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The Gamification Market Growth Driven by the Increasing Penetration of Smartphones Worldwide

10-19-2021 10:53 AM CET | IT, New Media & Software

Press release from: Coherent Market Insights

Gamification Market

Gamification Market

Gamification Market Perspective 2021
๐—ฅ๐—ฒ๐—ฝ๐—ผ๐—ฟ๐˜ ๐—ฃ๐—ฎ๐—ด๐—ฒ๐˜€: [150 Pages]

Gamification is a process of adding games or game mechanics into nongame environments, such as a website, learning management system, online community, or business' intranet to increase participation. Gamification aims is to engage with partners, employees, and consumers to inspire, share, collaborate, and interact. It is the process of taking something that already exists and using techniques to motivate participation and long-term engagement. Examples of Gamification could be scoring points, badges, or stars by solving some tasks. The growth of the Gamification market is mainly driven by the increasing adoption of cloud-based solutions, especially by small and medium enterprises.

Cloud adoption is a strategy used by enterprises to improve the scalability of Internet-based database capabilities while reducing cost and risk. Moreover, as compared to the on-premise solutions, these solutions are provide advanced and affordable services. Therefore, numerous businesses are increasingly adopting Gamification in different parts of their operations. The benefits of Gamification are numerous, such as help increase employee productivity, provide a better learning experience to an employee, keep employee motivated, and provide constant feedback to all participants. These gaming-based solution are also helpful in providing training to the employees and for the recruitment process.

๐—š๐—ผ ๐—ณ๐—ผ๐—ฟ ๐—บ๐—ผ๐—ฟ๐—ฒ ๐—ฑ๐—ฒ๐˜๐—ฎ๐—ถ๐—น ๐—ถ๐—ป๐—ณ๐—ผ๐—ฟ๐—บ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ฎ๐—ฏ๐—ผ๐˜‚๐˜ ๐—š๐—ฎ๐—บ๐—ถ๐—ณ๐—ถ๐—ฐ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐— ๐—ฎ๐—ฟ๐—ธ๐—ฒ๐˜
https://www.coherentmarketinsights.com/market-insight/gamification-market-4292

Coherent Market Insights is celebrating ๐Ÿ“๐ญ๐ก ๐€๐ง๐ง๐ข๐ฏ๐ž๐ซ๐ฌ๐š๐ซ๐ฒ and offering ๐…๐ฅ๐š๐ญ ๐Ÿฎ๐ŸŽ๐ŸŽ๐ŸŽ๐”๐’๐ƒ ๐ƒ๐ˆ๐’๐‚๐Ž๐”๐๐“. Offer is valid for all CMI reports. Letโ€™s celebrate with us.

The aforementioned factors are expected to augment the growth of the Gamification market. Moreover, the adoption of Gamification has increased due to the increasing adoption of mobile devices or increasing penetration of smartphones worldwide. The number of smartphone users in India is expected to reach 760 million by the end of 2021, while the number of smartphone users worldwide is expected to reach over 3.8 billion users by the end of 2021. This in turn is also expected to propel the growth of the Gamification market, especially in India. Moreover, market players are focused on developing new and innovative products with new features to meet the increasing demand or to strengthen their market position.

For example, in September 2019, Microsoft announced that by adding artificial intelligence driven insights, the company has added new features and applications for Dynamic 365. This allows organization to know their customers and improve customer experiences. Moreover, some companies are providing training sessions to their employees. For example, in September 2018, Infosys announced the launch of its next-gen learning solution, Infosys Wingspan. The cloud-first and mobile-first solution is designed to provide a seamless interactive learning experience accessible anytime, anywhere, and on any device. Such initiative by market players or companies are also expected to boost the Gamification market growth.

๐——๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ ๐—ฃ๐——๐—™ ๐—•๐—ฟ๐—ผ๐—ฐ๐—ต๐˜‚๐—ฟ๐—ฒ:
https://www.coherentmarketinsights.com/insight/request-sample/4292

๐—™๐—ฟ๐—ฒ๐—พ๐˜‚๐—ฒ๐—ป๐˜๐—น๐˜† ๐—”๐˜€๐—ธ๐—ฒ๐—ฑ ๐—ค๐˜‚๐—ฒ๐˜€๐˜๐—ถ๐—ผ๐—ป๐˜€ (๐—™๐—”๐—ค) :

๐—ช๐—ต๐—ฎ๐˜ ๐—ถ๐˜€ ๐˜๐—ต๐—ฒ ๐—บ๐—ฎ๐—ฟ๐—ธ๐—ฒ๐˜ ๐˜€๐—ถ๐˜‡๐—ฒ, ๐˜€๐—ต๐—ฎ๐—ฟ๐—ฒ ๐—ผ๐—ณ Gamification ?

๐—ฌ๐—ฒ๐˜€, The global Gamification market is estimated to account for US$ 38.3 Billion by 2027

๐—ช๐—ต๐—ผ ๐—ฎ๐—ฟ๐—ฒ ๐˜๐—ต๐—ฒ ๐—ธ๐—ฒ๐˜† ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฎ๐—ป๐—ถ๐—ฒ๐˜€/๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ถ๐—ป ๐˜๐—ต๐—ฒ Gamification?

๐—ฌ๐—ฒ๐˜€, You can add Specific ๐—–๐—ผ๐—บ๐—ฝ๐—ฎ๐—ป๐˜† ๐˜‚๐—ฝ๐˜๐—ผ ๐Ÿฏ ๐—–๐—ผ๐—บ๐—ฝ๐—ฎ๐—ป๐—ถ๐—ฒ๐˜€.

Companies Covered as part of this study include: Cisco Systems, Inc., Microsoft, SAP, Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla, Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited, Influitive, Launchfire Interactive Inc., 2020 Gamifier, Inc., Actionable, Xoxoday, NIIT, Cognizant, Tango Card. Inc., and Khoros, LLC.,

๐—–๐—ฎ๐—ป ๐—ถ ๐—”๐˜€๐—ธ ๐—™๐—ผ๐—ฟ ๐——๐—ถ๐˜€๐—ฐ๐—ผ๐˜‚๐—ป๐˜ / ๐—ฃ๐—ฟ๐—ผ๐—บ๐—ผ-๐—–๐—ผ๐—ฑ๐—ฒ?

๐—ฌ๐—ฒ๐˜€, Coherent Market Insights is celebrating 5๐™ฉ๐™ ๐˜ผ๐™ฃ๐™ฃ๐™ž๐™ซ๐™š๐™ง๐™จ๐™–๐™ง๐™ฎ and offering ๐™๐™ก๐™–๐™ฉ 2000๐™๐™Ž๐˜ฟ ๐˜ฟ๐™„๐™Ž๐˜พ๐™Š๐™๐™‰๐™. Offer is valid for all CMI reports. Letโ€™s celebrate with us.
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About Coherent Market Insights:
Coherent Market Insights is a prominent market research and consulting firm offering action-ready syndicated research reports, custom market analysis, consulting services, and competitive analysis through various recommendations related to emerging market trends, technologies, and potential absolute dollar opportunity.

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