Gamification Market by Solutions (Engagement & Performance Services, Strategic Services, Consulting & Professional Services), by End-user (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), by Application (Marketing, Sales, Product Development, Human Resource, Others), by Organization Size(Small and Medium Enterprises, Large Enterprises), and by Region - Global Forecast to 2025

  • Report ID:MRICT - 104314
  • Pages: 140
  • Jun 2019
  • Formats*: PDF
  • Category: Information & Communications Technology

1. Introduction to Gamification Market
    1.1. Market Definition
    1.2. Scope of the Study
    1.3. Global Gamification Market Ecosystem
    1.4. Currency & Limitation
           1.4.1. Currency
           1.4.2. Limitations
    1.5. Key Stakeholders

2. Research Methodology
    2.1. Research Process
           2.1.1. Secondary Research
           2.1.2. Primary Research
           2.1.3. Market Analytics
           2.1.4. Assumptions

3. Executive Summary

4. Market Insights
    4.1. Introduction
    4.2. Market Dynamics
           4.2.1. Drivers
           4.2.2. Restraints
           4.2.3. Opportunities
           4.2.4. Challenges
           4.2.5. Trends
    4.3. Regulatory Analysis
    4.4. Market Share Analysis, by key Player

5. Gamification Market, by Solution
    5.1. Engagement & Performance Services
    5.2. Strategic Services
    5.3. Consulting & Professional Services

6. Gamification Market, by End-use Industry
    6.1. Banking
    6.2. Retail
    6.3. Government
    6.4. Education
    6.5. IT & Telecom
    6.6. Healthcare
    6.7. Others

7. Gamification Market, by Application
    7.1. Marketing
    7.2. Sales
    7.3. Product Development
    7.4. Human Resource
    7.5. Others

8. Gamification Market, by Organization Size
    8.1. Small and Medium Enterprises
    8.2. Large Enterprises

9. Global Gamification Market, by Region
    9.1. North America
           9.1.1. U.S.
           9.1.2. Canada
    9.2. Europe
           9.2.1. UK
           9.2.2. Germany
           9.2.3. France
           9.2.4. Italy
           9.2.5. Spain
           9.2.6. Rest of Europe
    9.3. Asia-Pacific
           9.3.1. China
           9.3.2. India
           9.3.3. Japan
           9.3.4. Rest of Asia-Pacific
    9.4. Rest of World
           9.4.1. Latin America
           9.4.2. The Middle East and Africa

10. Global Gamification Market-Competitive Landscape
      10.1. Acquisitions
      10.2. Expansions
      10.3. New Product Launches and Upgradation
      10.4. Agreements and Partnerships
      10.5. Competitive Benchmarking

11. Company Profiles (Includes Business Overview, Financial Overview, Product Portfolio, and Strategic Developments)
      11.1. Microsoft Corporation
      11.2. Cognizant Technology Solution Corp.
      11.3. MPS Interactive Systems Limited
      11.4. Ambition
      11.5. Callidus Software Inc.
      11.6. Axonify Inc.
      11.7. IActionable Inc
      11.8. Bunchball Inc.
      11.9. G-Cube
      11.10. Cut-e GmbH (AON, PLC)

12. Appendix
      12.1. Questionnaire
      12.2. Available Customization

Increasing number of smart electronic devices have created huge opportunities in gamification market. These opportunities are also supported by increasing recognition of gamification systems by edging a situation as a gameplay to improve the productivity and competitiveness. In addition, factors such as customer & employee engagement, user experience enrichment, customer support, and product sales are generating high growth opportunities which give further push to the gamification market.

Analysis of Market Segments

The global gamification market is segmented by solutions (engagement & performance services, strategic services, consulting & professional services), end-use (banking, retail, government, education, it & telecom, healthcare, others), application (marketing, sales, product development, human resource, others), organization size (small and medium enterprises, large enterprises), and geography.

Based on application type, the gamification market is segmented into marketing, sales, product development, and HR. Among these, marketing is the fastest growing segment during the forecast period. Gamification increases the brand awareness and encourages clients and visitors through playful activities. Further, it allows the user to collect valuable insights about the target audience and optimize your brand experience.

Based on solution, the gamification market is segmented into engagement & performance services, strategic services, and consulting & professional services. Among these, strategic services are expected to grow at the highest rate in the coming years.

Key Players

The report consists of competitive landscape formed on the valuation of the key strategic developments adopted by the leading market participants in the industry. The key players profiled in the gamification market are Microsoft Corporation (US) , Cognizant Technology Solution Corp. (US), MPS Interactive Systems Limited (INDIA), Ambition (US), Callidus Software Inc. (US), Axonify Inc. (UK), IActionable Inc. (US), Bunchball Inc. (INDIA), G-Cube (INDIA), Cut-e GmbH (AON, PLC) (GERMANY).

Future Outlook

The surge in technological innovation and adaptation of cloud-based gamification techniques will open new opportunities for gamification market. In coming years, it will be used as a method or a tool for overcoming the most economical, environmental, and social challenges to enhance employee throughput. Furthermore, gamified marketing campaigns will improve our understanding of the specific structure and their impacts, giving further push to the growth of the gamification market in coming years.

Market Segmentation:

Gamification Solutions & Services

  • Engagement & Performance Services
  • Strategic Services
  • Consulting & Professional Services

Gamification End-use Industry

  • Banking
  • Retail
  • Government
  • Education
  • IT & Telecom
  • Healthcare
  • Others

Gamification Applications

  • Marketing
  • Sales
  • Product Development
  • Human Resource
  • Others

Gamification Segmentation by Organization Size

  • Small and Medium Enterprises
  • Large Enterprises

Gamification Segmentation by Region

  • North America
    • U.S
    • Canada
  • Europe
    • U.K.
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia-Pacific
    • China
    • India
    • Japan
    • Rest of Asia-Pacific
  • Rest of World
    • Latin America
    • The Middle East and Africa

Key Players of Gamification the Market

  • Microsoft Corporation
  • Cognizant Technology Solution Corp.
  • MPS Interactive Systems Limited
  • Ambition
  • Callidus Software Inc.
  • Axonify Inc.
  • IActionable Inc
  • Bunchball Inc.
  • G-Cube
  • Cut-e GmbH (AON, PLC)
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