Gamification Market Growth, Forecast - Industry statistics 2024
The global market for gamification, which entails deploying game mechanics into a non-game context to facilitate user engagement, is in a nascent stage waiting to explode. Points, rewards, badges, challenges, and leader boards are to name a few game mechanics. They are primarily used to enhance customer loyalty and employee productivity. Currently, a host of small and medium entities across various industries are implementing gamification solutions to boost efficiency and profitability. Sensing opportunity, a large number of established companies are rushing in to tap into the market with carefully-considered alliance and expansion strategies. The market also holds out a lot of promise for new players with opportunities to innovate new solutions and applications. The demand for gamification in developed countries is particularly high on account of the concentration of numerous organizations in them aware of various gamification solutions.
In order to study the global market for gamification, the Transparency Market Research report segments it on the basis of end users into consumer gamification development model and enterprise gamification development model. Depending upon the business type, the report segments the market into small, medium, and large business. Based on verticals, the market is segmented into logistics, consumer goods and retail, education, IT and media, telecom, financial services, government, and other sectors. The report also leverages industry-leading analytical tools such Porter’s Five Forces and SWOT analysis to understand the current competitive dynamics in the market and profiles prominent players operating in it.
Browse The Report: http://www.transparencymarketresearch.com/gamification-market.html
Global Gamification Market: Trends and Opportunities
Factors majorly contributing to the global gamification market are the pressing need for customer and employee engagement. With badges and points failing to have a long lasting impact on consumer engagement, for example, gamification techniques such as a rewarding system and effective use of graphics, among others, have started to gain traction. It has significantly helped in preventing consumers from switch brands. It has also helped to stem employee attrition levels by upping their motivation levels through various gamified applications. The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period.
Posing a roadblock to the global market for gamification is the lack of awareness about the advantages of gamification. Inappropriate or unimaginative game designs is another factor thwarting the market. However, the market holds out a lot of opportunities because of the proliferation of information in digital world and popularity of trends such as bring your own device (BYOD) in offices. Another important trend noticed in the market is the popularity of cloud-based gamification techniques particularly among cost conscious small and medium sized enterprises.
Global Gamification Market: Regional Outlook
Depending upon geography, the global market for gamification can be divided into Asia Pacific, North America, Europe, the Middle East and Africa, and the Rest of the World. The market, which is still in its early stages, is dominated by North America and Europe. The continents are forecasted to lead the market in the near future too because of a certain degree of awareness about gamification in the enterprises in the two regions and their relatively developed gamification’s ecosystem. The North America market, in particular, has seen growth because of a substantial uptake of customer-based and enterprise-based gamification solutions in them.
Make an Enquiry @ http://www.transparencymarketresearch.com/sample/sample.php?flag=B&rep_id=2038
Companies Mentioned in Report
To present an in-depth assessment of the competition prevailing in the global market for gamification, the report profiles companies such as Gamifier, BigDoor, Alive Mobile, Bunchball, CloudCaptive, Gamify, and iActionable.
Transparency Market Research (TMR) is a market intelligence company, providing global business information reports and services. Our exclusive blend of quantitative forecasting and trends analysis provides forward-looking insight for thousands of decision makers. TMR’s experienced team of analysts, researchers, and consultants, use proprietary data sources and various tools and techniques to gather, and analyze information. Our business offerings represent the latest and the most reliable information indispensable for businesses to sustain a competitive edge
90 State Street, Suite 700
Albany, NY 12207
USA - Canada Toll Free: 866-552-3453
This release was published on openPR.
Permanent link to this press release:
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.
You can edit or delete your press release Gamification Market Growth, Forecast - Industry statistics 2024 here
News-ID: 594559 • Views: 347
More Releases from Transparecny Market Research
Advanced Wound Care Management Market - Global Industry Analysis, Size, Share, G …
Advanced Wound Care Management Market - Overview The market for wound care is expanding significantly, due to increase in advancements in treating complex wounds. The advanced wound care market is anticipated to expand during the forecast period, as the products have been a promising solution for rapid recovery and wound healing. These products offer superior solution than traditional products by offering desired outcome and effectiveness in healing wounds. Increasing incidences of
Operating Room Equipment Market projected to expand at a CAGR of 6.4% from 2018 …
Transparency Market Research (TMR) has published a new report titled ‘Operating room equipment Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2018–2026.’ According to the report, the global operating room equipment market was valued at US$ 29,912.3 Mn in 2017. It is projected to expand at a CAGR of 6.4% from 2018 to 2026. Aging population and longer life-expectancy, increased awareness, and acceptance of advanced devices are
Hip Replacement Implants Market Size, Status, Scope and Growth Prospects
The global hip replacement implants market was valued at approximately US$ 7.0 Bn in 2017. It is projected to register a cumulative annual growth rate (CAGR) of over 3.5% from 2018 to 2026, according to a new report published by Transparency Market Research (TMR) titled ‘Hip Replacement Implants Market – Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2018–2026.’ Expansion of the health care industry, government initiatives, increase in
Global 3D Applications in Health Care Market Industry Analysis Size, Share, Tren …
The global 3D application in health care market is categorized on the basis of application and type. Systems and services are segments that fall under the types of 3D applications. Out of these two, the services segment is projected to dominate the market in the coming years due to increasing demand for 3D imaging devices in the health care organizations 3D technology has come up as a blessing for the health
More Releases for Gamification
3radical announce participation at Gamification Europe 2020
Bristol, UK (28 October, 2020) – 3radical, the leader in audience engagement and data acquisition solutions, is delighted to announce their participation at this year's Gamification Europe as Marketing & Customer Loyalty Day sponsor. The 2020 edition of the event, which is run by Gamification+, is an excellent opportunity to meet and engage with the gamification community. The event will see over 1,000 attendees, speakers, and sponsors come together to
Gamification Nation wins award for Excellence in Gamification Design
London-based Gamification Nation has won the award for Excellence in No-Tech Gamification Design at GamiCon 2018. It won the award for its design of a cybersecurity board game for an insurance client. “We enjoyed working with our client to design this collaborative board game, which was aimed at helping insurance agents understand the effects that cyberattacks could have on a business through a number of scenarios,” said An Coppens, CEO and
Gamification reaches the process industry
Neste Jacobs launches ground-breaking operator training game Operator training can be both fun and efficient when done through gamification. Finnish company Neste Jacobs has launched a new game called NAPCON Games Distiller for operator training in the process industry. The game is the first one of a completely new generation of training games. “Although the main target is to train operators, the game is still very fun and engaging to play. Gamification
Gamification Market Forecast 2022 - Research Report
“Global Gamification Industry 2021 Market Research Report” Purchase This Report by calling ResearchnReports.com at +1-888-631-6977. The study report examines the global Gamification market in all its aspects. It reviews all key trends in the market, examines the determinant drivers and restraints acting on the market, and explains the competitive rivalry in the Gamification market in depth. This helps provide a 360-degree overview of the market to all stakeholders and participants in
Gamification Market By Type, Application, Geography
Gamification Market Size, Share, Price | Industry Report 2020 Market Research Report to It’s a Database. Download sample copy of This Report @ http://bit.ly/2qHMumf The rising adoption of Bring Your Own Device (BYOD) among enterprises will help the gamification market grow significantly 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
International Award for Gamification Nation
At the Gamification World Congress, Gamification Nation’s recent recruit, Andrzej Marczewski, won the prestigious ‘Contribution to the Industry’ Award. The Gamification World Congress was held in Madrid, Spain, at the end of October. Andrzej won the award for his work with player types. This involved developing a questionnaire on player profiles, which was validated by researchers in the academic world. Nominations for this award included An Coppens, founder and CEO of Gamification