Gamification Market to Grow with a CAGR of 26.7% by 2025: Tango Card, Verint Systems, Xoxoday
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Global gamification market generated revenue of US$ 7.4 billion in 2020 and is expected to reach US$ 24.2 billion by 2025 with a CAGR of 26.7% in the forecast period. The gamification market report offers a comprehensive market analysis of the different segments and regions that lets readers make crucial business-related decisions with a wealth of information enclosed in this report. The research report offers both qualitative and quantitative information on the global gamification market. In qualitative terms, the gamification market report provides insights into numerous factors, such as market determinants, value chain analysis, emerging trends, growth opportunity analysis, porters five-force model analysis and macro-economic factors, segment analysis, regional analysis at a granular level.
Similarly, in quantitative terms, the report provides historical and forecast market numbers of gamification in various segments such as by component, deployment model, enterprise size and industry at global, regional, and country-level. In addition, the report provides a detailed analysis of the market vendors and their product offerings. The report also covers details of the competitive market environment and includes information on the capabilities and competencies of market vendors.
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Solution segment accounts the dominating position in the market.
• Based on components, the gamification market is segmented into solutions and services. The solution segment holds the dominating position in the market in 2020 and is expected to retain its dominance throughout the forecast period. The service segment is further segmented into professional and managed services. The professional service segment accounts the dominant position in the market in 2020 whereas the managed service segment is expected to grow with the highest CAGR in the forecast period.
Healthcare industry accounts the dominating position in the market.
• Based on industry, the market for gamification is segmented into media and entertainment, education, healthcare, manufacturing, banking, financial services, and insurance (BFSI), IT & telecom, retail, hospitality, others. Over the projection period, healthcare industry is expected to lead the gamification market with the highest share. The IT & telecom is expected to grow with the highest CAGR during the forecast period.
Gamification Market Players:
• Some of the major players of gamification market are Aon Plc, AXONIFY, BI WORLDWIDE, Centrical, GAMIFIER, INC., Iactionable, Inc., Influitive Corporation, Khoros, LLC., Leveleleven, Inc., Mambo Solutions Ltd., NIIT Limited, SAP India Private Limited, Tango Card, Inc., Verint Systems Inc., Xoxoday. The study also focuses on different business or inorganic market growth strategies through technology advancement, business expansion, alliances and mergers and acquisitions to create disruptive technologies and consumer networks.
The gamification market report provides a detailed study on the following segments:
Gamification Market, by Component
Solution, Services (• Professional Services, • Managed Services)
Gamification Market, by Deployment Model
On- Premises, Cloud Based
Gamification Market, by Enterprise Size
Small & Medium Enterprises, Large Enterprises
Gamification Market, by Industry
Media and Entertainment, Education, Healthcare, Manufacturing, Banking, financial services, and insurance, IT & Telecom, Retail, Hospitality, Others
Gamification Market, by Region
North America, Europe, Asia Pacific, Middle East & Africa, Latin America
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Key questions the report answers
• What are the major driving factors that accelerate the growth of the market?
• What are the restraints which hinders the growth of the market?
• What segment offers the most development opportunities?
• Which region provides the key growth opportunity to the market?
• Who are the major industry players?
• What are the key strategies adopted by the market players?
2. Market Overview
2.1. Global Gamification Market Introduction
2.2. Macro- Economic Factor
2.3. Market Determinants
2.3.1. Market Driver
2.3.2. Market Restraints
2.3.3. Market Opportunities
2.3.4. Market Challenges
2.4. Value Chain Analysis
2.5. Technology/Product Roadmap
2.6. Porters 5 Force Model
2.7. Market Growth Opportunity Analysis
3. Market Segmentation
3.1. Global Gamification Market Analysis (US$ Mn), By Component, 2019 - 2025
3.2. Global Gamification Market Analysis (US$ Mn), By Deployment Model, 2019 – 2025
3.3. Global Gamification Market Analysis (US$ Mn), By Enterprise Size, 2019 – 2025
3.4. Global Gamification Market Analysis (US$ Mn), By Industry, 2019 – 2025
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