Particle Flocker comes bundled with several scripts for baking particle data directly to various object types.
Baking essentially means converting simulation data into key-framed animation.
By baking particle data to objects, simulations can be converted into usable transformation data which can then be modified or exported to various other sources such as game engines or other animation packages. It also allows you to take simulated data and apply other objects to the particle positions which would otherwise only be possible using an instancer or some form of expression-based solution.
Particle Flocker allows baking to either joints, transforms (empty groups) or locators.
This video describes the process in more detail