Press release
The Gamification Market Growth Driven by the Increasing Penetration of Smartphones Worldwide
Gamification Market Perspective 2021๐ฅ๐ฒ๐ฝ๐ผ๐ฟ๐ ๐ฃ๐ฎ๐ด๐ฒ๐: [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.
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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.
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๐๐ฟ๐ฒ๐พ๐๐ฒ๐ป๐๐น๐ ๐๐๐ธ๐ฒ๐ฑ ๐ค๐๐ฒ๐๐๐ถ๐ผ๐ป๐ (๐๐๐ค) :
๐ช๐ต๐ฎ๐ ๐ถ๐ ๐๐ต๐ฒ ๐บ๐ฎ๐ฟ๐ธ๐ฒ๐ ๐๐ถ๐๐ฒ, ๐๐ต๐ฎ๐ฟ๐ฒ ๐ผ๐ณ Gamification ?
๐ฌ๐ฒ๐, The global Gamification market is estimated to account for US$ 38.3 Billion by 2027
๐ช๐ต๐ผ ๐ฎ๐ฟ๐ฒ ๐๐ต๐ฒ ๐ธ๐ฒ๐ ๐ฐ๐ผ๐บ๐ฝ๐ฎ๐ป๐ถ๐ฒ๐/๐ฝ๐น๐ฎ๐๐ฒ๐ฟ๐ ๐ถ๐ป ๐๐ต๐ฒ Gamification?
๐ฌ๐ฒ๐, You can add Specific ๐๐ผ๐บ๐ฝ๐ฎ๐ป๐ ๐๐ฝ๐๐ผ ๐ฏ ๐๐ผ๐บ๐ฝ๐ฎ๐ป๐ถ๐ฒ๐.
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.,
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