama receives investment money and partnership with entrepreneur Leonardo Wehe

COLOMBIA, 12 October  2021 Goama successfully pitched to Sony’s Shark Tank Colombia securing an investment of twice what it was seeking and maintaining the valuation.

To participate in the show and secure a Shark’s investment is a dream come true for the Goama team, and the funds will be used to further accelerate Goama’s growth in the region .

Nicolas Koifman, VP of Latin America and Fernando Cardona, Business Development Manager for Goama succeeded in pitching the company’s gamification solution during the 4th episode of Shark Tank Colombia’s 4th season. The episode aired on Friday October 8th at 10pm Colombia.(GMT-5)

Colombian entrepreneur Taro Araya, who also acts as CEO of Goama said :

“Swimming with the Sharks has been a great experience and we are very happy that we have survived the tank.  We are grateful to have a great Shark such as @Leo Wehe to join our investor list and looking forward to continuing our expansion in Latam while enjoying the fun ride.  We are looking forward to continuing our growth in LATAM as we cover the countries that make up this awesome region. “

Goama will use the funding specifically to fast track our efforts in Latin America and ramp up our distribution channels and teams.

Argentinean Shark Leonardo Wehe, Shark Tank said :

“Closely following the gaming industry for many years, I realized instantly the quality of Goama’s development and the unique business approach to connect millions of engaged super app users with staple consumer products. This Industry is a crazy thing. The market they are in is so big and they are billing so much money and the companies are valuing them at such a high value. Rarely in Shark Tank does a company appear that has the potential to be worth hundreds of millions of dollars, so quickly.

Looking forward to actively joining the Goama family and the incredible (and challenging!) journey that lies ahead.”

Nicolas Koifman VP of Latin America commented:

“Our participation in this great show has been very challenging but also fun and rewarding. We succeeded in making the sharks experience Goama’s gamified platform that our current partner apps are already using. We also created a customized game just for Shark Tank and presented it on the show and from there it was clear to see how a brand can generate even more audience engagement through such activations.

Having someone like Leo Wehe be a part of Goama is key for us in the Latin American market. This is especially important as we plan to expand further in the Latin American market.“

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About Shark Tank

“Shark Tank” is a critically acclaimed and multi-Emmy Award-winning reality show that has reinvigorated entrepreneurship in America. The Sharks – tough, self-made, multi-millionaire and billionaire tycoons – have searched nine seasons to invest in the best businesses and products that America has to offer. The Sharks are billionaire Mark Cuban, owner and chairman of AXS TV and outspoken owner of the 2011 NBA champion Dallas Mavericks; real estate mogul Barbara Corcoran; “Queen of QVC” Lori Greiner; technology innovator Robert Herjavec; fashion and branding expert Daymond John; and venture capitalist Kevin O’Leary.

About Sony Pictures Television

Sony Pictures Television (SPT) is one of the television industry’s leading content providers, producing and distributing programming worldwide in every genre and for every platform. In addition to managing one of the industry’s largest libraries of award-winning feature films, television shows and formats, SPT is home to a thriving global production business operating 22 wholly-owned or joint venture production companies in 12 countries around the world. Sony Pictures Television is a Sony Pictures Entertainment Company.

About Goama Pte. Ltd.

Goama is the leader in gamification, setting the benchmark for digital innovation and user engagement. Its turnkey solution offers a plug and play platform that creates unparalleled gamified experiences that enable business partners to build sustainable and engaged online communities. Goama has worked with leading super apps and brands in more than 24 countries to help them drive user engagement, increase revenue streams, and acquire new users.

Goama’s offering extends to brands with customized games on its tournament platform to drive lasting brand engagement that is easily scaled across digital mediums. This creates a paradigm shift in advertising, providing more opportunities for brands to build meaningful experiences for their audiences on their channels or through Goama’s partners.

For further information, please contact:

Mr. Nicolas Koifman
VP for Latam
Email:  nicolas.koifman@goama.com
Linkedin: https://www.linkedin.com/in/nicolaskoifman

Website: www.goama.com

Mr. Wazir, Tengku
Head of Marketing
Email:  tengku.wazir@goama.com
Linkedin: https://www.linkedin.com/in/tengkuwazir

Website: www.goama.com

Categories
Prensa

Goama saldrá al aire en Shark Tank!

COLOMBIA, 07 Octubre de 2021 — Goama se presentará en Shark Tank en la actual temporada del show. Como se anunció, Goama saldrá al aire en la serie de Sony, Shark Tank Colombia este Viernes 8 de Octubre de 2021. Shark Tank, el aclamado reality show ganador de varios premios Emmy, le dará la oportunidad a Goama de presentarse frente a un panel de ejecutivos e inversionistas de primer nivel para conseguir inversiones clave en la región. 

Nicolas Koifman, vicepresidente para Latinoamérica y Fernando Cardona, Gerente Desarrollo Comercial de Goama presentarán la plataforma de Gamificación para aplicaciones, única en su tipo, durante el cuarto episodio de Shark Tank Colombia cuarta temporada. El episodio se emitirá este Viernes 8 de Octubre a las 10pm Colombia (GMT -5).

El emprendedor Colombiano Taro Araya, quien ocupa el cargo de CEO en Goama dijo:

“Goama comenzó como un equipo multidisciplinario de 6 personas, cada una de diferentes nacionalidades, unidas por una pasión, crear conexiones significativas a través de los juegos.

La integración de esta plataforma como una solución plug-and-play en aplicaciones de todo tipo se convirtió en nuestra gran propuesta de valor, la cual nos permitió llegar a aplicaciones líderes en más de 18 países en menos de un año. Seguimos creciendo aumentando nuestra presencia tanto en Asia Pacifico como en America.”

Estamos felices de poder nadar en el tanque y esperamos poder trabajar con algunos de los tiburones mientras continuamos nuestra expansión por Latinoamérica.

Nicolas Koifman Vicepresidente para Latinoamérica comentó: 

“ Tener la oportunidad de presentar nuestra plataforma de Gamificación a algunos de los Tiburones más destacados de América Latina y que esto sea transmitido a nivel regional es surrealista.

He sido un fanatico de este show por años y aun no puedo creer haber participado en el mismo. Estoy muy ansioso por vernos en él.

Sumar a un Tiburón a nuestra lista de inversores y que este nos comparta sus conocimientos sobre el mercado Latinoamericano sería muy valioso para nuestra continua expansión en la región. “

Las aplicaciones en el mundo compiten más y más por el engagement de usuarios, Goama potencia a estas apps a través de la creación de comunidades de usuarios altamente conectados y fidelizados por medio de su plataforma de gamificación.

La Gamificación no es solo una herramienta de diferenciación para las aplicaciones sino también un camino para generar mayor cantidad de descargas por parte de los usuarios, potenciar el engagement y su tiempo de permanencia dentro de la app. A su vez la solución que Goama ofrece tiene la capacidad de generar nuevas fuentes de ingresos y monetización de estas audiencias.

¡Sintoniza Shark Tank Colombia este Viernes, 8 de Octubre 10pm Colombia, para ver a Goama enfrentarse con los Tiburones!

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Sobre Shark Tank

Shark Tank es un reality show aclamado por el público, ganador de varios premios Emmy que ha fortalecido el espíritu empresarial en América.

En Shark Tank Colombia, cinco experimentados inversionistas afinarán la mira para reconocer los mejores emprendimientos y multiplicar sus ganancias. En este tanque todo puede pasar, y los emprendedores deben estar preparados para demostrar el valor de sus empresas, pues los tiburones no morderán a la primera y sólo invertirán en los proyectos con mayor potencial. En esta cuarta temporada veremos de regreso a los queridos y experimentados tiburones Mauricio Hoyos y Ricardo Leyva, quienes han estado en el tanque desde el comienzo, y a Andrea Arnau, Alejandra Torres, Leonardo Wehe y Sammy Bessudo. Además, el tanque recibe a dos nuevos tiburones: Hanoi Morrillo y Miguel Caballero.

Sobre Sony Pictures Television

Sony Pictures Television (SPT) es uno de los principales proveedores de contenido de la industria de la televisión; produce, distribuye y transmite programación en todo el mundo en todos los géneros y para todas las plataformas. Además de administrar una de las bibliotecas más grandes de la industria de películas, programas de televisión y formatos galardonados, SPT es el hogar de un próspero negocio de contenido global que opera una sólida cartera de empresas de producción de propiedad propia y empresas conjuntas en EE. UU., Europa, América Latina y Asia Pacífico, así como canales lineales y digitales de todo el mundo. SPT es una empresa de Sony Pictures Entertainment. 

Sobre Goama Pte. Ltd.

Goama, líder en gamificación, es referente global en innovación digital e engagement de usuarios. 

Su solución llave en mano ofrece una plataforma plug and play que crea experiencias gamificadas únicas que permiten construir, en cualquier tipo de aplicación, comunidades de usuarios altamente fidelizados. Goama trabaja con Apps y marcas líderes en más de 24 países, ayudándolos a impulsar la participación de los usuarios, la frecuencia de visita, generar nuevas fuentes de ingresos y adquirir nuevos usuarios.

A su vez, Goama extiende su propuesta de valor a marcas, a través de juegos personalizados que pueden ser publicados en su plataforma de torneos, dentro de las aplicaciones partners en las que tiene presencia para generar visibilidad y engagement de marca, fácilmente escalable regionalmente.

Esto crea un cambio de paradigma en el mundo de la publicidad, brindando más oportunidades para que marcas creen experiencias únicas, de gran valor, para sus audiencias en sus canales propios o a través de la red de aplicaciones partners de Goama.

Para más información, contactar:

Mr. Nicolas Koifman
Vicepresidente para Latinoamérica
Email:  nicolas.koifman@goama.com
Linkedin: https://www.linkedin.com/in/nicolaskoifman

Website: www.goama.com

Mr. Wazir, Tengku
Jefe de Marketing
Email:  tengku.wazir@goama.com
Linkedin: https://www.linkedin.com/in/tengkuwazir

Website: www.goama.com

Categories
Press

Goama airs on Shark Tank!

COLOMBIA, 07 October 2021 –  Goama pitches to Shark Tank in this season of their show. As announced, Goama will air on Sony’s Shark Tank Colombia on 08th October 2021. Shark Tank, the critically acclaimed and multi-Emmy Award winning reality show, will be giving Goama the opportunity to pitch to a panel of top-tier executives and investors for a chance to score investment deals that can take Goama’s business to the next level.

Nicolas Koifman, VP of Latin America and Fernando Cardona, Business Development Manager for Goama will pitch the company’s one-of-a-kind gamification platform during the 4th episode of Shark Tank Colombia’s 4th season. The episode will air on Friday October 8th at 10pm Colombia(GMT-5).

Colombian entrepreneur Taro Araya, who also acts as CEO of Goama said :

“Goama began as a diverse team of 6 individuals, each from different nationalities, who bonded over an unyielding passion to create meaningful connections through gaming. Integrating this platform as a plug-and-play solution on our partner apps became our compelling value proposition that enabled us to grow to over 18 countries in less than a year.  We continue to grow our presence across Asia Pacific and the Americas.

We are happy to swim in the Shark Tank  and we are looking forward to working with some Sharks as we continue our expansion plans in Latam. “

Nicolas Koifman VP of Latin America commented:

“Having the chance to present our gamification platform to some of Latin America’s most prominent Sharks and to have it be broadcasted regionally is surreal. 

I’ve been a fan of this show for years and  I still can’t believe it happened. I’m very excited to see ourselves in the show.”

“To get a shark to invest in our company and to share its knowledge of the Latam market would be very valuable for our continuing expansion in the region.”

As apps start to compete for user engagement, Goama wants to supercharge these apps by creating a community of engaged users through their gamified platform. Gamification is one of the best ways not only to give apps a competitive edge but to give even more reasons for users to download the app, engage, and spend even more time on the app. Goama’s solution also helps these apps open up more opportunities for revenue. 

Tune into Shark Tank Colombia on Friday, 8th October 10PM Colombia, to watch Goama face off with the Sharks! 

### 

About Shark Tank

“Shark Tank” is a critically acclaimed and multi-Emmy Award-winning reality show that has reinvigorated entrepreneurship in America. The Sharks – tough, self-made, multi-millionaire and billionaire tycoons – have searched nine seasons to invest in the best businesses and products that America has to offer. The Sharks are billionaire Mark Cuban, owner and chairman of AXS TV and outspoken owner of the 2011 NBA champion Dallas Mavericks; real estate mogul Barbara Corcoran; “Queen of QVC” Lori Greiner; technology innovator Robert Herjavec; fashion and branding expert Daymond John; and venture capitalist Kevin O’Leary.

About Sony Pictures Television

Sony Pictures Television (SPT) is one of the television industry’s leading content providers, producing and distributing programming worldwide in every genre and for every platform. In addition to managing one of the industry’s largest libraries of award-winning feature films, television shows and formats, SPT is home to a thriving global production business operating 22 wholly-owned or joint venture production companies in 12 countries around the world. Sony Pictures Television is a Sony Pictures Entertainment Company.

About Goama Pte. Ltd.

Goama is the leader in gamification, setting the benchmark for digital innovation and user engagement. Its turnkey solution offers a plug and play platform that creates unparalleled gamified experiences that enable business partners to build sustainable and engaged online communities. Goama has worked with leading super apps and brands in more than 24 countries to help them drive user engagement, increase revenue streams, and acquire new users.

Goama’s offering extends to brands with customized games on its tournament platform to drive lasting brand engagement that is easily scaled across digital mediums. This creates a paradigm shift in advertising, providing more opportunities for brands to build meaningful experiences for their audiences on their channels or through Goama’s partners.

For further information, please contact:

Mr. Nicolas Koifman
VP for Latam
Email:  nicolas.koifman@goama.com
Linkedin: https://www.linkedin.com/in/nicolaskoifman

Website: www.goama.com

Mr. Wazir, Tengku
Head of Marketing
Email:  tengku.wazir@goama.com
Linkedin: https://www.linkedin.com/in/tengkuwazir

Website: www.goama.com

Categories
Blog

What are the benefits of Gamification?

As discussed in a previous piece, gamification is the practice of incorporating game elements, mechanics and principles and introducing them to non-game environments in order to engage users more effectively. It takes the fun, engaging parts of games and applies them to real-world, non-game activities.

But what are the major benefits of gamification? What justifies the financial and manpower investment into gamifying a digital platform?

Key Benefits of Gamification

  • Higher Engagement: Turns out, even when the TV is on, millennials are focused on their phones. It is safe to assume that they aren’t watching commercially too carefully when they could be playing Grand Theft Auto on their phone.

    Games engage users in a way video cannot. It draws them into a participatory, interactive relationship. By actually undertaking steps to advance through levels, overcome obstacles and communicate with other players, individuals have a much deeper emotional resonance with games. Compare this with the one-sided viewer-video relationship, and you can start to imagine why gamification drives engagement.

    Whether targeted at employees of a company or potential customers of a brand, gamification actually entertains the target audience. When having fun, individuals are a lot less likely to see the content as study material or marketing collateral. It provides them with a burst of stimulation and attaches positive emotion to the brand and the gamified material itself.

    To quote Gartner, “When successfully designed, gamification apps enhance user engagement and drive customer acquisition and retention.”
  • Fosters better learning: According to game developer and author Jane McGonigal, “By 21 years of age, many males will have spent over 10,000 hours immersed in online gaming”  She has also explored the science behind “why games are good for us–why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts.”

    Individuals are geared to respond positively to the challenge-and-reward structure inherent in games. If utilized in learning modules and classrooms, gamification has the potential (and proven ability) to encourage more investment in the lessons, provide a sense of achievement and nurture healthy competition between students.

    The same results can be replicated in workplaces when it comes to training new employees or upskilling existing employees. Gamification can help them connect to the material, retain more knowledge and develop a sense of pride in mastering new ideas and skills.
  • Offers Instant Feedback: A key aspect of game dynamics is to offer instant feedback. When people tend to know how they are progressing with an activity, they will care more about the outcome. They will also put in more effort to do well, in an attempt to receive positive feedback at the end of each challenge/quest/mission. This encourages, once again, deeper engagement, higher retention and recall.
  • Encourages behavioural change: As the pointers above demonstrate, gamification has the ability to change behavioural patterns, at least while someone is actively communicating with game mechanics. By leveraging this ability to influence behaviour, gamification can be used to promote better learning, greater focus and more positive, people-based outcomes. Anything from a more attentive student to a more productive employee can be the result of an efficiently gamified app.

Examples of Gamification in Action

  • Tinycards by Duolingo: Tinycards takes the old concept of learning via flashcards and makes it interesting. Just pick a subject, and the app will initiate a learning process with flashcards.

    A couple examples of gamification: as a user goes through a deck of flashcards, the progress bar reflects their advancements and eventually awards them with various accomplishments. Users can even get creative and craft their own flashcards.
  • Memrise: A gamified language app with a plethora of game-derived elements, Memrise is known for its fun and easy-to-use interface. Users take the form of astronauts, off to outer space on a journey to pick up a new language. They learn, advance in levels and while doing so, are accompanied by a similarly evolving pet alien.
  • SoloLearn: SoLoLearn uses gamification to teach code. It hosts player challenges, a Code Playground for players to display their code and gather feedback, as well as a leaderboard that celebrates the best coders. You can build your own code and apps, present it on the Playground, and have others on the app upvote it, use it and provide instant feedback.
  • Goama: Goama gamifies other apps to increase user acquisition and retention, engagement, and open up even more revenue streams. We do more than just badges, leaderboards, and points when we gamify app, we actually turn your app into a place where users can enjoy games and win real rewards. You can learn more on how we gamify apps here.
Goama Games

As these examples depict, the benefits of gamification are established and impossible to ignore. They give users a reason to care about a website or app, and actually pay attention to the content being displayed. It has tangible effects on users’ brain chemistry, behaviour and eventually, real-world action.

The very real benefits of gamification make it a sound and future-proof investment for any organization that wants to get people interested, engaged and retain their mindfulness. In an age of lower attention spans, instant gratification and agility-as-priority, gamification promises to become a best practice rather than just a fascinating novelty.  

Want to know more about gamification and how we can gamify your app? Contact us here.

Categories
Blog

What is Gamification?

Gamification is more than just points, badges, and leaderboards. It refers to the practice of incorporating game elements, mechanics and principles and introducing them to non-game environments in order to engage users more effectively. In other words, it takes the fun, engaging parts of games and applies them to real-world, non-game activities.

Websites, online learning modules, organizational intranet, and numerous other digital avenues use gamification to inspire more focused interaction with the content, as well as collaboration and sharing of data among users.

When asking “what is gamification?”, think of how you feel when playing a game like Angry Birds. You were focused on the game, distracted from everything else in the world, and time passed by faster than you thought. Every level you cleared by winning gave you a little thrill of accomplishment. 

Gamification aims to generate that feeling while people engage in more productive, sometimes mundane activities – online learning, recruitment, training, reorienting organizational productivity and more.

Why does gamification work?

The question “what is gamification” doesn’t make much sense without a bit of a deep-dive into why gamification is successful in the first place.

To quote Yu-kai Chou, “Good gamification doesn’t start with game elements; it starts with our core drives.” These core drives, as outlined in his blog, are summarized as follows:

  1. Epic meaning & calling: Give people the sense that they are part of something bigger than themselves.
  2. Development & accomplishment: Caters to the human desire to overcome a challenge and obstacle, achieve progress and be rewarded for it.
  3. Empowerment of creativity & feedback: Allow people to express themselves creatively and see immediate feedback on their efforts.
  4. Ownership & possession: Make people owners of what they do, which drives them to get better at it.
  5. Social influence & relatedness: Incorporate social elements fundamental to human behaviour – mentorship, acceptance, social responses, companionship, as well as competition and envy.
  6. Scarcity & impatience: Give people something they can’t immediately haven thus making them want it more.
    To quote Yu-kai, “This is the Core Drive utilized by Facebook when it first started: at first it was just for Harvard. Then it opened up to a few other prestigious schools, and eventually all colleges. When it finally opened up to everyone, many people wanted to join because they previously couldn’t get in it.”
  7. Unpredictability & curiosity: Leverage the human curiosity and anticipation that comes from not knowing what will happen next.
  8. Loss & avoidance: Utilize the human desire and instinct to avoid negative outcomes.
Gamificatoin - Octalysis Framework

Essentially, gamification is “Human-Focused Design,” as opposed to “Function-Focused Design.”  To gamify a digital platform, developers, testers and other stakeholders have to ask themselves “What will motivate human users to interact and engage with our content?” They can no longer just prioritize efficiency in order to get the job done. They have to care about what people enjoy, and what causes them to emotionally respond to the content at hand. 

Common Terms Associated with Gamification

Game Mechanics: This term refers to principles, guidelines, rules and rewards that show up on a digital platform to drive user behaviour. Mechanics may comprise levels, badges, progress trackers, missions, quests, certificates, etc. They are the components via which individuals exist with the gamified interface, advance and receive feedback.

Game Dynamics: This refers to the behaviour, emotional responses and desires that the game dynamics intend to elicit within the users of the gamified app or website. For example, competition can be encouraged  between participants through individual quests or collaboration between them through team missions. Badges and coupons can be useful for raising individual or team morale. Game dynamics are the aim that game mechanisms intend to meet when implemented in the gamify process.

The Value of Gamification in Business 
When leveraged effectively, gamification can influence human behaviour, motivate them in specific ways and drive desirable business results. By facilitating easy and eager participation with business initiatives (sales training, upskilling within the company, etc.), an organization can encourage their employees to operate at their creative and productive best.

Additionally, gamified platforms can be used to drive higher engagement and positive brand associations from customers. If people have more fun when they are exploring a brand (whether just visiting their website or making an actual purchase), they are likely to think well of it, buy it’s products/services and recommend it to someone they know.

Furthermore, engagement with gamified portals generate significant data points that can, in turn, be used to optimize content strategies, performance marketing strategies and campaigns. Whether employee or customer interaction, gamification steps can be used as parameters by which to get more specific data points about what end-users like and are willing to put money and effort into.
For any organization seeking a robust digital presence, to gamify is to be future-forward. Within ever-dwindling attention spans, it is difficult to keep people interested in content that is not entertaining or compelling in some way. Implementing gamification is an effort-intensive but rewarding work-around, with advantages for everyone involved in the process.

Want to know more about gamification and how we can gamify your app? Contact us here.

Categories
Press

Goama & DANA Partner Up to Bring Mobile Hyper Casual eSports to Indonesia

On Sep 21, 2021

Indonesia, September 21, 2021  — Goama continues its efforts in extending its gamification services, and now making its mark in Indonesia through DANA, the leading digital financial service provider for Indonesians. Thanks to Goama, DANA customers will now have free access to more than hundreds of mobile games and win amazing prizes from our competitive and fun mobile tournaments.

The Mobile Casual eSports platform Goama Games, powered by Goama can be found in DANA’s app by accessing “DANA Home” or the ‘Entertainment’ page.  Through this collaboration, DANA users are able to discover “Mini Games” and start playing a limitless amount of fun and engaging games. Players can choose to compete with other players in tournaments and compare their scores against other users. Top rank players can also win amazing cash prizes.

“The gaming industry in Indonesia has shown tremendous growth and is projected to contribute even further to Indonesia’s creative economy. Indonesia is a country with the largest gaming industry market in SEA with more than 52 million Indonesian gamers, thus DANA is excited to finally mobilize everyone in our own Mobile Casual eSports Platform powered by Goama. DANA itself has been available as a digital payment option to multiple gaming providers. Now, DANA’s partnership with Goama is expected to broaden new opportunities, emphasize our position as a financial lifestyle-based app, and further society to digital financial literacy and digital wallet adoption,” said Vince Iswara, CEO & Co-Founder of DANA.

Goama’s cutting-edge gamification engine enables DANA to drive user engagement and acquisition for their partners. Not only is this beneficial for DANA, but other partners and all ecosystems will reap the benefits as well through increased impressions to active users.

“DANA’s users will now have more reasons to visit the platform as they can enjoy themselves through playing fun games within DANA’s platform and try out the tournament platforms to also win some cool prizes. We are very proud to be initiating this with DANA in bringing competitive social gaming to Indonesia,” said Goama Games CEO Taro Araya. 

Goama is the leading gamification enabler, where they help companies gamify their app experiences and create games that are both rewarding and fun for their users. Additionally, gamification allows these businesses to discover new user behaviours which opens up more opportunities to market to their users in more ways.

Wayne Kennedy, Co-Founder and Chief Product Officer at Goama shared that in addition to delivering loads of fun for DANA users, “through custom branded games, tournaments and prizes, we change the game in how we can advertise to customers in Indonesia.”

About DANA

DANA is a digital wallet service by PT Espay Debit Indonesia Koe, an Indonesian startup company in the financial technology sector paving the way towards an advanced infrastructure which makes it possible to complete payments and transactions without cash, without card. Born and raised in Indonesia, DANA takes pride in its local creative talents and programmers who have tirelessly worked to build and develop DANA from the ground up. In addition to its availability on iOS and Android, DANA is integrated with various merchants and renowned applications as payment solution, both online and offline. #DANASahabatUMKM reflects DANA’s initiative to support the digitalization of Indonesian micro, small, and medium enterprises (MSMEs) through the platform DANA Bisnis.

About Goama Pte. Ltd.

Goama is the leader in gamification, setting the benchmark for digital innovation and user engagement. Its turnkey solution offers a plug and play platform that creates unparalleled gamified experiences that enable business partners to build sustainable and engaged online communities. Goama has worked with leading super apps and brands in more than 24 countries to help them drive user engagement, increase revenue streams, and acquire new users.

Goama’s offering extends to brands with customized games on its tournament platform to drive lasting brand engagement that is easily scaled across digital mediums. This creates a paradigm shift in advertising, providing more opportunities for brands to build meaningful experiences for their audiences on their channels or through Goama’s partners.

To learn more about how we can gamify your app, click here.

If you want to find out how we can build a game for your brand, click here.

For further information, please contact:

Goama

Mr. Wazir, Tengku

Head of Marketing

E-mail: tengku.wazir@goama.com

Phone: +60 17-6199016

Website: www.goama.com

Mr. Calvin Lee

VP for Sales and Marketing

Email: calvin.lee@goama.com

Phone: +60 12-6248874

Website: www.goama.com

DANA                           

Putri Dianita           

VP of Corporate Communications               

E-mail: putri.dianita@dana.id 

Mobile: 0811 9949 387

Categories
Blog

The 5 Key Criteria That Makes a Super App, Super!

“Super App” is a term coined by Blackberry founder, Mike Lazaridis, defining it as “a closed ecosystem of many apps that people would use every day because they offer such a seamless, integrated, contextualized and efficient experience.” He envisioned a collection of apps that serve people’s multipurpose needs, seated in one mega platform. As prophesied, the age of super apps has already taken over our lives. 

The digital transformation across the globe and the rising demands of end users has pushed developers to create the ultimate “ecosystems of various offerings. ”Super apps or ‘digital front-doors’ have further evolved to a mass marketplace, offering a variety of products and services made possible by in-house technologies or through third-party integrations.

One of the leaders the Super app realm is WeChat, initially an instant messaging app that transformed into an ecosystem of services including but not limited to taxi booking, virtual wallets, payment channel, hotel reservations and of course, gaming.

Map of the WeChat mini program Ecosystem

Similar super apps have sprung up over the past years, starting off as a single use focused app and that eventually morphs into a multi-purpose mega platform that offers a variety of services that addresses people’s needs. 

 Contenders to WeChat are the likes of Grab, Gcash, Paymaya, Gojek, MPT4U in Asia Pacific, Tata in India, Yandex Go for Europe and Careem in Dubai. There are a wide number of tech companies aiming to be THE ultimate super app. Even The Facebook Company, with their purchase of WhatsApp depicts its ambition to bite into Super app market pie.

 So what makes a super app really super? We’d say it has to do with the elements and characteristics of being able to provide an all-in-one or one-stop-shop capabilities to end users. The more service or functionality being offered by a mobile app, providing convenience to end users, the higher its level of superpower.

Let’s deep dive into the the 5 characteristics of a super app:

  1. Super apps are the ultimate go-to app on the phone

The ease of use and search of products and services in an all-in-one app holds more value to end users because it is convenient and saves time. Imagine it as another home copy of your home screen where you can get to all the services you need to sort out your daily life within just one app! e-Wallet, check. Bills payment, check. Games, check.

Grab
  1. Has at least one service or function that has a high open rate

Super apps like Gojek and Grab started off as a ride-sharing app and each added functions such as instant messaging and e-wallet. Gcash started off as a mobile wallet and payment center, and now offers multiple verticals in-app. Whatever a super app was initially built for, it was doing its ‘job’ superbly, allowing them to morph into an ecosystem of offerings.

Gojek vs. Grab
  1. Easy access to end users’ wallet

Why let your end users keep money in another app when you could have direct access to their wallet? This is an important function being done by many apps with the ambitions of being a super app, even such as the likes of eCommerce platforms Lazada and Shoppe launching their own e-wallet function that enables ease of access to payments for their users.

Lazada Wallet
  1. Open and welcome to partnerships with other platforms

Super apps are like your malls with multiple shops offering various services. The very reason why they are what they are is their ability to be open to collaborations and partnerships. Their app structure allows for other platforms to be seamlessly integrated within the ecosystem they have built. Gamification platforms like Goama enjoy partnerships in over 24+ countries across the globe, providing a highly curated library of addictive games.

  1. To sum it up, from a business perspective, a super app provides much value to businesses in general

The capabilities of a super app can increase growth, and engagement. Additionally, having lots of services that cater to different needs of consumers will help with retaining users.

It is no secret, Goama loves super apps and integrates seamlessly with one, providing the fun aspect that retains the end user on that super app, lengthening end user time spent while they are not using the key service that the super app provides. It is entertainment within reach, without having to install multiple game apps on their phone. 

End users simply need to tap into the super app and they will have access to high quality casual gaming. Goama also provides monetization opportunities through game tournaments that makes end users hooked on further.

Super apps are here to stay, and ever ready to serve end users’ multipurpose needs. What about you? What do you enjoy about the super app that you are using?

Source:

https://www.techinasia.com/heck-super-app

Categories
Press

Goama Joins Forces with RFOX Media Partners To Reach 20 Million People in South East Asia

RFOX Media seeks out Goama’s expertise in creating tournament games to build and provide a hyper casual game in order to use play-to-win as means to acquire more users to the new RFOX Media platform. 

On Sep 1, 2021

Manila, Philippines, September 1, 2021  — Southeast Asian based RFOX Media (a subsidiary of RedFOX Labs $RFOX) has partnered with Goama, to go after the huge untapped market in Myanmar and to address both Goama and RedFOX Media’s combined audience of more than 20 million South East Asians.

RedFOX Labs (RFOX) Introduces New NFT Streaming Platform | Cryptocoin Spy

MYMEDIA Myanmer, one of the largest media players in South East Asia was acquired by RFOX Media earlier this year, providing them access to more than 13 million followers across its platforms. RFOX Media is now on the way to also create content that can be monetized through advertising and Non-Fungible Tokens (NFT).

Goama is a gaming platform that is built for businesses like these, combining the best of esports and the best of casual games to create a competitive casual gaming environment, where players compete on casual games ranked on live leaderboards to win real-world prizes. It has been so popular since its inception and is made available to millions of users in the leading apps across 24 countries and counting.

The two companies collaborate to launch a game titled ‘RFOX run’ which will offer players a chance to win rare and exclusive NFTs based on their tournament rankings and performance.

Ben Fairbank, CEO, and Co-founder of RedFOX Labs commented:

“We currently have a gaming division called RFOX Games, but to partner with a non-blockchain gaming platform with such a large daily user base is wonderful exposure in a very different sector for us.

“The Myanmar market is still so young, with a lot of potential, and through this collaboration we will launch tournament games alongside Goama who have over 80K people competing in each gaming tournament”.

“We have been planning this for a long time and to finally bring it all together is a wonderful achievement for us and for RFOX Media. We will soon look to partner with Goama across the Philippines and other SEA countries as we follow our aggressive acquisition and growth campaigns across the region”.

Wayne Kennedy, CPO and Co-founder of Goama said:

“We are excited to team up with RedFox and bring NFTs as tournament prizes for the first time in Myanmar! Innovation is at the core of our mission and this is the first of many innovations we have in plan for our casual eSports platform on leading Superapps throughout Southeast Asia.

“We’re proud to have created RFOX Run, which we know our users are going to love playing and chasing the top spot on the leaderboard!

Wayne further adds “We look forward to a successful and long partnership with RedFOX and extending the relationship across our entire footprint.”

About RedFOX Labs

RedFOX Labs is a Southeast Asian venture builder, that identifies and builds successful business models for the regions emerging markets. It is focused on unlocking the true market value of the Southeast Asian digital economy for high consumer demand services such as e-commerce, e-media, e-travel, and esports/gaming and focuses on adding value to the digital economy through the use of emerging technologies such as blockchain. As a company, its value is tradable through its native token ($RFOX).

About Goama

Goama is a leader in platform gamification, setting the benchmark in digital innovation and user engagement, working with some of the world’s biggest superapps and brands. Its turnkey solution offers a plug and play platform that creates unique gamified experiences that empower its business partners to build engaged communities. Goama has partnerships with the leading apps across 24+ countries to help them drive user engagement, increase monetization opportunities, and acquire new users.

To learn more about how we can gamify your app, click here.

If you want to find out how we can build a game for your brand, click here.

For further information, please contact:

Mr. Wazir, Tengku

Head of Marketing

E-mail: tengku.wazir@goama.com

Phone: +60 17-6199016

Website: www.goama.com

Mr. Calvin Lee

VP for Sales and Marketing

Email: calvin.lee@goama.com

Phone: +60 12-6248874

Website: www.goama.com

Categories
Blog

The Rise and Rise of Mobile Gaming And The Need for Gamification

Mobile gaming is serious business, in fact, it is a phenomenon. The global gaming market is estimated to have reached over $152 billion, where 45% of that comes directly from mobile games. That’s over $68.5 billion!

Just last year in 2020, the year of the Covid-19 pandemic, the mobile gaming industry saw a spike of over $77.2 billion in revenue just in that year alone. Even though the pandemic has caused grave impact worldwide, destroying businesses across several industries, the gaming industry just keeps thriving and thriving.

Total Mobile Game Revenues CAGR 2019-2023

Mobile games have accounted for over 33% of app downloads, 74% of consumer spend and over 10% of all time spent in-app. The mobile gaming industry is at its peak with no signs of slowing down. With the covid-19 pandemic causing an increase in smartphone penetration around the world, and network providers working around the clock to provide affordable data cost for easier access to mobile gaming, we are experiencing a massive increase in the number of mobile gamers across the globe.

global smartphone users

Over 90% of millennials prefer smartphones over gaming PCs, laptops and other gaming devices. According to GameAnalytics, just in the first quarter of 2020, the number of mobile gamers grew from 1.2 billion people to 1.75 billion per month.

From casual games to the rise of hyper-casual games that are easy and quick to download, competitive and fun, mobile gaming is the rave even amongst older demographics. Today, the average age of a mobile gamer is 36.3 with one-third of all gamers are between the ages of 36-50 years old. Gender split is also now at 50% female and 50% male. The current demographic studies are definitely changing the traditional perception of gamers.

The choice of mobile games are abundant in the Google Play Store and iOS App Store, but according to App Annie, a popular App Analytics and App Market Data tool, casual games are leading the global download growth rankings, with over 45% year on year increase.

What is the real definition of casual games? Why and how does it become popular in the mobile gaming scene? Well, in short – casual games are designed for everyone and anyone. It has few rules with simpler game mechanics. There is a certain level of competition that appeals, either to beat their record or to advance the leaderboard amongst their circle of friends. The psychology of casual games also makes it addictive because it’s supposed to be easy and relaxing and provides a sense of accomplishment. The tendency for gamers to conquer the game then becomes personal.

Casual games rely on a free-to-play model that has numerous monetization strategies but mostly mobile developers and investors earn by monetizing through in-app purchases and in-game ads. For marketers, 2020 saw a significant drop in the cost to acquire new players – bringing down an average lead cost to $1.47 ( a 66% decrease from 2019). However, it is still expensive to acquire a paying user for casual games, which suggests that monetizing users through ads will still be a focus of many mobile app developers.

With the billions of U.S. dollars generated from revenues coming from mobile gaming, it is easy to perceive that entering the mobile gaming industry is lucrative and holds many opportunities to convert millions of gamers to be potential customers for your products and services. The recent rise in hyper-casual gaming that’s worth over $2 billion has introduced into the audience pool a massive 100 million new mobile players, and that’s rapidly increasing.

If you already have a live mobile app currently, is it wise (or let alone necessary) to set up a new team to create a branded game just so that you can tap into the mobile gaming market? If you do not have a mobile app just yet, does it mean that you ought to nose dive into creating a game app just so that you can grab a share of the pie? Well, it all depends on your resources really. While it is a mammoth of a project to undertake, it is not impossible, and it might even scale your business one way or another.

Luckily, our team at Goama have thought hard and well on this and through that our engagement platform was born which enables our partners to create, connect and engage with millions of gamers across the globe for your app and/or brand through casual eSports.

We offer our platform, which consists of a wide variety of highly curated casual games that are competitive, fun and addictive, to be hosted within your currently running app – which in turn allows you to re-engage with your dormant app users and provide  them a new environment within your “own home”.

For brands who wish to have access to the audience pool of millions of mobile gamers, we offer an interactive and immersive brand campaign experience that allows you to interact with new and existing consumers. You can be certain that with Goama you are providing dynamic engagement at each step of the campaign where we provide the tools and flexibility for you to build a game with multiple levels of customisation and product placement opportunities, where players can compete to win rewards. You are also able to drive desired user behaviours post-game with attractive calls to actions.

The sky’s the limit with what you can achieve in the mobile gaming market. The question is, are you ready to get started?

Contact us at sales@goama.com to discuss on gamifying your app, or if you want to build a game for your brand.

You can find out more about how we can gamify your app here, or help you build a game here.

By Jean Bautista

Edited by Tengku Wazir Aziz

Sources:

https://newzoo.com/insights/articles/mobile-games-market-engagement-revenues-covid-19-gaming/

https://www.businessofapps.com/insights/mobile-gaming-industry-statistics-and-trends-for-2021/

https://www.is.com/community/blog/mobile-gaming-trends/

https://www.blog.udonis.co/mobile-marketing/mobile-games/mobile-gaming-statistics

Categories
Blog Press

A Game for Gamers by Gamers – Goama Powers Razer Cortex Instant Games

Razer launches with more than 100 games, including the all-exclusive Sneki Snek Adventure that features fan-favourite sustainability mascot, Sneki Snek. Gamers can compete in a range of tournaments for a chance to win Razer Silver.

USA 13 Aug 2021 – Razer, the world’s leading lifestyle brand for gamers, announced the launch of Cortex Instant Games Tournament, focused on instantly playable casual games, powered by Goama – a gamification platform and provider of a vast library of highly curated casual and hyper casual games and tournaments. 

Goama delivers an advanced gamified environment turning any app into a gamified powerhouse unleashing opportunities to engage users, increase new user acquisition and retain existing ones. Razer’s instant games are playable directly from the Razer Cortex app on Android, so players don’t have to do additional downloads. Each of the hosted tournaments offers tiered levels of Razer Silver prizes, which are redeemable for a variety of Razer hardware, accessories and digital rewards.

“We are proud to be working with Razer to create more ways for players to improve their gaming skills and be rewarded for their performance,” said Taro Araya, CEO of Goama.

Cortext Instant Games will host 4 to 6 tournaments concurrently, with 100 more games available for free-play access to a wide variety of genres. Each of the hosted tournaments offers tiered levels of Razer Silver prizes, which are redeemable for a variety of Razer hardware, accessories and digital rewards.

Additional casual games and tournaments will constantly be added and rotated onto the platform spurring competition among players. With Razer gamers dubbed as “hardcore gamers”, this partnership makes an interesting one to watch.

“Razor fans are hardcore gamers,” Sr. Director for Razer Mobile Software, Quyen Quach said. “But I really believe that gamers play differently on different screens. So you might be a really hardcore gamer on a console or PC, and then you’re waiting in line somewhere and you just want to pick up a quick challenge somewhere, and you will do that on your phone. With Razer Cortex Instant Games, we have an interesting intersection of casual gamers and core gamers. We really feel like hyper casual games are something that cuts across all those demographics. It’s so easy to pick up that everybody can understand it. And for the core gamer, it’s more about the competition. It’s about seeing where you are on the leaderboard.”

Released simultaneously with Cortex Instant Games Tournaments, Razer also launches the first ever Sneki Snek game that features Razer’s iconic, environmentally conscious mascot that will run charity tournaments – echoing Goama’s stance to Doing Good Through Gaming.

Sneki Snek Adventure challenges players to steer Sneki Snek away from poisonous obstacles and grab seeds to plant trees to score bonus points. With a real-time leaderboard pitting players against each other, players compete to conquer the top spot for a chance to win Razer Silver prizes. All proceeds generated from Sneki Snek Adventure will be donated directly to Conservation International as part of Razer’s continued commitment towards sustainable practices and reducing its global footprint. 

“A session might last a few seconds, or it might last 30 minutes, depending on how good you are,” Quach said. “And we’re seeing that, although most of the game session times are pretty short, we have about 20% of users that are somewhere from 15 minute to 30 minute game sessions. So they’re playing it over and over, and they want to move up the leaderboards.”

Razer is seeing a lot of people coming in through this system who are new to Razer so far, Quach said. It’s widening the funnel of players who could eventually stick around and spend more money on Razer products.

“This is their introduction to Razer,” she said. “The Razer ecosystem can mean cool gear for anybody, from having a pink headset to a Star Wars mouse or keyboard. Gaming’s demographic is changing before our eyes.”

As featured in – Razer Bloomberg Venture Beat michapx7 That’s Gaming Invision Community Inside Digital Gamesutra Pocket Tactics Inside Voice Report Door Techspot Jioforme Persberichten Gamepress Truth Daily Techbeezer Hitechglitz Slashgear Businesswire Jackofalltechs IQStockmarket Pixel Magazin Swift Headline Mid Florida Newspapers Myket Today Spot On Michigan Techno Senior Flipboard

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