Gamification - Global Market Outlook (2018-2027)

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Gamification - Global Market Outlook (2018-2027)

Global Gamification market is accounted for $5.60 billion in 2018 and is expected to reach $42.99 billion by 2027 growing at a CAGR of 25.4% during the forecast period. Some of the key factors propelling the market growth are rising in strengthens communication processes and providing profitable offers to the customers and consumers. However, short of planning and strategy is the restraining factor for the growth of the market.

Gamification is the application of game-design elements and game principles in non-game contexts. It can also be define as a set of activities and processes to solve problems by using or applying the characteristics of game elements. Gamification commonly employs game design elements to develop user engagement, organizational productivity, flow, learning, crowd sourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist.

By end user, telecom segment is expected to grow at the significant market share during the forecast period due to which the adoption of a customer-centric approach has become very crucial. Increasing the number of subscribers with consistent experiences across all channels is the main goal of companies, which can be achieved only through customer-focused offerings. Since the customer has become highly informed and is likely to avail multiple services, companies have to incorporate gamification in their business models. On the basis of geography, North America is anticipated to hold considerable market share during the forecast period due to high degree of awareness   about the method among companies in the region alongside the high degree of digitization. Going forward too, the regions are expected to remain dominant markets on account of the aforementioned reasons and also because of the presence of many key players in the region. Currently, the North America market is mostly being powered by the U.S. where enterprise-based gamification solutions are much sought after because of a well-developed gamification ecosystem.

Some of the key players in Gamification Market include AON (CUT-E GMBH), SAP, Bi Worldwide (Bunchball), Verint, Hoopla, Centrical, Mambo.Io, Mps Interactive Systems, Influitive, Leveleleven , Ambition, Axonify, Gamifier, Iactionable, Khoros, Scrimmage, Xoxoday,
Tango Card and Microsoft.

Components Covered:
• Solution
• Services

Deployments Covered:
• Cloud
• On-Premises
• Hybrid

Organization Sizes Covered:
• Small and Medium-Sized Enterprises
• Large Enterprises

Platforms Covered:
• Open Platform
• Closed/ Enterprise Platform

Applications Covered:
• Analytics
• E-Commerce
• Human Resources
• Marketing
• Product Development
• Sales
• Support

End Users Covered:
• Consumer-Driven
• Enterprise-Driven
• Banking, Financial Services, and Insurance
• Education and Research
• Healthcare and Pharmaceuticals
• Hospitality
• Information Technology and Information Technology Enabled Services
• Manufacturing
• Media and Entertainment
• Retail
• Telecom
• Public Sector and Government
• Travel and Logistics
• Energy, Power and Utilities
• High-Tech
 
Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK 
o Spain
o Rest of Europe      
• Asia Pacific
o Japan       
o China       
o India       
o Australia       
o New Zealand      
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa
 
What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

1 Executive Summary      
        
2 Preface       
 2.1 Abstract      
 2.2 Stake Holders      
 2.3 Research Scope     
 2.4 Research Methodology    
  2.4.1 Data Mining    
  2.4.2 Data Analysis    
  2.4.3 Data Validation    
  2.4.4 Research Approach    
 2.5 Research Sources     
  2.5.1 Primary Research Sources   
  2.5.2 Secondary Research Sources   
  2.5.3 Assumptions    
        
3 Market Trend Analysis     
 3.1 Introduction     
 3.2 Drivers      
 3.3 Restraints     
 3.4 Opportunities     
 3.5 Threats      
 3.6 Application Analysis    
 3.7 End User Analysis     
 3.8 Emerging Markets     
 3.9 Impact of Covid-19    
        
4 Porters Five Force Analysis     
 4.1 Bargaining power of suppliers    
 4.2 Bargaining power of buyers    
 4.3 Threat of substitutes    
 4.4 Threat of new entrants    
 4.5 Competitive rivalry     
        
5 Global Gamification Market, By Component   
 5.1 Introduction     
 5.2 Solution      
  5.2.1 Gamification Platform and Service Providers 
  5.2.2 Open Source Providers   
  5.2.3 Mobile SDK/LBS Providers   
 5.3 Services      
  5.3.1 Enterprise Apps Integrable Services  
  5.3.2 Social Connectors    
        
6 Global Gamification Market, By Deployment   
 6.1 Introduction     
 6.2 Cloud      
 6.3 On-Premises     
 6.4 Hybrid      
        
7 Global Gamification Market, By Organization Size    
 7.1 Introduction     
 7.2 Small and Medium-Sized Enterprises   
 7.3 Large Enterprises     
        
8 Global Gamification Market, By Platform    
 8.1 Introduction     
 8.2 Open Platform     
 8.3 Closed/ Enterprise Platform    
        
9 Global Gamification Market, By Application   
 9.1 Introduction     
 9.2 Analytics      
 9.3 E-Commerce     
 9.4 Human Resources     
 9.5 Marketing     
 9.6 Product Development    
 9.7 Sales      
 9.8 Support      
        
10 Global Gamification Market, By End User   
 10.1 Introduction     
 10.2 Consumer-Driven     
 10.3 Enterprise-Driven     
 10.4 Banking, Financial Services, and Insurance  
 10.5 Education and Research    
 10.6 Healthcare and Pharmaceuticals   
 10.7 Hospitality     
 10.8 Information Technology and Information Technology Enabled Services
 10.9 Manufacturing     
 10.10 Media and Entertainment    
 10.11 Retail      
 10.12 Telecom      
 10.13 Public Sector and Government    
 10.14 Travel and Logistics     
 10.15 Energy, Power and Utilities    
 10.16 High-Tech     
        
11 Global Gamification Market, By Geography   
 11.1 Introduction     
 11.2 North America     
  11.2.1 US     
  11.2.2 Canada      
  11.2.3 Mexico     
 11.3 Europe      
  11.3.1 Germany     
  11.3.2 UK     
  11.3.3 Italy     
  11.3.4 France     
  11.3.5 Spain     
  11.3.6 Rest of Europe    
 11.4 Asia Pacific     
  11.4.1 Japan     
  11.4.2 China     
  11.4.3 India     
  11.4.4 Australia     
  11.4.5 New Zealand    
  11.4.6 South Korea    
  11.4.7 Rest of Asia Pacific    
 11.5 South America     
  11.5.1 Argentina    
  11.5.2 Brazil     
  11.5.3 Chile     
  11.5.4 Rest of South America   
 11.6 Middle East & Africa    
  11.6.1 Saudi Arabia    
  11.6.2 UAE     
  11.6.3 Qatar     
  11.6.4 South Africa    
  11.6.5 Rest of Middle East & Africa   
        
12 Key Developments      
 12.1 Agreements, Partnerships, Collaborations and Joint Ventures 
 12.2 Acquisitions & Mergers    
 12.3 New Product Launch    
 12.4 Expansions     
 12.5 Other Key Strategies    
        
13 Company Profiling      
 13.1 AON (CUT-E GMBH)     
 13.2 SAP      
 13.3 Bi Worldwide (Bunchball)    
 13.4 Verint      
 13.5 Hoopla      
 13.6 Centrical      
 13.7 Mambo.Io     
 13.8 Mps Interactive Systems    
 13.9 Influitive      
 13.10 Leveleleven     
 13.11 Ambition      
 13.12 Axonify      
 13.13 Gamifier      
 13.14 Iactionable     
 13.15 Khoros      
 13.16 Scrimmage     
 13.17 Xoxoday      
 13.18 Tango Card     
 13.19 Microsoft     

 

Gamification - Global Market Outlook (2018-2027)

List of Tables       
1 Global Gamification Market Outlook, By Region (2017-2027) ($MN) 
2 Global Gamification Market Outlook, By Component  (2017-2027) ($MN) 
3 Global Gamification Market Outlook, By Solution (2017-2027) ($MN) 
4 Global Gamification Market Outlook, By Gamification Platform and Service Providers (2017-2027) ($MN)
5 Global Gamification Market Outlook, By Open Source Providers (2017-2027) ($MN)
6 Global Gamification Market Outlook, By Mobile SDK/LBS Providers (2017-2027) ($MN)
7 Global Gamification Market Outlook, By Services (2017-2027) ($MN) 
8 Global Gamification Market Outlook, By Enterprise Apps Integrable Services (2017-2027) ($MN)
9 Global Gamification Market Outlook, By Social Connectors (2017-2027) ($MN)
10 Global Gamification Market Outlook, By Deployment  (2017-2027) ($MN) 
11 Global Gamification Market Outlook, By Cloud (2017-2027) ($MN) 
12 Global Gamification Market Outlook, By On-Premises (2017-2027) ($MN) 
13 Global Gamification Market Outlook, By Hybrid (2017-2027) ($MN) 
14 Global Gamification Market Outlook, By Organization Size  (2017-2027) ($MN)
15 Global Gamification Market Outlook, By Small and Medium-Sized Enterprises (2017-2027) ($MN)
16 Global Gamification Market Outlook, By Large Enterprises (2017-2027) ($MN)
17 Global Gamification Market Outlook, By Platform (2017-2027) ($MN) 
18 Global Gamification Market Outlook, By Open Platform (2017-2027) ($MN)
19 Global Gamification Market Outlook, By Closed/ Enterprise Platform (2017-2027) ($MN)
20 Global Gamification Market Outlook, By Application       (2017-2027) ($MN)
21 Global Gamification Market Outlook, By Analytics (2017-2027) ($MN) 
22 Global Gamification Market Outlook, By E-Commerce (2017-2027) ($MN) 
23 Global Gamification Market Outlook, By Human Resources (2017-2027) ($MN)
24 Global Gamification Market Outlook, By Marketing (2017-2027) ($MN) 
25 Global Gamification Market Outlook, By Product Development (2017-2027) ($MN)
26 Global Gamification Market Outlook, By Sales (2017-2027) ($MN) 
27 Global Gamification Market Outlook, By Support (2017-2027) ($MN) 
28 Global Gamification Market Outlook, By End-User  (2017-2027) ($MN) 
29 Global Gamification Market Outlook, By Consumer-Driven (2017-2027) ($MN)
30 Global Gamification Market Outlook, By Enterprise-Driven (2017-2027) ($MN)
31 Global Gamification Market Outlook, By Banking, Financial Services, and Insurance (2017-2027) ($MN)
32 Global Gamification Market Outlook, By Education and Research (2017-2027) ($MN)
33 Global Gamification Market Outlook, By Healthcare and Pharmaceuticals (2017-2027) ($MN)
34 Global Gamification Market Outlook, By Hospitality (2017-2027) ($MN) 
35 Global Gamification Market Outlook, By Information Technology and Information Technology Enabled  (2017-2027) ($MN)
36 Global Gamification Market Outlook, By Manufacturing (2017-2027) ($MN)
37 Global Gamification Market Outlook, By Media and Entertainment (2017-2027) ($MN)
38 Global Gamification Market Outlook, By Retail (2017-2027) ($MN) 
39 Global Gamification Market Outlook, By Telecom (2017-2027) ($MN) 
40 Global Gamification Market Outlook, By Public Sector and Government (2017-2027) ($MN)
41 Global Gamification Market Outlook, By Travel and Logistics (2017-2027) ($MN)
42 Global Gamification Market Outlook, By Energy, Power and Utilities (2017-2027) ($MN)
43 Global Gamification Market Outlook, By High-Tech (2017-2027) ($MN) 

 

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