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Global Gamification Market Decline at A CAGR of 30.37% to 2021

08-25-2017 09:09 AM CET | IT, New Media & Software

Press release from: Market Research Nest

Market Research Nest

Market Research Nest

MarketResearchNest.com adds “Global Gamification Market 2017-2021” new report to its research database. The report spread across in 76 pages with table and figures in it.

Research analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021. Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.
Browse full table of contents and data tables at https://www.marketresearchnest.com/global-gamification-market-2017-2021.html
Technavio recognizes the following companies as the key players in the global gamification market: BADGEVILLE, BigDoor Media, Bunchball, and Gigya.

Other Prominent Vendors in the market are:
Cadalys, IActionable, Lithium Technologies, PUG PHARM, and Seriosity.

One trend in the market is increasing penetration of customized marketing. It is a huge challenge for any brand to spread the information of the products and market. Considering the diverse population, doing the same has become more sophisticated. Customers not only browse the internet for entertainment but also for information related to online shopping. Buyers role is no longer limited to being an online shopper but a technical consultant for the rest of the population who are planning to make a purchase.

Order a Premium Report Copy at https://www.marketresearchnest.com/purchase.php?reportid=255104

According to the report, one driver in the market is increased requirement for data on customer behavior. The competition among businesses is high because of increased customer demands and pricing pressures. This provides businesses lesser opportunities to design a support process that can yield high-speed results. Gamification is the support process that can provide businesses with a competitive advantage as they try to react to the changing business environment and customer preference. Gamification applications can enhance customer engagement by providing real-time information about consumer behavior.

Further, the report states that one challenge in the market is gamification can be ineffective. Gamification is a popular market, and an increasing number of businesses and investors want to enter the market. However, there are very few vendors that make a significant impact in the market as the majority of the vendors still struggle to provide optimal solutions for organizations seeking gamification. Considering the varying requirements of organizations, each of which has a different level of hierarchical structure, several gamification solutions offer similar features and options. This is only effective for a few companies as the rest of the companies have trouble applying this business model.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Inquiry before buying at https://www.marketresearchnest.com/enquirybuy.php?reportid=255104

MarketResearchNest.com is the most comprehensive collection of market research products and services on the Web. We offer reports from almost all top publishers and update our collection on daily basis to provide you with instant online access to the world’s most complete and recent database of expert insights on global industries, organizations, products, and trends.

Mr. Jeet Jain
Sales Manager
sales@marketresearchnest.com
+1-240-284-8070
Pune, India

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