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Gamification Industry Research Report 2018 by Detailed Segmentation, SWOT analysis, Key Manufactures, Industry Status, Demand Analysis and 2025 Forecast
The Insight Partners.com added “Gamification Market to 2025 - Global Analysis and Forecasts by Solution (Enterprise-Driven and Consumer-Driven); Deployment Type (On-Premise and Cloud); Application (Sales, Product Development, Human Resource and Others); and Vertical (Entertainment, Healthcare, BFSI, E-Commerce, Education and Others) “report to their offering.Gamification is defined as the process of incorporating game play elements into non-gaming applications. It involve techniques to improve customer loyalty and employee productivity which plays a vital role in the growth of any organization. Gamified solutions are also used to involve employees in the organization's strategy and development processes.
The major drivers which helps in surging the growth of gamification market is the adoption of BYOD technology and increasing usage of social media whereas gamification can be ineffective which may act as a restraining factor for this market. Cloud-based gamification techniques will further boost the market in the coming years.
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The "Global Gamification Market Analysis to 2025" is a specialized and in-depth study of the gamification industry with a focus on the global market trend. The report aims to provide an overview of global gamification market with detailed market segmentation by solution, deployment type, application, vertical and geography. The global gamification market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading market players and offers key trends and opportunities in the market.
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global gamification market based on solution, deployment type, application and vertical. It also provides market size and forecast till 2025 for overall gamification market with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America (SAM). The market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 16 counties globally along with current trend and opportunities prevailing in the region.
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Besides this, the report analyzes factors affecting market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the market in these regions.
Also, key gamification market players influencing the market are profiled in the study along with their SWOT analysis and market strategies. The report also focuses on leading industry players with information such as company profiles, products and services offered, financial information of last 3 years, key development in past five years. Some of the key players influencing the market are Microsoft Corporation, Bunchball, Arcaris Inc., Bigdoor, Inc., Faya Corporation, LevelEleven LLC, SAP SE, Gigya, Inc., Salesforce.com, Inc. and Badgeville, Inc. among others.
Some of the important players
Microsoft Corporation
Bunchball
Arcaris Inc.
Bigdoor, Inc.
Faya Corporation
LevelEleven LLC
SAP SE
Gigya, Inc.
Salesforce.com, Inc.
Badgeville, Inc.
Complete Report is Available at http://www.theinsightpartners.com/reports/gamification-market
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The Insight Partners is a one stop industry research provider of actionable intelligence. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services. We are a specialist in Technology, Healthcare, Manufacturing, Automotive and Defense.
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