Global Gamification Market 2017-2021


#1307230

76pages

Technavio

$ 3500

In Stock

About Gamification

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.

Technavios analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global Gamification Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
BADGEVILLE
BigDoor Media
Bunchball
Gigya

Other prominent vendors
Cadalys
IActionable
Lithium Technologies
PUG PHARM
Seriosity

Market driver
Increased requirement for data on customer behaviour
For a full, detailed list, view our report

Market challenge
Gamification can be ineffective
For a full, detailed list, view our report

Market trend
Increasing penetration of customized marketing
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
Market outline
PART 05: Market description
Evolution of gamification
Process of gamification
Application areas of gamification
Uses of gamification
Advantages of gamification
PART 06: Market landscape
Market overview
Market size and forecast
Five forces analysis
PART 07: Market segmentation by application
Global gamification market by application
Global gamification market by consumer
Global gamification market by enterprise
PART 08: Market segmentation by end-user
Global gamification market by end-user
Global gamification market by healthcare
Global gamification market by entertainment
Global gamification market by education
Global gamification market by retail
Global gamification market by consumer goods
Global gamification market by media
Global gamification market by others
PART 09: Market segmentation by need
Global gamification market by need
Global gamification market by user engagement
Global gamification market by brand loyalty
Global gamification market by brand awareness
Global gamification market by training
Global gamification market by motivation
PART 10: Geographical segmentation
Global gamification market by geography
Gamification market in Americas
Gamification market in EMEA
Gamification market in APAC
PART 11: Key leading countries
Global gamification market by key leading countries
Gamification market in US
Gamification market in Japan
PART 12: Decision framework
PART 13: Drivers and challenges
Market drivers
Market challenges
PART 14: Market trends
Increasing penetration of customized marketing
Social media acting as a marketing platform for gamification
Gamification through mobile devices
PART 15: Vendor landscape
Competitive scenario
Other prominent vendors
PART 16: Appendix
List of abbreviations
List of Exhibits
Exhibit 01: Gamification process
Exhibit 02: Global gamification market: Overview
Exhibit 03: Global gamification market 2016-2021 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Global gamification market by application 2016 and 2021 (% share of revenue)
Exhibit 06: Global gamification market by consumer 2016-2021 ($ billions)
Exhibit 07: Global gamification market by enterprise 2016-2021 ($ billions)
Exhibit 08: Global gamification market by end-user 2016 and 2021 (% share of revenue)
Exhibit 09: Global gamification market by healthcare 2016-2021 ($ billions)
Exhibit 10: Global gamification market by entertainment 2016-2021 ($ billions)
Exhibit 11: Global gamification market by education 2016-2021 ($ billions)
Exhibit 12: Global gamification market by retail 2016-2021 ($ billions)
Exhibit 13: Global gamification market by consumer goods 2016-2021 ($ billions)
Exhibit 14: Global gamification market by media 2016-2021 ($ billions)
Exhibit 15: Global gamification market by others 2016-2021 ($ billions)
Exhibit 16: Global gamification market by need 2016 and 2021 (% share of revenue)
Exhibit 17: Global gamification market by user engagement 2016-2021 ($ billions)
Exhibit 18: Global gamification market by brand loyalty 2016-2021 ($ billions)
Exhibit 19: Global gamification market by brand awareness 2016-2021 ($ billions)
Exhibit 20: Global gamification market by training 2016-2021 ($ billions)
Exhibit 21: Global gamification market by motivation 2016-2021 ($ billions)
Exhibit 22: Global gamification market by geography 2016 and 2021 (% share of revenue)
Exhibit 23: Gamification market in Americas 2016-2021 ($ billions)
Exhibit 24: Gamification market in EMEA 2016-2021 ($ billions)
Exhibit 25: Gamification market in APAC 2016-2021 ($ billions)
Exhibit 26: Global gamification market: Top ten countries 2016 (% share)
Exhibit 27: Global gamification market: Revenue of top ten countries 2016 ($ millions)
Exhibit 28: Gamification market in US 2016-2021 ($ billions)
Exhibit 29: Gamification market in Japan 2016-2021 ($ billions)
Exhibit 30: Other prominent vendors