The global gamification market is likely to derive growth from recent technological advancements. According to a report by Fortune Business Insights, titled “Gamification Market“Size, Share and Global By Platform (Open Platform, Closed Platform), By Deployment (On-Premise, Cloud), By Organization Size (SME’s, Large Enterprises), By Application(Marketing, Sales, Product Development, Human Resource), End User (Retail, Banking, Government, Healthcare, Education and research, It & Telecom), and Geography Forecast till 2026,” the market will benefit from an increasing number of mergers and acquisitions.
Request a Sample Copy of the Global Market Research Report https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/gamification-market-100632
Gamification is the process of integrating gaming mechanics with the aim of promoting engagement and loyalty. Gamification refers to incorporating game graphics, mechanisms, and thinking into scenarios that do not necessarily resemble a gaming environment. The ability of gamification processes to enable a wide end-user coverage will lead to a rising uptake, globally. Gamification processes may vary depending on the targeted users. A gamification process in a corporate environment may be intended to motivate consumers while market gamification can be used to increase the number of end-users.
Market Landscape and Market Scenario Includes:
- Current market size estimate
- Revenues by players Top Companies
- Market size by product categories
- Market size by regions/country
The flexibility offered by gamification will offer huge growth potential for the gamification market companies. Fortune Business Insights has predicted that recent advancements in gamification methods combined with the high demand for gamification around the world will lead to an increase in the global gamification market value in the forthcoming years.
Key Industry Developments
- March 2017: Cognizant announced the acquisition of Brilliant Service Co. Ltd, an intelligent products and solutions company, specializing in digital strategy, product design and engineering, the Internet of Things (IoT), and enterprise mobility.
- January 2017: Organizations such as LivingSocial, have replaced the dreaded annual review with a mobile gamified solution, with over 90% of employees participating voluntarily. Other organizations, including Target, have improved employee output and satisfaction while reducing costs through the direct use of gamification.
Increasing Mergers and Acquisitions Will Enable Market Growth
As a result of the high demand for gamification from across the world, companies are engaged in adopting numerous strategies that will help them gain an edge over their market counterparts. Fortune Business Insights has identified increasing mergers and acquisitions as one of the main factors that will account for an increase in the global gamification market value. In March 2017, Cognizant completed the acquisition of Brilliant Service Co. Ltd., a Japan-based intelligent products and solutions company. The company specializes in digital strategy, product-based design engineering, and the internet of things (IoT). The demand for technologically advanced products will the company profile and will enable the growth of the company in the coming years.
For more information in the analysis of this report, visit https://www.fortunebusinessinsights.com/industry-reports/gamification-market-100632
1. By Platform
- Open Platform
- Closed Platform
2. By Deployment
3. By Organization Size
- Large Enterprises
4. By Application
- Product Development
- Human Resource
- Education and research
- It & Telecom
6. By Geography
- North America (USA and Canada)
- Europe (UK, Germany, France, Italy, Spain, Scandinavia and Rest of Europe)
- Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
- Latin America (Brazil, Mexico and Rest of Latin America)
- Middle East & Africa (South Africa, GCC and Rest of Middle East & Africa)
Request for customization https://www.fortunebusinessinsights.com/enquiry/customization/gamification-market-100632
With this acquisition, Cognizant aims to strengthen its position in the global gamification market, which in turn is expected to have a positive impact on the global market. Fortune Business Insights has predicted that such business strategies adopted by some of the world-renowned companies will encourage the other global gamification market companies. The report includes mergers and acquisitions similar to Cognizant’s latest acquisition and gauges the impact of these strategies on the global gamification market size.
Important Features that are under Offering and Key Highlights of the Market Report:
- Detailed overview of Market Share
- Changing market dynamics of the industry
- In-depth market segmentation by Type, Application, etc.
- Historical, current and projected market size in terms of volume and value
- Recent industry trends and developments
- Competitive landscape of Market
- Strategies of key players and product offerings
- Potential and niche segments/regions exhibiting promising market growth
North America to Witness Substantial Growth
The gamification market in North America is saturated in nature. The region has showcased a massive potential for growth in recent years and key gamification market operators will continue to steer the growth of the regional market in the forthcoming years. Growing internet penetration, combined with the rising number of total smartphone users in this region will aid the growth of the regional market.
Additionally, the rising uptake of gamification in enterprise-level solutions, combined with a paradigm shift from conventions systems to technologically advanced systems will help companies generate a substantial gamification market revenue in North America. The report revised the segmentation of the market based on regional demographics and signifies the impact of regional markets on the global market.
Queries Addressed In Market Report:
- What opportunities are present for the market players to enhance their business footprint?
- What manufacturing techniques are being implemented in the development of advanced Construction Equipment?
- Which segment is witnessing huge traction from the consumers?
- For what purposes, is the market being utilized?
- How many units are estimated to be sold in 2020?
Key Market Driver –
- Increased need for customer & employee engagement
- Growing penetration of smartphones and the internet in emerging economies.
Key Market Restraint –
- Inappropriate game designs and lack of awareness regarding gamification merits
Have any Query? Speak to Analyst at: https://www.fortunebusinessinsights.com/enquiry/speak-to-analyst/gamification-market-100632
Top Players Overview:
- Gigya Inc.
- Microsoft Corporation
- Lithium Technologies Inc.
- SAP SE
- Bunchball Inc.
- Cisco Systems Inc.
- Gamifier Gamify
- Gamification Co
- Badgeville Inc.
- Kuato Studios
- BigDoor Inc.
Key Features of Market Research Report:
- This report provides detail analysis of the market and have a comprehensive understanding of the market and its commercial landscape.
- Learn about the various market strategies that are being adopted by leading companies.
- It provides a five-year forecast assessed based on how the market is predicted to grow.
- It provides insightful analysis of changing competition dynamics and keeps you ahead of competitors.
- To understand the future scope and outlooks for the market.
- Market Forecast by regions, type and application, with sales and revenue, from 2020 to 2026.
- Market Share, distributors, major suppliers, changing price patterns and the supply chain of raw materials is highlighted in the report.
- Market Size (sales, revenue) forecast by regions and countries from 2020 to 2023 of industry.
- The global Gamification market Growth is anticipated to rise at a considerable rate during the forecast period, between 2020 and 2023. In 2020, the market was growing at a steady rate and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.
- Market Trend for Development and marketing channels are analysed. Finally, the feasibility of new investment projects is assessed and overall research conclusions offered.
- Market Report also mentions market share accrued by each product in the market, along with the production growth.
Lastly, this report covers the market landscape and its growth prospects over the coming years, the Report also brief deals with the product life cycle, comparing it to the relevant products from across industries that had already been commercialized details the potential for various applications, discussing about recent product innovations and gives an overview on potential regional market shares.
Table of Content
5.Global Gamification Market Analysis, Insights and Forecast, 2020-2027
5.1.Key Findings / Summary
5.2.Market Sizing Estimations and Forecasts – By Deployment
5.3.Market Size Estimates and Forecasts – By Enterprise Size
5.4.Market Size Estimates and Forecasts – By Application
5.4.5.Others (Customer Engagement, etc.)
5.5.Market Size Estimates and Forecasts – By Industry
5.5.5.Education and Research
5.5.6.IT and Telecom
5.6.Market Analysis, Insights and Forecast – By Region
5.6.4.Middle East & Africa (MEA)
5.6.5.Latin America (LATAM)
6.North America Gamification Market Analysis, Insights and Forecast, 2020-2027
6.1.Key Findings / Summary
6.2.Market Sizing Estimations and Forecasts – By Deployment
6.3.Market Size Estimates and Forecasts – By Enterprise Size
6.4.Market Size Estimates and Forecasts – By Application
6.4.5.Others (Customer Engagement, etc.)
6.5.Market Size Estimates and Forecasts – By Industry
6.5.5.Education and Research
6.5.6.IT and Telecom
6.6.Market Analysis, Insights and Forecast – By Country
7.Europe Gamification Market Analysis, Insights and Forecast, 2020-2027
7.1.Key Findings / Summary
7.2.Market Sizing Estimations and Forecasts – By Deployment
7.3.Market Size Estimates and Forecasts – By Enterprise Size
7.4.Market Size Estimates and Forecasts – By Application
7.4.5.Others (Customer Engagement, etc.)
7.5.Market Size Estimates and Forecasts – By Industry
7.5.5.Education and Research
7.5.6.IT and Telecom
7.6.Market Analysis, Insights and Forecast – By Country
7.6.5.Rest of Europe
8.Asia-Pacific Gamification Market Analysis, Insights and Forecast, 2020-2027
8.1.Key Findings / Summary
8.2.Market Sizing Estimations and Forecasts – By Deployment
8.3.Market Size Estimates and Forecasts – By Enterprise Size
8.4.Market Size Estimates and Forecasts – By Application
8.4.5.Others (Customer Engagement, etc.)
8.5.Market Size Estimates and Forecasts – By Industry
8.5.5.Education and Research
8.5.6.IT and Telecom
8.6.Market Analysis, Insights and Forecast – By Country
8.6.4.South East Asia
8.6.5.Rest of APAC
(Have a Look at Reports Trending in “Information & Technology” Industry)
View Related Reports:
Fortune Business Insights™ offers expert corporate analysis and accurate data, helping organizations of all sizes make timely decisions. We tailor innovative solutions for our clients, assisting them to address challenges distinct to their businesses. Our goal is to empower our clients with holistic market intelligence, giving a granular overview of the market they are operating in.
Our reports contain a unique mix of tangible insights and qualitative analysis to help companies achieve sustainable growth. Our team of experienced analysts and consultants use industry-leading research tools and techniques to compile comprehensive market studies, interspersed with relevant data.
At Fortune Business Insights™ we aim at highlighting the most lucrative growth opportunities for our clients. We, therefore, offer recommendations, making it easier for them to navigate through technological and market-related changes. Our consulting services are designed to help organizations identify hidden opportunities and understand prevailing competitive challenges.
Fortune Business Insights™ Pvt. Ltd.
308, Supreme Headquarters,
Survey No. 36, Baner,
Pune – 411045, Maharashtra, India.
US :+1 424 253 0390
UK : +44 2071 939123
APAC : +91 744 740 1245
Email: [email protected]