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Post Info TOPIC: Gamification Market: A Straight Survey of Growth Factors and Expected Projection 2016 – 2023


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Gamification Market: A Straight Survey of Growth Factors and Expected Projection 2016 – 2023
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According to a new market research report published by Credence Research Gamification Market(Marketing, Sales & Support, Education & Training, Human Resource, Research & Product Development and Lifestyle) - Growth, Future Prospects, Competitive Analysis and Forecast 2016 - 2023, the global gamification market is estimated to expand with a CAGR of 23.4% from 2016 to 2023.

Browse the full report at http://www.credenceresearch.com/report/gamification-market

Market Insights

Gamification refers to application of game mechanics and design techniques in various business processes, so as to increase the overall productivity of employees. In terms of business context, gamification involves integration of game mechanics into an internal business process, portal, website or marketing campaign, in order to encourage active participation of employees/target audiences. The motive behind implementing gamification is to achieve deeper engagement with employees, partners and also consumers so as to achieve better results.

The most significant factor fueling the adoption of gamification is the immense advantages offered by these solutions driving the overall enterprise productivity. Active employee participation is typically accomplished using mechanics such as badges, leaderboards, achievement levels, score points and others. The concept behind using these mechanics to develop a sense of healthy competition among the employees, thereby driving higher level of dedication. Apart from this, the market is highly driven by the rising shift towards digital advertisement and internet services penetration worldwide.

Another major factor supporting the market growth is the rising efforts by the business organizations worldwide towards achieving high productivity. Business organizations are willing to invest in such solutions that can effectively enhance their internal processes as well as drive consumer engagement. Subsequently, growing competition among the business enterprise worldwide would significantly drive the gamification market growth. Nevertheless, low awareness among the end-users may restrict the market growth during the forecast period.

The overall gamification market is segmented on the basis of solution type, deployment model, application and industry vertical. On the basis of solution type, the market is segmented into consumer-driven and enterprise-driven solutions. Based on the deployment models, the market is further segmented into cloud-based and on-premise gamification. The applications of gamification considered under the scope include marketing, sales & support, education & training, human resource, research & product development and lifestyle. On the basis of industry verticals, the gamification market is further classified into banks, financial services & insurance (BFSI), entertainment, media & publishing, corporate enterprises (IT, ITeS, telecom etc.), retail, education, healthcare and others.

Competitive Insights:

The global gamification market is highly competitive in nature with market players focusing on developing innovative solutions for various applications. The overall market is still in its nascent stage with few adoption across different industry verticals. The market is currently consolidated in nature with few major players contributing to more than 50% of the total market revenue worldwide. Some of the leading players identified operating in the market include Microsoft Corporation, Salesforce.com, Bunchball, Inc., Badgeville, Inc., SAP SE and others.

BY VERTICALS

  • Healthcare and Pharmaceuticals
  • Entertainment
  • Travel and Logistics
  • High-Tech
  • Public Sector and Government
  • Education
  • Banking, Financial Services and Insurance (BFSI)
  • Media and Publishing
  • Energy, Power and Utilities
  • Consumer Goods and Retail
  • Others

BY END USERS

  • Enterprise Gamification
  • Consumer Gamification

BY USER DEPLOYMENT

  • On-Premise
  • On-Demand
  • Hybrid

BY SOLUTIONS

  • Open Source Providers
  • Mobile SDK/LBS Providers
  • Gamification Platform and Service Providers

BY SERVICES

  • Enterprise Apps Integrable Services
  • Social Connectors

BY APPLICATIONS

  • Human Resources
  • Marketing
  • Sales
  • Product Development
  • Others

Key Trends:

  • Shift towards cloud-based gamification solutions
  • Providing application specific gamification solutions for enterprises
  • Innovative solutions for attracting higher adoption
  • Introduction of gamification through mobile apps owing to their growing popularity

Browse the full report at http://www.credenceresearch.com/report/gamification-market

Latest Reports:

Mobile Payment Market: http://www.credenceresearch.com/report/mobile-payment-market

About:
Credence Research is a worldwide market research and counseling firm that serves driving organizations, governments, non-legislative associations, and not-for-benefits. We offer our customers some assistance with making enduring enhancements to their execution and understand their most imperative objectives. Over almost a century, we've manufactured a firm extraordinarily prepared for this task.

Blog:http://www.mobilecomputingtoday.co.uk/5143/gamification-market-set-expand-cagr-23-4-2016-2023-credence-research/

 

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Name: Chris Smith
Address: 105 N 1st ST #429
SAN JOSE, CA 95103 US
E-mail: sales@credenceresearch.com
Ph: 1-800-361-8290
Web: http://www.credenceresearch.com



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