Gamification Market By Deployment (On premises, Cloud based, and Hybrid), Enterprise Size (Small and Medium Enterprises, and Large Enterprises), End User (Retail, Banking, Government, and Others), and Geography (North America, Europe, APAC, and RoW) - Global Forecast up to 2025

Report Title: Global Gamification By Deployment (On premises, Cloud based, and Hybrid), By Enterprise Size (Small and Medium Enterprises, and Large Enterprises), By End User (Retail, Banking, Government, and Others), and By Geography (North America, Europe, APAC, and RoW) - Global Forecast up to 2025

This market research report includes a detailed segmentation of the global gamification market by deployment (on premises, cloud based, and hybrid), by size (small and medium enterprises, and large enterprises), by end user (retail, banking, government, and others) and by geography (North America, Europe, APAC, and RoW). The market research report identifies Microsoft Corporation, Salesforce.Com, Badgeville, and Bunchball as the major vendors operating in the global gamification market.

Overview of the Global Gamification Market
According to the global gamification market will grow at a rate of over 30% during the forecast period 2019–2025 and will be valued more than $32 billion by 2025. The market for gamification is driven by the increasing number of mobile devices and internet penetration. The integration of social networking platform has further enhanced the effectiveness of gamification making it reliable for large number of applications such as for crowdsourcing.

According to the gamification market analysis, North America accounted for the largest share of the global gamification market in 2018. With the presence of the highest number of technology innovators and increasing adoption of gamifications to reorganize business operations, this region is expected to dominate the market during the forecast period. The Asia Pacific region is expected to witness the fastest growth rate due to rise in the adoption of Bring Your Own Device (BYOD) especially among SMEs to enhance employee satisfaction and consumer retention.

Gamification Market Research Competitive Analysis and Key Vendors
The report covers and analyzes the global gamification market. Major vendors across different verticals are increasingly developing products and investments in this market, and as a result the gamification market is expected to grow at a good pace in the coming years. The key players in the gamification market are adopting various organic as well as inorganic growth strategies such as mergers & acquisitions, collaborations & partnerships, joint ventures, and few other strategies to gain competitive advantage in the market.

Few of the Key Vendors in the Gamification Market
 

  • Microsoft Corporation
  • Salesforce.Com
  • Badgeville, Inc.
  • Bunchball
  • Arcaris, Inc.
  • SAP SE
  • Bigdoor, Inc.
  • Gigya
  • Faya Corporation

These companies are providing hardware and software for gamifications. There are numerous other vendors that have been studied based on the portfolio, geographical presence, marketing & distribution channels, revenue generation, and significant investments in R&D for analysis of the entire ecosystem.
Gamification Market Research By Deployment
 

  • On-premises
  • Cloud-based
  • Hybrid

On the basis of deployment mode, the global gamification market is segmented to on-premises, cloud-based, and hybrid. Cloud-based subsegment is expected to grow significantly owing to low cost availability and user-friendly deployment mode.
Gamification Market Research By Enterprise Size

  • Small and Medium Enterprises
  • Large Enterprises

Based on enterprise size, the market is segmented into small and medium enterprises, and large enterprises. Large enterprises are expected to grow at the highest CAGR during the forecast period 2019 - 2025 predominately due to growing employee’s participation in the large enterprises.
Gamification Market Research By End-User

  • Retail
  • Banking
  • Government
  • Others

On the basis of end user, the market is segmented into retail, banking, government, and others. Retail segment holds the largest share in the global gamification market. This is due to the growing need of online retailers to create interactive experiences with the customers.

Gamification Market Research Benefits

The report provides an in-depth analysis of the gamification market. Factors such as increasing employee/customer engagement and improved loyalty is positively impacting the demand for gamifications globally. Recent developements indicate that this technology is approaching market readiness.

Over 60% of the business transformation fails due to lack of employee/customer engagement. Therefore, large number of companies are taking initiatives to follow gamification techniques/mechanics and bring changes in the organization. For instance Sand Cloud uses a spinner app with the exit intent, which appears on the screen. The customers have to fill few details such as their email id for the purpose of spinning wheel. The spinner is fixed and rewards including discount are provided to customers, thus attracting the customer base. Implementation of gamification will improve MTTR by up to 15%. Industries are increasingly implementing gamification. These enterprises are leveraging gamification technology predominantly to enhance their customer loyalty.

Currently, due to ease in the accessibility to digital platforms millennials have multiple choices to select the best based on their need in the online education systems. Student’s low attention levels have resulted in implementation of gamification by the faculties and it is emerging as a medium of learning to earn the interest of the students. Similarly, enterprises are implementing gamification across departments to make their employees achieve their goals.
Currently, several gamification players are offering solutions that are being used in the areas including media, retail, healthcare, education, corporate governance, e-commerce, entertainment, and mobile apps. The report discusses the market in terms of deployment, end-user, enterprise size, and regions. Further, the report provides details about the major challenges and drivers impacting the market growth.




1 Executive Summary
1.1 Synopsis of Key Findings
2 Industry Outlook
2.1 Overview
2.2 Key Industry Trends
3 Market Snapshot
3.1 Total Addressable Market
3.2 Segmented Addressable Market
3.2.1 PEST Analysis
3.2.2 Porter’s Five Force Analysis
3.3 Related Markets
4 Market Characteristics
4.1 Market Evolution
4.1.1 Ecosystem
4.2 Market Trends and Impact
4.3 Value Chain Analysis
4.4 Market Segmentation
4.5 Market Dynamics
4.5.1 Market Drivers
4.5.2 Market Restraints
4.5.3 Market Opportunities
4.5.4 DRO Impact Analysis
5 Gamification Market By Deployment – Market Size and Analysis
5.1 Overview
5.2 On-premises
5.3 Cloud-based
5.4 Hybrid
6 Gamification Market By Enterprise Size – Market Size and Analysis
6.1 Overview
6.2 Small and Medium Enterprises
6.3 Large Enterprises
7 Gamification Market By End-User – Market Size and Analysis
7.1 Overview
7.2 Retail
7.3 Banking
7.4 Government
7.5 Others (Education, Healthcare, and Media)
8 Market Segmentation By Region – Market Size and Analysis
8.1 Overview
8.2 North America
8.2.1 US
8.2.2 Canada
8.3 Europe
8.3.1 UK
8.3.2 Germany
8.3.3 RoE
8.4 APAC
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 RoAPAC
8.5 RoW
8.5.1 MEA
8.5.2 Latin America
9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings Portfolio Analysis
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A), Expansions, and Partnerships
9.3.2 Business Restructuring
9.3.3 Product Launches & Exhibitions
10 Vendor Profiles
10.1 Microsoft Corporation
10.1.1 Analyst Opinion
10.1.2 Business Analysis
10.2 Salesforce.Com
10.2.1 Analyst Opinion
10.2.2 Business Analysis
10.3 Badgeville, Inc.
10.3.1 Analyst Opinion
10.3.2 Business Analysis
10.4 Bunchball
10.4.1 Analyst Opinion
10.4.2 Business Analysis
10.5 Arcaris Inc.
10.5.1 Analyst Opinion
10.5.2 Business Analysis
10.6 SAP
10.6.1 Analyst Opinion
10.6.2 Business Analysis
10.7 Bigdoor
10.7.1 Analyst Opinion
10.7.2 Business Analysis
10.8 Gigya
10.8.1 Analyst Opinion
10.8.2 Business Analysis
10.9 Faya Corporation
10.9.1 Analyst Opinion
10.9.2 Business Analysis
10.10 LevelEleven
10.10.1 Analyst Opinion
10.10.2 Business Analysis
(Overview, products, recent developments, and business strategy for all vendors; the vendors list provided is tentative and may change/increase during the time of study)
11 Companies to Watch for
12 Annexure
12.1 Report Scope
12.2 Market Definition
12.3 Research Methodology
12.3.1 Data Collation & In-house Estimation
12.3.2 Market Triangulation
12.3.3 Forecasting
12.4 Study Declarations
12.5 Report Assumptions
12.6 Stakeholders
12.7 Abbreviations
 


List Of Tables



TABLE 1 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, 2018–2025 ($BILLION)
TABLE 2 GLOBAL GAMIFICATION MARKET, BY ENTERPRISE SIZE, 2018–2025 ($BILLION)
TABLE 3 GLOBAL GAMIFICATION MARKET, BY END-USER, 2018–2025 ($BILLION)
TABLE 4 GLOBAL GAMIFICATION MARKET, BY GEOGRAPHY, 2018–2025 ($BILLION)
TABLE 5 MAJOR COMPANIES AND THEIR OPERATIONS
TABLE 6 PRODUCT/OFFERINGS: GLOBAL GAMIFICATION MARKET
TABLE 7 MERGER & ACQUISITION
TABLE 8 EXPANSIONS
TABLE 9 BUSINESS RESTRUCTURING
TABLE 10 SAP: OVERVIEW
TABLE 11 SAP: STRATEGIC SNAPSHOT
TABLE 14 SAP: PRODUCT/SERVICE PORTFOLIO
TABLE 15 RESEARCH METHODOLOGY OF GLOBAL GAMIFICATION MARKET: DATA COLLATION
TABLE 16 RESEARCH METHODOLOGY OF GLOBAL GAMIFICATION MARKET: TRIANGULATION
TABLE 17 RESEARCH METHODOLOGY OF GLOBAL GAMIFICATION MARKET: FORECASTING
TABLE 18 XXXX
TABLE 19 XXXX


 


List Of Figures

Charts

CHART 2 GLOBAL GAMIFICATION MARKET REVENUE, 2018–2025 ($BILLION)
CHART 5 PEST ANALYSIS: GLOBAL GAMIFICATION MARKET
CHART 6 PORTER’S 5 FORCE ANALYSIS: GLOBAL GAMIFICATION MARKET
CHART 7 GLOBAL GAMIFICATION MARKET ECOSYSTEM
CHART 8 SEGMENTATION: GLOBAL GAMIFICATION MARKET
CHART 9 MARKET DYNAMICS – DRIVERS, RESTRAINTS & OPPORTUNITIES
CHART 10 DRO – IMPACT ANALYSIS: GLOBAL GAMIFICATION MARKET
CHART 11 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, 2018
CHART 12 GLOBAL GAMIFICATION MARKET, BY END-USER, 2018
CHART 13 GLOBAL GAMIFICATION MARKET VALUE, BY REGION, 2018
CHART 14 GAMIFICATION MARKET IN APAC, MARKET VALUE, 2018–2025 ($BILLION)
CHART 15 GAMIFICATION MARKET IN NORTH AMERICA, MARKET VALUE, 2018–2025 ($BILLION)
CHART 16 GAMIFICATION MARKET IN EUROPE, MARKET VALUE, 2018–2025 ($BILLION)
CHART 17 GAMIFICATION MARKET IN ROW, MARKET VALUE, 2018–2025 ($BILLION)
CHART 18 MAJOR STAKEHOLDERS IN THE MARKET
 


Global Gamification Market Research Report 2021-2025

Gamification is the process of taking something that already exists a website, an enterprise application, an online community and integrating game mechanics into it to motivate participation, engagement,

USD 3200 View Report

Gamification Market By Deployment (On premises, Cloud based, and Hybrid), Enterprise Size (Small and Medium Enterprises, and Large Enterprises), End User (Retail, Banking, Government, and Others), and Geography (North America, Europe, APAC, and RoW) - Global Forecast up to 2025

Gamification Market By Deployment (On premises, Cloud based, and Hybrid), Enterprise Size (Small and Medium Enterprises, and Large Enterprises), End User (Retail, Banking, Government, and Others), and Geography (North America, Europe, APAC, and RoW) - Global Forecast up to 2025

USD 4000 View Report

Global Gamification Market Research Report 2021-2025

Gamification is the process of taking something that already exists a website, an enterprise application, an online community and integrating game mechanics into it to motivate participation, engagement,

USD 3200 View Report

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