openPR Logo
Press release

Gamification Market - Positive Long-Term Growth Outlook 2016 – 2024

Gamification Market - Positive Long-Term Growth Outlook 2016

Global Gamification Market: Overview

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.

Obtain Report Details @ http://www.transparencymarketresearch.com/gamification-market.html

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.

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.

For more information on this report, fill the form @ http://www.transparencymarketresearch.com/sample/sample.php?flag=B&rep_id=2038

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.

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 global 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.

Transparency Market Research
90 Sate Street, Suite 700
Albany, NY 12207
Tel: +1-518-618-1030
USA - Canada Toll Free: 866-552-3453
Email: sales@transparencymarketresearch.com
Website: http://www.transparencymarketresearch.com

This release was published on openPR.

Permanent link to this press release:

Copy
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 - Positive Long-Term Growth Outlook 2016 – 2024 here

News-ID: 600488 • Views:

More Releases from Transparency Market Research Technology

Vehicle Analytics Market to reach US$10,215.5 mn by 2025 | Key Companies are Agn …
Vehicle analytics can be categorized as solutions implemented on vehicles that helps to gain insights about the vehicles. Vehicle analytics’ application range from the farmers to large scale fleet operators as these help them with a number of benefits like increased safety, faster threat detection, vehicle tracking, and monitoring the driving behavior among others The advancement in technologies and enhanced safety provided by vehicle analytics are expected to be major drivers
System Integration Market - Segment which Held the Share of 28.2% of the Total A …
The global system integration market was valued at USD 191.36 billion in 2013 and is expected to reach USD 377.59 billion by 2020, growing at a CAGR of 10.9% during the forecast period from 2014 to 2020. In terms of revenue, North America was the largest regional market for system integration which accounted for 33.0% of the total system integration market in 2013. Asia Pacific is expected to be the
mHealth Services Market - Global Industry Size, Share, Growth, Trends and Forecast 2020
mHealth Services Market - Global Industry Size, Share, Growth, Trends and Foreca …
mHealth, a fast growing technology-driven service, is expected to change the way health services are delivered worldwide. It involves delivery of healthcare related services to end-users by medium of mobile phones (smartphones). Rising incidences of chronic diseases have elevated the need for accessibility of quality and low cost healthcare services for the masses. The situation has been further aggravated by the declining ratio of healthcare service providers to target population.
Enterprise Video Content Management Market : Recent Industry Developments and Growth Strategies Adopted by Players
Enterprise Video Content Management Market : Recent Industry Developments and Gr …
A fresh commerce and business study by Transparency Market Research (TMR) has observed that as small and medium enterprises (SMEs) mushroom across the world, the vendors who are ahead of the curve in the global enterprise video content management market will continue to find vast new opportunities, especially when they are willing to expand into the emerging economies in Asia Pacific. For instance, about a year ago, Panopto partnered with

All 5 Releases


More Releases for Gamification

Benefits of Gamification in Learning
‘All work and no play make Jack a dull boy.’ In this world of online education, computerised learning and video games, children are always hooked onto one device or another. The era of outdoor games is gone whereas online screen time is increasing every day. With every passing day, technology is evolving in a manner that heralds a day, not far away, when every educational component will be
New Startup Injects Gamification into Ideation
BRAINSTORM Online Launches Creative Collaboration Solution for Marketers to Increase Engagement and Focus in Team Brainstorms. SINGAPORE​, 5 February 2021 — New startup BRAINSTORM Online, today announced the launch of its web-based brainstorming software for marketing teams to collaborate, create and innovate, anytime, anywhere. BRAINSTORM Online is poised to transform collaborative brainstorming through gamification. With methodology-fueled prompts, bold graphics and interactive modules, BRAINSTORM Online injects the excitement of gameplay into brainstorming, keeping
Gamification Industry Outlook and Forecast 2020-2027| Faya Corporation, Gamifica …
The research report provides deep insights into the global market revenue, parent market trends, macro-economic indicators, and governing factors, along with market attractiveness per market segment. The report provides an overview of the growth rate of the Gamification market during the forecast period, i.e., 2020–2027. Most importantly, the report further identifies the qualitative impact of various market factors on market segments and geographies. The research segments the market on the
Growing Acceptance for Fitness Apps with Gamification Features Seen as A Major B …
This is a digital era where technology has touched nearly every industrial sector today. Since past two decades, it has firmly set its eyes on the healthcare industry. Currently, there are several applications in the market that are functioning as health trackers and reminders for patients. These apps use alerts and messages to notify patients after a fixed interval to make healthier choices. Many researches have shown that gamification is
Gamification Market With Emerging Factors 2020 | Alive Mobile, Badgeville, BigDo …
Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world. Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies
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