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Global Gamification Market: Expanding Penetration of Gadgets and Increasing Passion of Gaming

06-28-2018 10:50 AM CET | Leisure, Entertainment, Miscellaneous

Press release from: P&S Market Research

Global Gamification Market: Expanding Penetration of Gadgets

Global gamification market is set to reach $22,913.0 million by 2022. The study analyzed that the overall global gamification market valued at $1,698.7 million in 2015, and expected to grow at a CAGR of 41.8% during 2016-2022. North America had been the leader in worldwide gamification market, however, its share is expected to decrease amid the forecast period because of expanding share of the developing regions. The share of Asia-Pacific is expected to rise and the region is likely to witness the highest CAGR, amid 2016 – 2022.

Explore Full Report Description at: https://www.psmarketresearch.com/market-analysis/gamification-market

The display gadgets, such as laptops, tablets and smartphones, are the mediums that connect the gamification technology to its target audiences. The increasing penetration of such gadgets is consequently driving the growth of gamification market. The automotive manufacturer Ford offers reward points, if the user reaches certain level in their MyFord Mobile application. The masses in Southeast Asia have high level of digital excitement and they speedily get digital fervour. Right around half of the web users in Southeast Asia play games online consistently. The growing masses of Asia-Pacific and the energy of the people in the area towards gaming is expected to influence openings in the gamification market.

Gamification has a few advantages; be that as it may, the absence of mindfulness among a few imminent customers and users obstructs the market growth of this innovation. There are a few dynamic users on social network; however, just few of them are occupied with playing online games. The instructive foundations and in addition corporates in the developing nations are likewise slow in the selection of gamification. These components are hindering the growth of the market. Also, the impact of lack of awareness on gamification market is expected to be high in short and medium terms and average in the long term. With the expanding penetration of social media and individuals’ inclination towards gaming, the consciousness of focal points of gamification is expected to increase and the effect of this limitation is expected to smooth down in coming years.

Download Free Report Sample At: https://www.psmarketresearch.com/market-analysis/gamification-market/report-sample

Some of the major players in this market include Badgeville Inc., Gigya Inc., Bunchball Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Microsoft Corporation, BigDoor Inc., Knewton, and Lithium Technologies Inc.

About P&S Market Research

P&S Market Research is a global market research and consulting company. We provide market research reports, industry reports; business intelligence and research based consulting services across a range of industries.

With the help of our professional corporate relations with various companies, our market research offers the most accurate market forecasting. Our analysts and consultants interact with leading companies of the concerned domain to substantiate every single data presented in our publication. Our research assists our client in identifying new and different windows of opportunity and frame informed and customized strategies for expansion in different regions.

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P&S Market Research
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New York City, NY – 10016
Toll-free: +1-888-778-7886 (USA/Canada)
Email: enquiry@psmarketresearch.com
Web: https://www.psmarketresearch.com

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