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Global Gamification Market by Product Type (Consumer-Driven Solution and Enterprise-Driven Solution) and by End-Users/Application (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom & Other) Global Market Share, Forecast Data, In-Depth Analysis, and Detailed Overview, and Forecast, 2015 - 2027

The report on the global gamification market analyzes complete scenario i.e., existing as well as future visions of gamification market. It includes detailed overview of gamification market along with market pictures. Additionally, report has included complete data of the various segments in the global gamification market followed by its applications, end users and region wide segmentation. Moreover, report has highlights of global key players present in this market. Top global players are analyzed completely along with their financials, technological innovations, key developments, apart from future strategies, SWOT analysis, acquisitions & mergers, and market footprint.

Global gamification market report offers in-depth insights, revenue details, and other vital information regarding the global gamification market, and the various trends, drivers, restraints, opportunities, and threats in the target market till year 2027. Hence, it covers the impact of these drivers and restraints on demand for this market during the forecast period. The report also includes PEST analysis, Porter’s Five Forces analysis, and opportunity map analysis for in-depth understanding of the market.

It provides historical data along with future forecast as well as detailed analysis of market on a global, regional and country level. Important market data of this market is projected in the form of form of tables, graphics, and pictures. On a regional basis, the market is categorized into five regions that include North America, Europe, Asia Pacific, Latin America, and Middle & East Africa. It analyzes complete scenario of each and every region along with highest share holder of gamification market.

Market Segmentation:
Segmentation by Type Consumer-Driven Solution
Enterprise-Driven Solution
Segmentation by Application Retail
Banking
Government
Healthcare
Education and Research
IT and Telecom
Other
Market, By Regions North America (the United States, Canada, and Mexico)
Europe (Germany, UK, France, Italy, and Russia, etc.)
Asia-Pacific (China, Japan, ASEAN, India, and Korea)
The Middle East and Africa (UAE, Egypt, South Africa, Saudi Arabia)
South America (Brazil, Chile, Peru, and Argentina)

In addition, gamification market report sorted and categorized the information and data according to the major geographical regions which are expected to impact on the industry in forecast period.

Report also provides factors that are contributing to and influencing the expansion of the global gamification market. It projects the market assessment for the predicted time. Along with all these report includes the manufacturing process along with shipment, price, revenue, gross profit, potential, interview records, business distribution, etc. This enables users to get complete scenario of competitive analysis of the market.

Pivotal Fundamentals of the Global Gamification Market Report:
  • Holistic in-depth detailed analysis, regarding the parent market.
  • Detailed information about the current R&D activities performed by each gamification market player.
  • Region-wise and country-wise breakdown of the gamification market to get the revenue, and growth lookout in these areas.
  • Key factors which are influencing the consumption pattern of consumers across various regions and countries.
  • Historical and future progress of the global gamification market.
  • Year-on-year growth of the global gamification market in terms of value and volume.
Conclusion:
At last report covers a short outline of the dealers, distributors, and suppliers. Additionally, it provides sales channel, analysis findings and results. It spots some new entrants within the market. The study thus, suggests a brand new proposition to embellish gamification market and nurture business as it explains current global market as well as future market.
Chapter 1 Gamification Market Overview
1.1 Product Overview and Scope of Gamification

Chapter 2 Executive Summary 
2.1 Drivers for Gamification Market: 
2.2 Restrain for Gamification Market:
2.3 Opportunity for Gamification Market: 
2.4 Global Gamification market, 2015 - 2027
2.5 Global Gamification market, by Region, 2015 - 2027
2.6 Global Gamification market, by Type, 2015 - 2027
2.7 Global Gamification market, by Application, 2015 - 2027

Chapter 3 Gamification Segment by Types (Product Category) 
3.1 Global Gamification Revenue (USD Million) and Growth Rate (%) Comparison by Types (2015-2027) 
3.2 Global Gamification Revenue Market Share (%) by Types in 2019
3.3 Consumer-Driven Solution 
3.4 Enterprise-Driven Solution

Chapter 4 Global Gamification Segment by Application 
4.1 Global Gamification Revenue (USD Million) Comparison by Application (2015-2027) 
4.2 Retail
4.3 Banking
4.4 Government
4.5 Healthcare
4.6 Education and Research, 
4.7 IT and Telecom 
4.8 Others

Chapter 5 Global Gamification Market by Regions (2015-2027) 
5.1 Global Gamification Market Size and Growth Rate (%) Comparison by Regions (2015-2027) 
5.2 North America Gamification Status and Prospect (2015-2027) 
5.3 Europe Gamification Status and Prospect (2015-2027)
5.4 Asia Pacific Gamification Status and Prospect (2015-2027) 
5.5 South America Gamification Status and Prospect (2015-2027) 
5.6 Middle East & Africa Gamification Status and Prospect (2015-2027) 
5.7 Global Gamification Market Size (2015-2027) 
            5.7.1 Global Gamification Revenue Status and Outlook (2015-2027) 
            
Chapter 6 Global Gamification Market Competition by Manufacturers
6.1 Global Gamification Revenue and Share by Manufacturers (2015-2019) 

Chapter 7 Company (Top Players) Profiles and Key Data
7.1 Company 1. Microsoft
            7.1.1 Company 1 Basic Information and Sales Area
            7.1.2 Business Segment/ Overview
            7.1.3 Investment in Research and Development
            7.1.4 Gamification Product Types Specification
            7.1.5 Key Developments
            7.1.6 Business Strategy
            7.1.7 Key Financial Data (2015-2019)
7.2 Company 2. SAP
            7.2.1 Company 2 Basic Information and Sales Area
            7.2.2 Business Segment/ Overview
            7.2.3 Investment in Research and Development
            7.2.4 Gamification Product Types Specification
            7.2.5 Business Strategy
            7.2.6 Key Financial Data (2015-2019)
7.3 Company 3. BI WORLDWIDE
            7.3.1 Company 3 Basic Information, and Sales Area
            7.3.2 Business Segment/ Overview
            7.3.3 Gamification Product Types Specification
            7.3.4 Key Developments
            7.3.5 Business Strategy
            7.3.6 Key Financial Data (2015-2019)
7.4 Company 4. Verint Aon
            7.4.1 Company 4 Basic Information and Sales Area. 
            7.4.2 Business Segment/ Overview
            7.4.3 Gamification Product Types Specification
            7.4.4 Business Strategy
            7.4.5 Key Financial Data (2015-2019)
7.5 Company 5. Hoopla
            7.5.1 Company 5 Basic Information and Sales Area. 
            7.5.2 Business Segment/ Overview
            7.5.3 Gamification Product Types Specification
            7.5.4 Business Strategy
            7.6.5 Key Financial Data (2015-2019)
7.6 Company 6. Centrical
            7.6.1 Company 6 Basic Information, and Sales Area
            7.6.2 Business Segment/ Overview
            7.6.3 Gamification Product Types Specification
            7.6.4 Business Strategy
            7.6.5 Key Financial Data (2015-2019)
7.7 Company 7. Mambo.IO
            7.7.1 Company 7 Basic Information, and Sales Area
            7.7.2 Business Segment/ Overview
            7.7.3 Investment in Research and Development
            7.7.4 Gamification Product Types Specification
            7.7.5 Key Developments
            7.7.6 Business Strategy
            7.7.7 Key Financial Data (2015-2019)
7.8 Company 8. MPS Interactive Systems
            7.8.1 Company 8 Basic Information and Sales Area. 
            7.8.2 Business Segment/ Overview
            7.8.3 Gamification Product Types Specification
            7.8.4 Business Strategy
            7.8.5 Key Financial Data (2015-2019)
7.9 Company 9. Influitive
            7.9.1 Company 9 Basic Information, and Sales Area
            7.9.2 Business Segment/ Overview
            7.9.3 Gamification Product Types Specification
            7.9.4 Business Strategy
            7.9.5 Key Financial Data (2015-2019)
7.10 Company 10. LevelEleven
            7.10.1 Company 10 Basic Information, and Sales Area
            7.10.2 Business Segment/ Overview
            7.10.3 Gamification Product Types Specification
            7.10.4 Business Strategy
            7.10.5 Key Financial Data (2015-2019)
            
Chapter 8 Global Gamification Revenue by Regions (2015-2027) 
8.1 Global Gamification Revenue and Market Share (%) by Regions (2015-2027) 

Chapter 9 Global Gamification Revenue by Types
9.1 Global Gamification Revenue and Market Share (%) by Types (2015-2027) 

Chapter 10 Global Gamification Market Analysis by Application
10.1 Global Gamification Revenue (USD Million) and Market Share (%) by Application (2015-2027) 
10.2 Global Gamification Revenue Growth Rate by Application (2015-2027) 

Chapter 11 North America Gamification Market Development Status and Outlook
11.1 North America Gamification Market Size (2015-2027) 
            11.1.1 North America Gamification Market Size by Type (USD Million) (2015-2027) 
11.2 North America Gamification Market Size (2015-2027) 
            11.2.1 North America Gamification Market Size by Application (USD Million) (2015-2027) 
11.3 U.S
            11.3.1 U.S. Gamification market, by Type, 2015 - 2027
            11.3.2 U.S. Gamification market, by Application, 2015 – 2027
11.4 Canada
            11.4.1 Canada Gamification market, by Type, 2015 - 2027
            11.4.2 Canada Gamification market, by Application, 2015 – 2027
11.5 Mexico
            11.5.1 Mexico Gamification market, by Type, 2015 - 2027
            11.5.2 Mexico Gamification market, by Application, 2015 – 2027
            
Chapter 12 Europe Gamification Market Development Status and Outlook
12.1 Europe Gamification Market Size (2015-2027) 
            12.1.1 Europe Gamification Market Size by Type (USD Million) (2015-2027) 
12.2 Europe Gamification Market Size (2015-2027) 
            12.2.1 Europe Gamification Market Size by Application (USD Million) (2015-2027) 
12.3 U.K.
            12.3.1 U.K. Gamification market, by Type, 2015 - 2027
            12.3.2 U.K. Gamification market, by Application, 2015 – 2027
12.4 Germany
            12.4.1 Germany Gamification market, by Type, 2015 - 2027
            12.4.2 Germany Gamification market, by Application, 2015 – 2027
12.5 France
            12.5.1 France Gamification market, by Type, 2015 – 2027
            12.5.2 France Gamification market, by Application, 2015 – 2027
12.6 Italy
            12.6.1 Italy Gamification market, by Type, 2015 – 2027
            12.6.2 Italy Gamification market, by Application, 2015 – 2027
12.7 Spain
            12.7.1 Spain Gamification market, by Type, 2015 – 2027
            12.7.2 Spain Gamification market, by Application, 2015 – 2027
12.8 Rest of Europe
            12.8.1 Rest of Europe Gamification market, by Type, 2015 – 2027
            12.8.2 Rest of Europe Gamification market, by Application, 2015 – 2027
            
Chapter 13 Asia Pacific Gamification Market Development Status and Outlook
13.1 Asia Pacific Gamification Market Size (2015-2027) 
            13.1.1 Asia Pacific Gamification Market Size by Type (USD Million) (2015-2027) 
13.2 Asia Pacific Gamification Market Size (2015-2027) 
            13.2.1 Asia Pacific Gamification Market Size by Application (USD Million) (2015-2027) 
13.3 China
            13.3.1 China Gamification market, by Type, 2015 – 2027
            13.3.2 China Gamification market, by Application, 2015 – 2027
13.4 Japan
            13.4.1 Japan Gamification market, by Type, 2015 – 2027
            13.4.2 Japan Gamification market, by Application, 2015 – 2027
13.5 India
            13.5.1 India Gamification market, by Type, 2015 – 2027
            13.5.2 India Gamification market, by Application, 2015 – 2027
13.6 Southeast Asia
            13.6.1 Southeast Asia Gamification market, by Type, 2015 – 2027
            13.6.2 Southeast Asia Gamification market, by Application, 2015 – 2027
            
Chapter 14 South America Gamification Market Development Status and Outlook
14.1 South America Gamification Market Size (2015-2027) 
            14.1.1 South America Gamification Market Size by Type (USD Million) (2015-2027) 
14.2 South America Gamification Market Size (2015-2027) 
            14.2.1 South America Gamification Market Size by Application (USD Million) (2015-2027) 
14.3 Brazil
            14.3.1 Brazil Gamification market, by Type, 2015 – 2027
            14.3.2 Brazil Gamification market, by Application, 2015 – 2027 
14.4 Argentina
            14.4.1 Argentina Gamification market, by Type, 2015 – 2027
            14.4.2 Argentina Gamification market, by Application, 2015 – 2027 
14.5 Colombia
            14.5.1 Colombia Gamification market, by Type, 2015 – 2027
            14.5.2 Colombia Gamification market, by Application, 2015 – 2027
14.6 Rest of South America
            14.6.1 Colombia Gamification market, by Type, 2015 – 2027
            14.6.2 Colombia Gamification market, by Application, 2015 – 2027
            
Chapter 15 Middle East & Africa Gamification Market Development Status and Outlook
15.1 Middle East & Africa Gamification Market Size (2015-2027) 
            15.1.1 Middle East & Africa Gamification Market Size by Type (USD Million) (2015-2027) 
15.2 Middle East & Africa Gamification Market Size (2015-2027) 
            15.2.1 Middle East & Africa Gamification Market Size by Application (2015-2027) 
15.3 UAE
            15.3.1 UAE Gamification market, by Type, 2015 – 2027
            15.3.2 UAE Gamification market, by Application, 2015 – 2027
15.4 South Africa
            15.4.1 South Africa Gamification market, by Type, 2015 – 2027
            15.4.2 South Africa Gamification market, by Application, 2015 – 2027
15.5 Egypt
            15.5.1 Egypt Gamification market, by Type, 2015 – 2027
            15.5.2 Egypt Gamification market, by Application, 2015 – 2027
15.6 Rest of MEA
            15.6.1 Rest of MEA Gamification market, by Type, 2015 – 2027
            15.6.2 Rest of MEA Gamification market, by Application, 2015 – 2027
            
Chapter 16 Gamification Manufacturing Cost Analysis
16.1 Proportion of Manufacturing Cost Structure
            16.1.1 Raw Materials
            16.1.2 Labor Cost
            16.1.3 USA Labor Cost Analysis
            16.1.4 EU Labor Costs Analysis
            16.1.5 China Labor Costs Analysis
            16.1.6 Manufacturing Expenses
            
Chapter 17 Marketing Strategy Analysis, Distributors/ Traders
17.1 Marketing Channel
            17.1.1 Direct Marketing
            17.1.2 Indirect Marketing
            17.1.3 Marketing Channel Development Trend
17.2 Market Positioning
            17.2.1 Pricing Strategy
            
Chapter 18 Research Findings and Conclusion
 
No Methodology
Global Gamification Market Trends:
The global gamification is estimated to be worth USD 7.17 billion in 2019 and is projected to reach USD 33.33 billion by 2027, at a CAGR of 30.13% from 2020 to 2027.

Gamification refers to the technique of integrating a purposeful game design in day-to-day activities to engage and motivate people for achieving their goals. This technique is usually based on the concept of tapping people’s desires and needs related to their virtual status and achievement. The achievements in gamification are in the form of points, scores, level crossing, and several others. They up the productivity of employees and loyalty of customers. While the market for gamification is still in a nascent stage, it seems primed to explode in the near future with both established players and start-ups jumping on to it with unique products.

The swelling dissemination of devices with a display is another factor driving the growth of the gamification market. Additionally, it has been observed that the population in the Asia-Pacific has a high demand for digital entertainment and increasing demand for tablets; laptops and mobile phones are the key contributors supporting this demand. Apart from this, the gamification market holds growth opportunities such as proliferation of information in digital world and popularity of bring your own device (BYOD) in offices. Moreover, Inappropriate or unimaginative game designs is another factor hindering the market growth.

Global Gamification Market, By Type:
Based on the type, the global market is categorized into Consumer-Driven Solution and Enterprise-Driven Solution. On the basis of type, Consumer-Driven Solution accounted for largest share of total revenue generated. Because, consumer-driven solutions are considered to be user-friendly and flexible and are extensively being utilized for amplifying loyalty and motivation of customers towards various products across several different industries. Thus because of these factors the segment is growing rapidly which is fueling the gamification market.

Global Gamification, By Application:
Based on the application, the global market is categorized into Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom & Other. \ The demand of Global Gamification Market is highest from IT and Telecom as Telecom companies face severe competition from other service providers, due to which the adoption of a customer-centric approach has become very crucial. Increasing the number of subscribers with consistent experiences across all channels is the main goal of companies, which can be achieved only through customer-focused offerings. Since the customer has become highly informed and is likely to avail multiple services, companies have to incorporate gamification in their business models. These companies have limited jurisdiction over the content and offerings, but the customer is going to hold them accountable for quality and availability. With the gamification solution, companies can know about consumer satisfaction and engage them for new offers and rewards.
 
Global Gamification market, By Region:
Report covers the region wise analysis, global gamification market can be segmented into North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Among all, North America leads the global gamification market share followed by Asia-pacific & Europe. While the North America leads the global gamification market due to the extensive adoption of an enterprise-based and customer-based solution in this region. In order to aggravate the marketing activities of their organizations, countries such as the U.S. and Canada are rapidly adopting gamification technique with the use of effective branding, advertising, and customer interaction. These factors are thereby accentuating the demand for gamification market in this region.

Major Market Players:
The research study includes profiles of leading companies operating in the global gamification market. Key players profiled in the report include: Microsoft, SAP , BI WORLDWIDE, Verint Aon, Hoopla, Centrical, Mambo.IO, MPS Interactive Systems, Influitive & LevelEleven.

In January 2020, BI WORLDWIDE partnered with Vitality, a behavior change platform provider. Both companies collaborated to improve the overall employee health. BI WORLDWIDE’s recognition system is integrated with the new Vitality One program to reward employees for leading active and healthy lifestyles.

Global Gamification Market Report Scope:
Report Parameters Details of Parameter
Market Size 2015-2027
Based Year 2019
Forecast Period Covered 2020-2027
Units for value USD (Million)
Covered Segments Product Type, Applications, Geographic Regions
Product Type Consumer-Driven Solution and Enterprise-Driven Solution
Applications Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom & Other
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Covered Microsoft, SAP , BI WORLDWIDE, Verint Aon, Hoopla, Centrical, Mambo.IO, MPS Interactive Systems, Influitive & LevelEleven

The report analyzes all the factors which are impacting on the market and on that basis describes the drivers, restraints, and opportunities for the growth of the global gamification market. Similarly, report provides the all the segmentations along with the qualitative analysis.

Global Gamification Market: Product analysis
  • Consumer-Driven Solution
  • Enterprise-Driven Solution
Global Gamification Market: Application analysis
  • Retail
  • Banking
  • Government
  • Healthcare
  • Education and Research
  • IT and Telecom
  • Other
Market, By regions:
In addition, gamification report sorted and categorized the information and data according to the major geographical regions which are expected to impact on the industry in forecast period. Following are the regions we covered in this report:
  • North America (U.S., Canada, Mexico)
  • Europe (U.K., France, Germany, Spain, Italy, Central & Eastern Europe, CIS)
  • Asia Pacific (China, Japan, South Korea, ASEAN, India, Rest of Asia Pacific)
  • Latin America (Brazil, Rest of L.A.)
  • Middle East and Africa (Turkey, GCC, Rest of Middle East)