- January 1, 2020
- Category: Gaming, Sports and Fitness, Other Industry Reports
Global Gamification Market Size study, by Component (Solution and Services), Deployment (Cloud and On-Premises), by Organization Size (Small and Medium-Sized Enterprises and Large Enterprises), by Vertical (Education, Healthcare, Banking, Financial Services, and Insurance, Retail, Manufacturing, Media And Entertainment, Telecom, IT and ITES, Hospitality and OTHERS), by End-User (Enterprise-Driven and Consumer-Driven), by Application (Marketing, Sales, Support, Product Development, Human Resources and Other Applications) and Regional Forecasts 2020-2026
Product Code: | OIRGSAF_59986756 |
Chapter 1. Executive Summary 1.1. Market Snapshot 1.2. Global & Segmental Market Estimates & Forecasts, 2018-2026 (USD Billion) 1.2.1. Gamification Market, by Region, 2018-2026 (USD Billion) 1.2.2. Gamification Market, by Component, 2018-2026 (USD Billion) 1.2.3. Gamification Market, by Deployment, 2018-2026 (USD Billion) 1.2.4. Gamification Market, by Organizational Size, 2018-2026 (USD Billion) 1.2.5. Gamification Market, by Vertical, 2018-2026 (USD Billion) 1.2.6. Gamification Market, by End-User, 2018-2026 (USD Billion) 1.2.7. Gamification Market, by Application, 2018-2026 (USD Billion) 1.3. Key Trends 1.4. Estimation Methodology 1.5. Research Assumption Chapter 2. Global Gamification Market Definition and Scope 2.1. Objective of the Study 2.2. Market Definition & Scope 2.2.1. Scope of the Study 2.2.2. Industry Evolution 2.3. Years Considered for the Study 2.4. Currency Conversion Rates Chapter 3. Global Gamification Market Dynamics 3.1. Gamification Market Impact Analysis (2018-2026) 3.1.1. Market Drivers 3.1.2. Market Challenges 3.1.3. Market Opportunities Chapter 4. Global Gamification Market: Industry Analysis 4.1. Porter’s 5 Force Model 4.1.1. Bargaining Power of Suppliers 4.1.2. Bargaining Power of Buyers 4.1.3. Threat of New Entrants 4.1.4. Threat of Substitutes 4.1.5. Competitive Rivalry 4.1.6. Futuristic Approach to Porter’s 5 Force Model (2016-2026) 4.2. PEST Analysis 4.2.1. Political 4.2.2. Economical 4.2.3. Social 4.2.4. Technological 4.3. Investment Adoption Model 4.4. Analyst Recommendation & Conclusion Chapter 5. Global Gamification Market, by Component 5.1. Market Snapshot 5.2. Global Gamification Market by Component, Performance - Potential Analysis 5.3. Global Gamification Market Estimates & Forecasts by Component 2016-2026 (USD Billion) 5.4. Gamification Market, Sub Segment Analysis 5.4.1. Solution 5.4.2. Services Chapter 6. Global Gamification Market, by Deployment 6.1. Market Snapshot 6.2. Global Gamification Market by Deployment, Performance - Potential Analysis 6.3. Global Gamification Market Estimates & Forecasts by Deployment 2016-2026 (USD Billion) 6.4. Gamification Market, Sub Segment Analysis 6.4.1. Cloud 6.4.2. On-Premise Chapter 7. Global Gamification Market, by Organizational Size 7.1. Market Snapshot 7.2. Global Gamification Market by Organizational Size, Performance - Potential Analysis 7.3. Global Gamification Market Estimates & Forecasts by Organizational Size 2016-2026 (USD Billion) 7.4. Gamification Market, Sub Segment Analysis 7.4.1. Small and Medium-Sized Enterprises 7.4.2. Large Enterprises Chapter 8. Global Gamification Market, by Vertical 8.1. Market Snapshot 8.2. Global Gamification Market by Vertical, Performance - Potential Analysis 8.3. Global Gamification Market Estimates & Forecasts by Vertical 2016-2026 (USD Billion) 8.4. Gamification Market, Sub Segment Analysis 8.4.1. Education 8.4.2. Healthcare 8.4.3. Banking, Financial Services, And Insurance 8.4.4. Retail 8.4.5. Manufacturing 8.4.6. Media and Entertainment 8.4.7. Telecom 8.4.8. IT and ITES 8.4.9. Hospitality 8.4.10. Others Chapter 9. Global Gamification Market, by End User 9.1. Market Snapshot 9.2. Global Gamification Market by End User, Performance - Potential Analysis 9.3. Global Gamification Market Estimates & Forecasts by End User 2016-2026 (USD Billion) 9.4. Gamification Market, Sub Segment Analysis 9.4.1. Enterprise-Driven 9.4.2. Consumer-Driven Chapter 10. Global Gamification Market, by Application 10.1. Market Snapshot 10.2. Global Gamification Market by Application, Performance - Potential Analysis 10.3. Global Gamification Market Estimates & Forecasts by Application 2016-2026 (USD Billion) 10.4. Gamification Market, Sub Segment Analysis 10.4.1. Marketing 10.4.2. Sales 10.4.3. Support 10.4.4. Product Development 10.4.5. Human Resources 10.4.6. Other Applications Chapter 11. Global Gamification Market, Regional Analysis 11.1. Gamification Market, Regional Market Snapshot 11.2. North America Gamification Market 11.2.1. U.S. Gamification Market 11.2.1.1. Component breakdown estimates & forecasts, 2016-2026 11.2.1.2. Deployment breakdown estimates & forecasts, 2016-2026 11.2.1.3. Organizational breakdown estimates & forecasts, 2016-2026 11.2.1.4. Vertical breakdown estimates & forecasts, 2016-2026 11.2.1.5. End User breakdown estimates & forecasts, 2016-2026 11.2.1.6. Application breakdown estimates & forecasts, 2016-2026 11.2.2. Canada Gamification Market 11.3. Europe Gamification Market Snapshot 11.3.1. U.K. Gamification Market 11.3.2. Germany Gamification Market 11.3.3. Rest of Europe Gamification Market 11.4. Asia-Pacific Gamification Market Snapshot 11.4.1. China Gamification Market 11.4.2. India Gamification Market 11.4.3. Japan Gamification Market 11.4.4. Rest of Asia Pacific Gamification Market 11.5. Latin America Gamification Market Snapshot 11.5.1. Brazil Gamification Market 11.5.2. Mexico Gamification Market 11.6. Rest of The World Gamification Market Chapter 12. Competitive Intelligence 12.1. Top Market Strategies 12.2. Company Profiles 12.2.1. Microsoft Corp. 12.2.1.1. Key Information 12.2.1.2. Overview 12.2.1.3. Financial (Subject to Data Availability) 12.2.1.4. Product Summary 12.2.1.5. Recent Developments 12.2.2. SAP SE 12.2.3. BI Worldwide (Bunchball) 12.2.4. Verint Systems 12.2.5. AON (CUT-E GMBH) 12.2.6. Hoopla 12.2.7. Centrical 12.2.8. Mambo.IO 12.2.9. MPS Interactive Systems 12.2.10. Influitive Corporation 12.2.11. LevelEleven Chapter 13. Research Process 13.1. Research Process 13.1.1. Data Mining 13.1.2. Analysis 13.1.3. Market Estimation 13.1.4. Validation 13.1.5. Publishing 13.2. Research Attributes 13.3. Research Assumption
Global Gamification Market is valued approximately at USD 7.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 27.4% over the forecast period 2020-2026. Gamification is making something potentially tedious into a game. Gamification is a process of making a game that taps people’s natural desires for competition and achievements. Teachers, managers, and others use gamification to increase participation and improve productivity. Gamification is an essential feature in apps and websites designed to motivate people to meet personal challenges or behavioral changes, like weight-loss goals, gaining general awareness and learning foreign languages; tracking progress is more fun if it feels like a game. The rising smartphone penetration, employment engagement by gaining rewards and recognition to employees, gamification yields higher Return on Investment (ROI) and providing lucrative offers to the customers and consumers are the few factors responsible for growth of the market over the forecast period. For instance: as per Statista, the number of smartphone users worldwide was 2.5 billion in 2016 and is anticipated to rise up to 3.8 billion smartphone users worldwide in 2021. However, AI used for processing and showing personalized results as well as digitization of businesses creating new business avenues for gamification is the major opportunity for the growth of global Gamification market during the forecast period.
The regional analysis of global Gamification market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the expansive usage of the internet to connect with various channel partners and clients among enterprises as well as high adoption of customer-based solutions and enterprise-based solutions. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2026.
Major market player included in this report are:
Microsoft Corp.
SAP SE
BI Worldwide (Bunchball)
Verint Systems
AON (CUT-E GMBH)
Hoopla
Centrical
Mambo.IO
MPS Interactive Systems
Influitive Corporation
LevelEleven
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Component:
Solution
Services
By Deployment:
Cloud
On-Premise
By Organization Size:
Small and Medium-Sized Enterprises
Large Enterprises
By Vertical:
Education
Healthcare
Banking, Financial Services, And Insurance
Retail
Manufacturing
Media and Entertainment
Telecom
IT and ITES
Hospitality
Others
By End User:
Enterprise-Driven
Consumer-Driven
By Application:
Marketing
Sales
Support
Product Development
Human Resources
Other Applications
By Region:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year – 2016, 2017, 2018
Base year – 2019
Forecast period – 2020 to 2026
Target Audience of the Global Gamification Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors