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Gamification Market and its Future Outlook During the Period of 2018 - 2025: Alive Mobile, Badgeville, BigDoor, Bunchball, CloudCaptive, Gamifier

04-10-2019 07:07 PM CET | IT, New Media & Software

Press release from: Allied Market Research

Gamification Market and its Future Outlook During the Period

Humans possess a tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem-solving in the real world.

Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top-winning strategies and overview of the Gamification market’s ecosystem in order to facilitate business planning.

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Major factors driving gamification market are increased need for customer & employee engagement, user experience enrichment, etc. The market faces limitations due to factors such as inappropriate game designs and lack of awareness regarding gamification merits. However, the market can sense opportunities due to explosion of information in digital world and increasing adoption of BYOD by companies.

Gamification Market by Solutions

Based on solutions type, market is classified into platform & service providers, open source developers and mobile SDK/LBS providers. The platform and service providers hold the largest share of the Gamification market. Open source platform providers are expected to fuel market growth in the future due to cost efficiency and increased acceptance from industry stakeholders.

Gamification Market by Services

According to services perspectives, market is segmented into enterprise apps integrable services and social connectors. As social connector, gamification assists in peer engagement activities. With increasing need of engagement activities, gamification is serving the purpose as a social connector.

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Gamification Market by Applications

From applications viewpoint, the market is segmented according to marketing, sales, product development, human resources and others. In today’s scenario, gamification is commonly used in marketing and human resources management applications due to ability of the technology to improve customer experience and employee skills enhancement.

Gamification Market by Verticals

Based on verticals catered, the market is categorized into public sector & government, BFSI, consumer goods & retail, high-tech, media & publishing, energy, power & utilities, healthcare & pharmaceuticals, entertainment, travel & logistics, education and others. Gamification was commonly used in entertainment industry; however, its presence in retail, health and pharmaceuticals, BFSI, education and high-tech verticals is continuously improving due to the need of peer engagement and experience enhancement needs. Among all verticals, retail and healthcare & pharmaceuticals are expected to drive the market in future.

Gamification Market by End users

From end-users perspective, market is broadly segmented into consumer gamification and enterprise gamification. The market is in nascent phase, with consumer gamification leading the space due to individualistic characteristics. Over the period, enterprise gamification market is expected to surpass consumer gamification, as awareness among enterprises would increase due to competitive advantage gained by their rivals by implementing gamification.

High Level Analysis

The report provides detailed analysis of global gamification market using Porter’s five forces model. Threat of new entrants and intersegment rivalry is estimated based on number of players in the market and their capabilities. Threat of new entrants is high due to non capital intensive nature of business; which would eventually increase intersegment rivalry Degree of bargaining powers of customers is high due to increasing customized services from numerous players. Degree of bargaining power of suppliers is estimated to remain moderate to high due to availability of good number of games and IT software companies. Threat of substitutes is low as the only substitute available is time & cost consuming outbound activities.

KEY BENEFITS

• The report explains competitive advantage received due to gamification, which also elaborates about future prospects to stakeholders.

• Market dynamics and competitors overview provides analysis about the industry with drivers, restraints, and segment-wise industry knowledge,
which assists organizations to understand target market and top winning strategies.

• Value chain and Porter’s five forces analysis helps to acknowledge degree of market attractiveness and assists in decision making while short-listing industry partners.

Access Full Summary@ https://www.alliedmarketresearch.com/gamification-market

About Us:

Allied Market Research (AMR) is a full-service market research and business-consulting wing of Allied Analytics LLP based in Portland, Oregon. Allied Market Research provides global enterprises as well as medium and small businesses with unmatched quality of "Market Research Reports" and "Business Intelligence Solutions.” AMR has a targeted view to provide business insights and consulting to assist its clients to make strategic business decisions and achieve sustainable growth in their respective market domain.

We are in professional corporate relations with various companies and this helps us in digging out market data that helps us generate accurate research data tables and confirms utmost accuracy in our market forecasting. Each and every data presented in the reports published by us is extracted through primary interviews with top officials from leading companies of domain concerned. Our secondary data procurement methodology includes deep online and offline research and discussion with knowledgeable professionals and analysts in the industry.

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