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Gamification Market Growth, Forecast - Industry statistics 2020

06-08-2017 12:52 PM CET | IT, New Media & Software

Press release from: RNR Market Research

Gamification

Gamification

Gamification Market Size, Capacity, Trends, Outlook, Research, Analysis, Growth | Industry Report 2020 Market Research Report to It’s a Database.

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MarketsandMarkets forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by2020, at a CAGR of 46.3%.The speedy growth of social media is driving the gamification market. Social networks are fast becoming the norm of modern day technologies, which is evident across social media networks such as Facebook, Twitter, LinkedIn, and others and enterprise social networks .Users in regions such as North America and Europe prefer using social media websites to make purchases or to connect with the companies. This has encouraged organizations to provide online gamification techniques to customers as well as employees.

The usage of gamification technology has become the most important constituent for today’s organizations. For marketing activities such as advertising, marketing campaign, and branding of products as well as services, companies are providing employees with progressive marketing solutions that can help them in improving their marketing and sales programs. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate the marketing personnel. This helps them in increasing the number of prospective clients for the company.

Breakdown of profile of primaries :

• By Company: Tier 1(17%), Tier 2 (33%) and Tier 3 (50%)
• By Designation: C-level (50%), Director Level (20%), and other executives (30%)
• By Region: North America (57%), Europe (14%), and APAC (29%)

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Key Points From Table Of Content :

Company Profiles :

(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
• Microsoft Corporation
• Salesforce.Com
• Badgeville, Inc.
• Bunchball
• Arcaris Inc.
• SAP SE
• Bigdoor, Inc.
• Gigya
• Faya Corporation
• Leveleleven

Industry Trends :
• Introduction
• Gamification Market: Value Chain Analysis
• Porter’s Five Forces Analysis
• Threat of New Entrants
• Threat of Substitutes
• Bargaining Power of Suppliers
• Bargaining Power of Buyers
• Intensity of Competitive Rivalry

Introduction of Software as a Service (SaaS)-based solutions will create new opportunities in this market

In the coming five years, the growing demand of SaaS-based solutions in the gamification market will improve the offerings and create huge opportunities for growth. Many developing countries in the APAC region are showing interest and demanding SaaS-based solutions for implementing gamification solutions in their organizations.

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