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Global Gamification Market Revenue Shares, CAGR According To Segmentation and Regions Till 2024

04-12-2019 12:08 PM CET | IT, New Media & Software

Press release from: VynZ Research

Global Gamification Market Revenue Shares, CAGR According

The global gamification market is predicted to grow at 11.1% CAGR during the forecast period with the market size reaching USD 282.3 billion by 2024. The market is driven by factors such as extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services.

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The market for gamification devices is primarily driven by the extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services is driving the growth of gamification market.

The swelling dissemination of devices with a display is another factor driving the growth of the gamification market.

On the basis of the solution, the gamification market is segmented into a consumer-driven solution and enterprise-driven solution. On the basis of deployment type, the gamification market is segmented into cloud and on-premise based deployment type. On the basis of user type, the gamification market is segmented into small and medium enterprises and large enterprises. On the basis of application, the gamification market is segmented into sales, marketing, product development, support, human resources, and others. Among all these applications, marketing has been contributing the largest revenue to the global market. On the basis of industry, the global gamification market is segmented into media and entertainment, e-commerce, retail and consumer goods, banking, financial services, and insurance, travel, and logistics, entertainment, education, healthcare, and others.

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North America accounted for the major share of more than 45% in the Gamification industry in 2017, globally due to the extensive adoption of an enterprise-based and customer-based solution in this region. Asia-Pacific is expected to witness the fastest growth in the gamification market due to increasing penetration of the internet in this region along with extensive demand for mobile devices.

Bunchball Inc., Badgeville Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Gigya Inc., Microsoft Corporation, Knewton, BigDoor Inc., and Lithium Technologies Inc. are some of the key players offering solutions and services for gamification.

Source: VynZ Research

About VynZ Research :

VynZ Research is a global market intelligence company providing research reports, industry intelligence and business advisory services to companies and institutions across the globe. We have a recognized trajectory record and our research database is used by many renowned companies and institutions in the world to strategize and revolutionize business opportunities. The company focuses on providing valuable insights on various technology verticals such as chemical and materials, automotive and transportation, energy and power, consumer goods, healthcare, ICT and other emerging technologies.

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