About Gamification Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework. Technavio’s analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021. Covered in this report The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions. The market is divided into the following segments based on geography: • Americas • APAC • EMEA Technavio's report, Global Gamification Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over... Research Beam Model: Research Beam Product ID: 1999574 3500 USD New
Global Gamification Market 2017-2021
 
 

Global Gamification Market 2017-2021

  • Category : ICT & Media
  • Published On : August   2017
  • Pages : 76
  • Publisher : Technavio
 
 
 
About Gamification

Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.

Technavio’s analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio's report, Global Gamification Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• BADGEVILLE
• BigDoor Media
• Bunchball
• Gigya

Other prominent vendors
• Cadalys
• IActionable
• Lithium Technologies
• PUG PHARM
• Seriosity

Market driver
• Increased requirement for data on customer behaviour
• For a full, detailed list, view our report

Market challenge
• Gamification can be ineffective
• For a full, detailed list, view our report

Market trend
• Increasing penetration of customized marketing
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market description
• Evolution of gamification
• Process of gamification
• Application areas of gamification
• Uses of gamification
• Advantages of gamification
PART 06: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 07: Market segmentation by application
• Global gamification market by application
• Global gamification market by consumer
• Global gamification market by enterprise
PART 08: Market segmentation by end-user
• Global gamification market by end-user
• Global gamification market by healthcare
• Global gamification market by entertainment
• Global gamification market by education
• Global gamification market by retail
• Global gamification market by consumer goods
• Global gamification market by media
• Global gamification market by others
PART 09: Market segmentation by need
• Global gamification market by need
• Global gamification market by user engagement
• Global gamification market by brand loyalty
• Global gamification market by brand awareness
• Global gamification market by training
• Global gamification market by motivation
PART 10: Geographical segmentation
• Global gamification market by geography
• Gamification market in Americas
• Gamification market in EMEA
• Gamification market in APAC
PART 11: Key leading countries
• Global gamification market by key leading countries
• Gamification market in US
• Gamification market in Japan
PART 12: Decision framework
PART 13: Drivers and challenges
• Market drivers
• Market challenges
PART 14: Market trends
• Increasing penetration of customized marketing
• Social media acting as a marketing platform for gamification
• Gamification through mobile devices
PART 15: Vendor landscape
• Competitive scenario
• Other prominent vendors
PART 16: Appendix
• List of abbreviations
List of Exhibits
Exhibit 01: Gamification process
Exhibit 02: Global gamification market: Overview
Exhibit 03: Global gamification market 2016-2021 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Global gamification market by application 2016 and 2021 (% share of revenue)
Exhibit 06: Global gamification market by consumer 2016-2021 ($ billions)
Exhibit 07: Global gamification market by enterprise 2016-2021 ($ billions)
Exhibit 08: Global gamification market by end-user 2016 and 2021 (% share of revenue)
Exhibit 09: Global gamification market by healthcare 2016-2021 ($ billions)
Exhibit 10: Global gamification market by entertainment 2016-2021 ($ billions)
Exhibit 11: Global gamification market by education 2016-2021 ($ billions)
Exhibit 12: Global gamification market by retail 2016-2021 ($ billions)
Exhibit 13: Global gamification market by consumer goods 2016-2021 ($ billions)
Exhibit 14: Global gamification market by media 2016-2021 ($ billions)
Exhibit 15: Global gamification market by others 2016-2021 ($ billions)
Exhibit 16: Global gamification market by need 2016 and 2021 (% share of revenue)
Exhibit 17: Global gamification market by user engagement 2016-2021 ($ billions)
Exhibit 18: Global gamification market by brand loyalty 2016-2021 ($ billions)
Exhibit 19: Global gamification market by brand awareness 2016-2021 ($ billions)
Exhibit 20: Global gamification market by training 2016-2021 ($ billions)
Exhibit 21: Global gamification market by motivation 2016-2021 ($ billions)
Exhibit 22: Global gamification market by geography 2016 and 2021 (% share of revenue)
Exhibit 23: Gamification market in Americas 2016-2021 ($ billions)
Exhibit 24: Gamification market in EMEA 2016-2021 ($ billions)
Exhibit 25: Gamification market in APAC 2016-2021 ($ billions)
Exhibit 26: Global gamification market: Top ten countries 2016 (% share)
Exhibit 27: Global gamification market: Revenue of top ten countries 2016 ($ millions)
Exhibit 28: Gamification market in US 2016-2021 ($ billions)
Exhibit 29: Gamification market in Japan 2016-2021 ($ billions)
Exhibit 30: Other prominent vendors

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