Press release
Global Gamification Market will Reach $15.1 Billion in 2026
Gamification MarketGamification helps to combine essentials of gameplay in non-gaming setting to improve user engagement in a service or product that is increasingly gaining traction. By incorporating leader boards and badges in a prevailing system, designers try to keep users interested. The gamification helps to increase the loyalty of customers and productivity of employees. While the gamification market is still in an emerging stage, it seems to explode in the future with both recognized players and start-ups that are implementing it with unique products. For instance, companies like LivingSocial, have substituted the feared annual review with a mobile, gamified solution, with over 90% of employees participating willingly. Other organizations, such as Target, have enhanced employee output and satisfaction while reducing costs through the straight usage of gamification.
However, the incorporation with social networking platforms has let the users to share their experiences with acquaintances, friends and co-workers, thus, increasing the effectiveness of the platform. Another benefit is that mobile apps allow brands to organize surveys, by letting them to gather first-hand data from their target audience members and modify their efforts consequently.
The gamification report provides analysis for the period from 2016 to 2026, where 2019 to 2026 is the forecast period with 2018 as the base year. This report on gamification covers an in-depth analysis of the market including statistical and subjective data points, along with the key market drivers and opportunities & restraints that have positive or negative effects on the overall global market. An exclusive coverage is provided for market drivers and challenges & opportunities for a country-level market in the respective regional segments. The report comprises a competitive analysis of the key players functioning in the market and covers in-depth data related to the competitive landscape of the market and the recent strategies & products that will assist or affect the market in the coming years.
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The global gamification has been segmented on the basis of solution, deployment, enterprise size, and end use. Based on solution, the gamification market can be segmented into consumer driven and enterprise driven. On the basis of deployment, the market can be divided into on-premise and cloud. Based on enterprise, the gamification market can be further segmented into large enterprises and small and medium enterprises. On the basis of end use, the market can be segmented into banking financial services and insurance, banking, government, healthcare, IT and telecommunication, education and others.
The cloud segment is expected to be fastest growing market during the forecast period.
The growing usage of internet along with the increasing implementation of advanced technologies such as mobile, web and social media has enhanced the development of cloud-based gamification methods. Enterprises are demanding consumer-based gamification solutions to inspire employees and to strengthen their marketing efforts. The existence of these gamification solutions on cloud helps the small and medium enterprises to implement these gamification techniques without increasing their finances.
The retail segment is expected to hold the largest market share during the forecast period
The retail industry is a developing industry, increasing at a substantial rate. While gamification can add drama and entertainment to a retailer’s engagement or marketing strategy, without diverting from the main idea of the business. The gamification solutions also offer positive behaviours from employees and customers, that helps the brand to experience higher sales. Retail gamification is an e-commerce trend that is increasing at a noteworthy pace. Online retailers want to continue making interactive experiences for consumers to drive higher sales growth in their stores. With the help of gamification app several retailers have experienced increase in the number of leads and sales in the store. Gamification solutions also help to drive new customers to a store.
North America region dominated the market in 2018 and expected to dominate in the coming years
In terms of different regions, the market is classified into North America, Europe, Asia Pacific, Middle East & Africa & Latin America. North America is anticipated to dominate the market in 2018 and is anticipated to dominate the market in the coming years. This is mainly due to the fact that high degree of consciousness about the system among companies in the region alongside the high degree of digitization. However, in this region countries such as the Canada and U.S. are implementing gamification solutions to improve their marketing activities with improved advertising, branding and customer interaction. In addition, high penetration of smartphone users and internet in North America has also led to the better usage of gamification for marketing, specially by the use of social media integration tools.
These systems are planned to communicate with the consumer base and interact with the market at similar time. This region is expected to witness the maximum incorporation of gamification solutions in enterprise and a change toward more technologically advanced approaches in the situation of consumer involvement.
The Asia-Pacific region is projected to witness the fastest growth during the forecast period. China is one of the major countries that are generating opportunities in the gamification market in the Asia Pacific region.
The major players operating in the global gamification are
Leveleleven, Microsoft Corporation, SAP SE, Salesforce, Faya Corporation, Badgeville, Inc., Gigya, Bunchball, Bigdoor, Inc., Arcaris Inc. among the others. These players have stepped up new product innovations and new product launches, in order to gain more attention from the customers. Additionally, the growth of the market is attributed to geographical expansion, strategic mergers & acquisitions and joint ventures & partnerships, in order to guarantee long-term sustenance in the market.
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