|04-11-2019 07:03 AM CET - Leisure, Entertainment, Miscellaneous||
Explore latest trends in Gamification Market along with detailed analysis of Segment, Growth rate and key players: Microsoft Corporation, Bunchball, Arcaris, Bigdoor, Faya Corporation, LevelEleven LLC, SAP SE
Press release from: Premium Market Insights
Gamification is defined as the process of incorporating game play elements into non-gaming applications. 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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Also, key gamification market players influencing the market are profiled in the study along with their SWOT analysis and market strategies. 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.
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. By Solution the market is categorized into Enterprise-Driven and Consumer-Driven. By Deployment Type the market is segmented into On-Premise and Cloud. By Application the market is divided into Sales, Product Development, Human Resource and Others. Lastly by Vertical the market is bifurcated into Entertainment, Healthcare, BFSI, E-Commerce, Education and Others
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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. Thus, the report provides important information and detailed studies about the industry with detail analysis including economic impacts and regulatory market support.
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.
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Table of Contents
2. Key Takeaways
3. Gamification Market Landscape
4. Market - Key Industry Dynamics
5. Gamification Market Analysis- Global Analysis
6. Gamification Market Revenue And Forecasts To 2025 – Solution
7. Market Revenue And Forecasts To 2025 – Deployment Type
8. Market Revenue And Forecasts To 2025 – Application
9. Market Revenue And Forecasts To 2025 – Vertical
10. Market Revenue And Forecasts To 2025 – Geographical Analysis
11. Industry Landscape
12. Competitive Landscape
13. Gamification Market, Key Company Profiles
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