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Gamification Market is Thriving Worldwide with Surprising Transition | Cognizant Technology Solution., MPS Interactive Systems Limited , Microsoftoration

05-28-2021 09:43 PM CET | IT, New Media & Software

Press release from: AMA Research & Media LLP

Latest Research Study on Global Gamification Market published by AMA, offers a detailed overview of the factors influencing the global business scope. Global Gamification Market research report shows the latest market insights with upcoming trends and breakdown of the products and services. The report provides key statistics on the market status, size, share, growth factors, Challenges and Current Scenario Analysis of the Global Gamification. This Report also covers the emerging player’s data, including: competitive situation, sales, revenue and global market share of top manufacturers are Cognizant Technology Solution Corp. (India), MPS Interactive Systems Limited (India) , Microsoft Corporation (United States) , Callidus Software Inc. (United States) , Cut-e GmbH (AON, PLC) (Germany) , Axonify Inc. (Canada) , IActionable Inc. (United States) , Bunchball Inc. (United States) , SAP SE (Germany), Salesforce.com, Inc. (United States),

Free Sample Report + All Related Graphs & Charts @: https://www.advancemarketanalytics.com/sample-report/13543-global-gamification-market

Keep yourself up-to-date with latest market trends and changing dynamics due to COVID Impact and Economic Slowdown globally. Maintain a competitive edge by sizing up with available business opportunity in Gamification Market various segments and emerging territory.

Brief Overview on Gamification:
Gamification refers to the utilization of game design principles to enhance customer engagement in non-game businesses. The particular strategies used range from the creation of reward schedules to creating levels of accomplishment via status and badges. Companies use gaming principles to extend interest in a product or service, or simply to deepen their customers' relationship with the brand. Based on the platform, the market has been segmented into an open platform and closed/ enterprise platform.

Market Drivers:
Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands
Enhanced Overall User Experience
Mobile-based Gamification Gaining Momentum
Crowdsourcing Seen as a Major Opportunity in Innovation and Development

Market Trends:
Using Gamification for Team Building
Increased Penetration of Gamification in Mobile Learning Apps
Augmented Reality and Virtual Reality Will Power Next-Gen Gamification Design

The Global Gamification Market segments and Market Data Break Down are illuminated below:
by Application (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, Others), Enterprise Size (Small and Medium Enterprises, Large Enterprises), Platform (Open Platform, Closed/ Enterprise Platform), Deployment (On-premise, On-cloud)

Region Included are: North America, Europe, Asia Pacific, Oceania, South America, Middle East & Africa
Country Level Break-Up: United States, Canada, Mexico, Brazil, Argentina, Colombia, Chile, South Africa, Nigeria, Tunisia, Morocco, Germany, United Kingdom (UK), the Netherlands, Spain, Italy, Belgium, Austria, Turkey, Russia, France, Poland, Israel, United Arab Emirates, Qatar, Saudi Arabia, China, Japan, Taiwan, South Korea, Singapore, India, Australia and New Zealand etc.

Enquire for customization in Report @: https://www.advancemarketanalytics.com/enquiry-before-buy/13543-global-gamification-market

On 3 April 2018, BI WORLDWIDE (BIW) announced the acquisition of Bunchball, a market leader and innovator in gamification solutions. With both companies focusing on delivering measurable results at the core of their solutions, customers will benefit from the expanded and innovative offerings designed to drive behavior change.

On 2 March 2017, Callidus Software Inc., a global leader in cloud-based sales, marketing, learning and customer experience solutions, announced the launch of ServiceMotivate, a new solution focusing on improving customer experience and lifting agent performance in the call center. ServiceMotivate, drives better results by adding digital motivation, gamification, and customer feedback directly into the existing work environment for call center agents.

Data Sources & Methodology
The primary sources involve the industry experts from the Global Gamification Market including the management organizations, processing organizations, analytics service providers of the industry’s value chain. All primary sources were interviewed to gather and authenticate qualitative & quantitative information and determine the future prospects.
In the extensive primary research process undertaken for this study, the primary sources – Postal Surveys, telephone, Online & Face-to-Face Survey were considered to obtain and verify both qualitative and quantitative aspects of this research study. When it comes to secondary sources Company’s Annual reports, press Releases, Websites, Investor Presentation, Conference Call transcripts, Webinar, Journals, Regulators, National Customs and Industry Associations were given primary weight-age.

What benefits does AMA research studies provides?
• Get Industry Information Quickly
• Validate Internal Research
• Get a Holistic View of the Market
• Use Objective Data to Make Informed Decisions
• Strengthen Your Credibility and Reputation
• Know the Buyers
• Measure the Impact of Promotional Efforts
• Know Consumer Response
• Know Market Costs and Profits
• Master the External Forces
• Design and Implement Marketing Control

Get More Information: https://www.advancemarketanalytics.com/reports/13543-global-gamification-market

Thanks for reading this article; you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

Craig Francis (PR & Marketing Manager)
AMA Research & Media LLP
Unit No. 429, Parsonage Road Edison, NJ
New Jersey USA – 08837
Phone: +1 (206) 317 1218
sales@advancemarketanalytics.com
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Advance Market Analytics is Global leaders of Market Research Industry provides the quantified B2B research to Fortune 500 companies on high growth emerging opportunities which will impact more than 80% of worldwide companies’ revenues.
Our Analyst is tracking high growth study with detailed statistical and in-depth analysis of market trends & dynamics that provide a complete overview of the industry. We follow an extensive research methodology coupled with critical insights related industry factors and market forces to generate the best value for our clients. We Provides reliable primary and secondary data sources; our analysts and consultants derive informative and usable data suited for our client’s business needs. The research study enables clients to meet varied market objectives a from global footprint expansion to supply chain optimization and from competitor profiling to M&As.

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