Global Gamification Market Outlook 2030: Industry Insights & Opportunity Evaluation, 2019-2030

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Description

Global Gamification Market: Market Segments: By Solution (Enterprise-driven, Consumer-driven); By Deployment (On-Premise & Cloud-Based); By Application (Marketing, Sales, Product development, Human resources, Analytics, E-commerce and Others); By End-User (BFSI, Retail, Healthcare, Media and entertainment, Education, IT and telecom, Government and Others); and Region – Analysis of Market Size, Share & Trends for 2014 – 2019 and Forecasts to 2030
Product Overview
Primary objective of gamification is to target the human instinct that motivates success through means of incentive through new, satisfying, competitive fun concepts that make it comparable to a game experience. It uses the concepts of badges, points, avatars, levels, ranks, etc. widely used in conjunction with each other to encourage encouragement in which an event chain leads from one reward to the other on some e-commerce website or on the internet to offer the atmosphere similar to a game.
Market Highlights
Global Gamification Market is expected to project a notable CAGR of XX.X% in 2030.
Global Gamification Market to surpass USD XXXX million by 2030 from USD XXXX million in 2018 at a CAGR of XX% throughout the forecast period, i.e. 2019-30. Rewards and appreciation for employees over success to improve employee engagement, the availability of attractive deals to customers and consumers, and gamification resulting in higher Return on Investment (ROI) are the major factors driving the growth of the gamification industry.
Global Gamification Market: Segments
Consumer-driven solution to grow with the highest CAGR of XX.X% during 2019-30
Global Gamification Market is segmented by solution into a consumer-driven solution and enterprise-driven solution. The greater market share in 2019 was accounted for by the consumer-driven solutions and is expected to see the highest growth during the forecast period. As consumer-driven solutions are considered to be user-friendly and versatile, this category contributes the greatest revenue and is commonly used to amplify customer engagement and motivation in many different industries for different goods.
Global Gamification Market: Market Dynamics
Drivers
Adoption of gamification solutions by corporate sector
Growth of the gamification market is propelled by the extensive adoption of technologies such as smartphone, web and social media and the swelling use of internet-based services. Additionally, the presence of gamification systems such as consumer-based gamification systems and cloud-based gamification allows small and medium-sized companies, without paying any additional amount, to expansively embrace gamification techniques.
Lack of awareness about advantages of gamification
Lack of improvement in game designs is expected to hamper the growth of the gamification market in different developed as well as developing economies. However, the growth of the market is further hindered by less awareness and low accessibility of gamification strategies, along with understated impacts on consumer attitudes.
Global Gamification Market: Regions
Global Gamification Market is segmented based on regional analysis into five major regions. These include North America, Latin America, Europe, APAC and MENA.
Global Gamification Market in North America held the largest market share of XX.X% in the year 2019. The growth of this business in the area is due to the widespread adoption in this area of an enterprise-based and customer-based approach. Countries such as the US and Canada are increasingly implementing gamification strategies with the use of powerful branding, advertisement, and customer engagement in order to aggravate their organizations’ marketing activities. Thus, these factors are accentuating demand in this area for the gamification industry.
Key Developments in the Market:
• In September 2019, Microsoft added new features and applications for Dynamics 365 by adding AI-driven insights. This product enhancement will empower organizations to take informed actions and improve their customer experiences.
Global Gamification Market: Key Players
• Microsoft Corporation
o Company Overview
o Business Strategy
o Key Product Offerings
o Financial Performance
o Key Performance Indicators
o Risk Analysis
o Recent Development
o Regional Presence
o SWOT Analysis
• Cognizant Technology Solution Corp.
• MPS Interactive Systems Limited
• Ambition
• Callidus Software Inc
• Axonify Inc
• IActionable Inc.
• Bunchball Inc.
• G-Cube
Global Gamification Market report also contains analysis on:
Global Gamification Market Segments:
By Solution:
• Enterprise-driven
• Consumer-driven
By Deployment:
• Cloud
• On-premises
By Application:
• Marketing
• Sales
• Product development
• Human resources
• Analytics
E-commerce
• Others
By End User:
• BFSI
• Retail
Healthcare
• Media and entertainment
• Education
• IT and telecom
• Government
• Others
• Gamification Market Dynamics
• Gamification Market Size
• Supply & Demand
• Current Trends/Issues/Challenges
• Competition & Companies Involved in the Market
• Value Chain of the Market
• Market Drivers and Restraints

Additional information

Publisher

Geography Covered

Date Published

,

Pages

Format

Table of Contents

1. Executive Summary
2. Global Gamification Market
2.1. Product Overview
2.2. Market Definition
2.3. Segmentation
2.4. Assumptions and Acronyms
3. Research Methodology
3.1. Research Objectives
3.2. Primary Research
3.3. Secondary Research
3.4. Forecast Model
3.5. Market Size Estimation
4. Average Pricing Analysis
5. Macro-Economic Indicators
6. Market Dynamics
6.1. Growth Drivers
6.2. Restraints
6.3. Opportunity
6.4. Trends
7. Correlation & Regression Analysis
7.1. Correlation Matrix
7.2. Regression Matrix
8. Recent Development, Policies & Regulatory Landscape
9. Risk Analysis
9.1. Demand Risk Analysis
9.2. Supply Risk Analysis
10. Global Gamification Market Analysis
10.1. Porters Five Forces
10.1.1. Threat of New Entrants
10.1.2. Bargaining Power of Suppliers
10.1.3. Threat of Substitutes
10.1.4. Rivalry
10.2. PEST Analysis
10.2.1. Political
10.2.2. Economic
10.2.3. Social
10.2.4. Technological
11. Global Gamification Market
11.1. Market Size & forecast, 2019A-2030F
11.1.1. By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
11.1.2. By Volume (Million Units) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12. Global Gamification Market: Market Segmentation
12.1. By Regions
12.1.1. North America:(U.S. and Canada)
• By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.1.2. Europe: (Brazil, Mexico, Argentina, Rest of Latin America)
• By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.1.3. Asia-Pacific: (Germany, UK, France, Italy, Spain, BENELUX, NORDIC, Hungary, Poland, Turkey, Russia, Rest of Europe)
• By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.1.4. LATAM: (Brazil, South Africa, Saudi Arabia, U.A.E. and Other Countries)
• By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.1.5. MEA: (Brazil, South Africa, Saudi Arabia, U.A.E. and Other Countries)
• By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.2. By Solution: Market Share (2020-2030F)
12.2.1. Enterprise-driven, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.2.2. Consumer-driven, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.3. By Deployment Type: Market Share (2020-2030F)
12.3.1. Cloud, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.3.2. On-premises, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4. By Application: Market Share (2020-2030F)
12.4.1. Marketing, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4.2. Sales, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4.3. Product development, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4.4. Human resources, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4.5. Analytics, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4.6. E-commerce, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.4.7. Others, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5. By Application: Market Share (2020-2030F)
12.5.1. BFSI, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5.2. Retail, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5.3. Healthcare, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5.4. Media and entertainment, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5.5. Education, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5.6. IT and telecom, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
12.5.7. Government, By Value (USD Million) 2019-2030F; Y-o-Y Growth (%) 2020-2030F
13 Company Profile
13.1. BI WORLDWIDE.
13.1.1. Company Overview
13.1.2. Company Total Revenue (Financials)
13.1.3. Market Potential
13.1.4. Global Presence
13.1.5. Key Performance Indicators
13.1.6. SWOT Analysis
13.1.7. Product Launch
13.2. Microsoft Corporation.
13.3. SAP SE.
13.4. Salesforce.com Inc
13.5. Verint Systems Inc
13.6. FAYA Corporation.
13.7. Axonify Inc.
13.8. MPS Interactive Systems Limited.
13.9. Infosys Limited
13.10. Other Prominent Players
14 Consultant Recommendation
**The above given segmentations and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.

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