Press release

Tata Interactive Systems features in ‘Top 20 Gamification Companies’ list

Mumbai, INDIATraining Press ReleasesTata Interactive Systems

TrainingIndustry.com’s annual global survey features TIS among the best providers of gamification services/technologies that support corporate learning and development.

Mumbai, November 3, 2014: Tata Interactive Systems (TIS), a global provider of learning solutions, has been named in the first-ever ‘Top 20 Gamification Companies’ list by TrainingIndustry.com. This initiative is part of TrainingIndustry.com’s mission to continually monitor the training marketplace for the best providers of gamification services/technologies in support of corporate learning and development.

“Tata Interactive is delighted with this recognition. We’ve been delivering award-winning Games around the world for many years and have noticed an upsurge in demand across our clients in the UK. We’re attributing this to internal training teams recognizing they might need some extra variety to complement their own delivery in crucial areas. Besides bespoke requirements we’re packaging a range of ready-to-use games and making them available on a licensed basis so further expanding the distribution of this high-impact learning,” Will Chadwick, VP for Tata Interactive Systems in the UK stated.

The selection of this year's "Top 20" list was based on the following criteria: Features & capabilities of the gamification products/services, company size & growth potential, quality & number of clients/users, geographic reach, as well as awards, recognition & competitive differentiation.

“We are excited to announce our first annual Top 20 Gamification Companies list,” said Ken Taylor, Training Industry Inc.’s Chief Operating Officer. “Requests for more information on companies driving this segment of learning and development continue to grow. This inaugural list highlights organizations that excel in improving corporate learning development through various forms of gamification.”

“These Top 20 companies provide creative gaming tools to improve and reinforce corporate learning,” said Doug Harward, Training Industry Inc.’s Chief Executive Officer. “The gamification segment has become a critical component in many training companies’ portfolios and these select companies showcase the best of that market.”