Global Gamification Market - Segment Analysis, Opportunity Assessment, Competitive Intelligence and Industry Outlook, 2016-2026

Date : Nov 2019

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Report ID : 116

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Category : Information Technology

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Report Format:  PDF EXCEL PPT WORD

Gamification helps to combine the essentials of gameplay in non-gaming settings to improve user engagement in a service or product that is increasingly gaining traction. By incorporating leader boards and badges in a prevailing system, designers try to keep users interested. Gamification helps to increase the loyalty of customers and productivity of employees.

While the gamification market is still in an emerging stage, it is likely to explode in the future with both recognized players and start-ups implementing it with unique products. For instance, companies like LivingSocial, have substituted the feared annual review with a mobile, gamified solution, with over 90% of employees participating willingly. Other organizations, such as Target have enhanced employee output and satisfaction while reducing costs through the use of gamification.

Further, the incorporation of social networking platforms has let users share their experiences with acquaintances, friends, and co-workers, thus increasing the effectiveness of the platform. Another benefit is that mobile apps allow brands to organize surveys by letting them gather first-hand data from their target audience and modify their efforts consequently.

Gamification Market is valued US$ 5.1 billion in 2018 and is expected to grow at a CAGR of 27.3% by 2026. The gamification report provides analysis for the period from 2016 to 2026, where 2019 to 2026 is the forecast period with 2018 as the base year. This report on gamification covers an in-depth analysis of the market including statistical and subjective data points, along with the key market drivers and opportunities & restraints that have positive or negative effects on the overall global market

An exclusive coverage has been provided for market drivers and challenges & opportunities for a country-level market in the respective regional segments. The report comprises a competitive analysis of the key players functioning in the market and covers in-depth data related to the competitive landscape of the market and the recent strategies & products that will assist or affect the market in the coming years.

The global gamification has been segmented on the basis of solution, deployment, enterprise size, and end-use. Based on solutions, the gamification market can be segmented into consumer-driven and enterprise-driven. On the basis of deployment, the market can be divided into on-premise and cloud. Based on enterprise size, the gamification market can be further segmented into large enterprises, and small and medium enterprises. On the basis of end-use, the market can be segmented into banking, financial services & insurance, government, healthcare, IT & telecommunication, education, and others.

The cloud segment is expected to be fastest-growing market during the forecast period.

The growing usage of internet, along with the rising implementation of advanced technologies such as mobile, web, and social media, has enhanced the development of cloud-based gamification methods. Enterprises are demanding consumer-based gamification solutions to inspire employees and strengthen their marketing efforts. The existence of these gamification solutions on the cloud helps small and medium enterprises to implement them without increasing their budgets.

The retail segment is expected to hold the largest market share during the forecast period

The retail industry is a developing industry, growing at a substantial rate. Gamification can add drama and entertainment to a retailer’s engagement or marketing strategy without diverting from the main idea of the business. Gamification solutions also offer positive behaviours from employees and customers that help the brand to experience higher sales. Retail gamification is an e-commerce trend that is increasing at a noteworthy pace. Online retailers want to continue making interactive experiences for their customers to drive higher sales growth in their stores. With the help of gamification apps, several retailers have experienced an increase in the number of leads and sales in their stores. Gamification solutions also help in driving new customers to a store.

Global Gamification Market Segmentation Scope

By Solution

  • Consumer Driven
  • Enterprise Driven

By Development

  • On-Premise
  • Cloud

By Enterprise Size

  • Small & Medium Enterprise
  • Large Enterprise

By End-Use

  • Banking Financial Services & insurance
  • IT & Telecommunication
  • Healthcare
  • Education
  • Others

Regional Overview of Gamification Market

North America

  • U.S.
  • Canada
  • Mexico

Europe

  • U.K.
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe

Asia Pacific

  • China
  • Japan
  • India
  • Thailand
  • Indonesia
  • Rest of APAC

LATAM

  • Brazil
  • Argentina
  • Rest of LATAM

Middle East Africa

  • South Africa
  • GCC
  • Rest of MEA

North America region dominated the market in 2018 and is expected to dominate in the coming years

In terms of different regions, the market is classified into North America, Europe, Asia Pacific, Middle East & Africa & Latin America. North America is anticipated to dominate the market in 2018 and is also expected to dominate the market in the coming years. This is mainly due to the existence of a high level of awareness about the system among companies in the region, along with the high degree of digitization. In this region, countries such as the Canada and the U.S. are implementing gamification solutions to improve their marketing activities with improved advertising, branding, and customer interaction.

In addition to these, the increasing number of smartphone users and high penetration of the internet in North America have led to a better use of gamification for marketing, especially the use of social media integration tools. These systems are planned to communicate with consumers and interact with the market at the same time. This region is expected to witness the maximum incorporation of gamification solutions in enterprises and a change towards more technologically advanced approaches that is anticipated to involve more consumer.

The Asia-Pacific region is projected to witness the fastest growth during the forecast period. China is one of the major countries that is generating opportunities in the gamification market in the Asia-Pacific region.

The major players operating in the global gamification are Leveleleven, Microsoft Corporation, SAP SE, Salesforce, Faya Corporation, Badgeville, Inc., Gigya, Bunchball, Bigdoor, Inc., and Arcaris Inc., among the others. These players have stepped up new product innovations and new product launches, in order to gain more attention from customers. Additionally, the growth of the market is attributed to geographical expansions, strategic mergers & acquisitions, and joint ventures & partnerships, which help guarantee long-term sustenance in the market.

Key Questions Answered in the Report:
• What is the market value of the overall gamification market and segments?
• What are the different segments and sub-segments in the market?
• What are the key drivers, restraints, opportunities, and challenges in the market and how are they expected to impact the market?
• What are the attractive segments and geographies to invest in?
• What is the market value and volume at the regional and country level?
• Who are the key market players and their key competitors?
• What are the different strategies that are adopted by the key players in the market?
• How does a particular company rank against its competitors with respect to revenue, profit comparison, operational efficiency, cost competitiveness, and market capitalization?
• How financially strong are the key players in the market (on the basis of revenue and profit margin, market capitalization, expenditure analysis, and investment analysis)?
• What are the recent trends in the market? (M&A, partnerships, new product developments, expansions)

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Table of Content

Chapter 1 Preface

1.1 Report Description

1.1.1 Purpose of the Report

1.1.2 Target Audience

1.1.3 USP and Key Offerings

1.2 Research Scope

1.3 Research Methodology

1.3.1 Phase I – Secondary Research

1.3.2 Phase II – Primary Research

1.3.3 Phase III – Expert Panel Review

1.3.4 Approach Adopted

1.3.4.1 Top-Down Approach

1.3.4.2 Bottom-Up Approach

1.3.5 Assumptions

1.4 Market Segmentation Scope

Chapter 2 Executive Summary

2.1 Market Summary

2.1.1 Global Gamification Market, 2016-2026, (US$ Mn)

2.1 Market Snapshot: Global Gamification market

2.2 Market Dynamics

2.3 Global Gamification Market, by Segment, 2018

2.3.1 Global Gamification Market, by Solution, 2018, (US$ Mn)

2.3.2 Global Gamification Market, by Deployment, 2018, (US$ Mn)

2.3.3 Global Gamification Market, by Enterprise Size, 2018 (US$ Mn)

2.3.4 Global Gamification Market, by End-use, 2018 (US$ Mn)

2.3.5 Global Gamification Market, by Region, 2018 (Units) (US$ Mn)

2.4 Premium Insights

2.4.1 Gamification Market In Developed Vs. Developing Economies, 2018 vs 20026

2.4.2 Global Gamification Market: Regional Life Cycle Analysis

Chapter 3 Market Dynamics

3.1 Market Overview

3.2 Market Drivers

3.2.1 Increasing implementation of gamification by the companies to prevent employee attrition to the rise in the demand for gamification

3.2.2 Driver 2

3.2.3 Driver 3

3.3 Market Restraints

3.3.1 Restraint 1

3.3.2 Restraint 2

3.4 Market Opportunities

3.4.1 Opportunity 1

3.4.2 Opportunity 2

3.5 Industry Value Chain Analysis

3.5.1 Analyst’s Views

3.6 Industry SWOT Analysis

Chapter 4 Global Gamification Market, by Solution

4.1 Market Overview, by Solution

4.1.1 Global Gamification Market, by Solution, 2016-2026 (US$ Mn)

4.1.2 Incremental Opportunity, by Solution, From 2018-2026

4.2 Consumer Driven

4.2.1 Global Gamification Market, by Consumer Driven, 2016-2026 (US$ Mn)

4.3 Enterprise Driven

4.3.1 Global Gamification Market, by Enterprise Driven, 2016-2026 (US$ Mn)

Chapter 5 Global Gamification Market, by Deployment

5.1 Market Overview, by Deployment

5.1.1 Global Gamification Market, by Deployment, 2016-2026 (US$ Mn)

5.1.2 Incremental Opportunity, by Deployment, From 2018-2026

5.2 On-premise

5.2.1 Global Gamification Market, by On-premise, 2016-2026, (US$ Mn)

5.3 Cloud

5.3.1 Global Gamification Market, by Cloud, 2016-2026, (US$ Mn)

Chapter 6 Global Gamification Market, by Enterprise Size

6.1 Market Overview, by Enterprise Size

6.1.1 Global Gamification Market, by Enterprise Size, 2016-2026 (US$ Mn)

6.1.2 Incremental Opportunity, by Enterprise Size, From 2018-2026

6.2 Small & Medium Enterprise

6.2.1 Global Gamification Market, by Small & Medium Enterprise, 2016-2026, (US$ Mn)

6.3 Large Enterprise

6.3.1 Global Gamification Market, by Large Enterprise, 2016-2026 (US$ Mn)

Chapter 7 Global Gamification Market, by End-use

7.1 Market Overview, by End-use

7.1.1 Global Gamification Market, by End-use, 2016-2026 (US$ Mn)

7.1.2 Incremental Opportunity, by End-use, From 2018-2026

7.2 Banking Financial Services & Insurance

7.2.1 Global Gamification Market, by Banking Financial Services & Insurance, 2016-2026, (US$ Mn)

7.3 IT & Telecommunication

7.3.1 Global Gamification Market, by IT & Telecommunication, 2016-2026, (US$ Mn)

7.4 Healthcare

7.4.1 Global Gamification Market, by Healthcare, 2016-2026, (US$ Mn)

7.5 Education

7.5.1 Global Gamification Market, by Education, 2016-2026, (US$ Mn)

7.6 Other

7.6.1 Global Gamification Market, by Other, 2016-2026, (US$ Mn)

Chapter 8 Global Gamification Market, by Region

8.1 Market Overview, by Region

8.1.1 Global Gamification Market, by Region, 2016-2026, (Units) (US$ Mn)

8.2 Attractive Investment Opportunity, by Region, 2018

8.3 North America Gamification Market

8.3.1 North America Gamification Market, by Solution, 2016-2026 (US$ Mn)

8.3.2 North America Gamification Market, by Deployment, 2016-2026 (US$ Mn)

8.3.3 North America Gamification Market, by Enterprise Size, 2016-2026 (US$ Mn)

8.3.4 North America Gamification Market, by End-use, 2016-2026 (US$ Mn)

8.3.5 United States Country Profile

8.3.5.1 United States Gamification Market, 2016-2026 (Units) (US$ Mn)

8.3.6 Canada Country Profile

8.3.6.1 Canada Gamification Market, 2016-2026 (US$ Mn)

8.3.7 Mexico Country Profile

8.3.7.1 Mexico Gamification Market, 2016-2026(US$ Mn)

8.4 Europe Gamification Market

8.4.1 Europe Gamification Market, by Solution, 2016-2026  (US$ Mn)

8.4.2 Europe Gamification Market, by Deployment, 2016-2026 (US$ Mn)

8.4.3 Europe Gamification Market, by Enterprise Size, 2016-2026 (US$ Mn)

8.4.4 Europe Gamification Market, by End-use, 2016-2026 (US$ Mn)

8.4.5 United Kingdom Country Profile

8.4.5.1 United Kingdom Gamification Market, 2016-202 (US$ Mn)

8.4.6 Germany Country Profile

8.4.6.1 Germany Gamification Market, 2016-2026 (US$ Mn)

8.4.7 France Country Profile

8.4.7.1 France Gamification Market, 2016-2026 (US$ Mn)

8.4.8 Italy Country Profile

8.4.8.1 Italy Gamification Market, 2016-2026 (US$ Mn)

8.4.9 Spain Country Profile

8.4.9.1 Spain Gamification Market, 2016-2026 (US$ Mn)

8.4.10 Rest of Europe

8.4.10.1 Rest of Europe Gamification Market, 2016-2026 (US$ Mn)

8.5 Asia Pacific Gamification Market

8.5.1 Asia Pacific Gamification Market, by Solution, 2016-2026 (US$ Mn)

8.5.2 Asia Pacific Gamification Market, by Deployment, 2016-2026 (US$ Mn)

8.5.3 Asia Pacific Gamification Market, by Enterprise Size, 2016-2026 (US$ Mn)

8.5.4 Asia Pacific Gamification Market, by End-use, 2016-2026 (US$ Mn)

8.5.5 China Country Profile

8.5.5.1 China Gamification market, 2016-2026 (US$ Mn)

8.5.6 Japan Country Profile

8.5.6.1 Japan Gamification Market, 2016-2026 (US$ Mn)

8.5.7 India Country Profile

8.5.7.1 India Gamification Market, 2016-2026 (US$ Mn)

8.5.8 Indonesia Country Profile

8.5.8.1 Indonesia Gamification Market, 2016-2026 (US$ Mn)

8.5.9 Thailand Country Profile

8.5.9.1 Thailand Gamification Market, 2016-2026 (US$ Mn)

8.5.10 Rest of Asia Pacific

8.5.10.1 Rest of Asia Pacific Gamification Market, 2016-2026 (US$ Mn)

8.6 Latin America Gamification Market

8.6.1 Latin America Gamification Market, by Solution, 2016-2026 (US$ Mn)

8.6.2 Latin America Gamification Market, by Deployment, 2016-2026 (US$ Mn)

8.6.3 Latin America Gamification Market, by Enterprise Size, 2016-2026 (US$ Mn)

8.6.4 Latin America Gamification Market, by End-use, 2016-2026 (US$ Mn)

8.6.5 Brazil Country Profile

8.6.5.1 Brazil Gamification Market, 2016-2026 (US$ Mn)

8.6.6 Argentina Country Profile

8.6.6.1 Argentina Gamification Market, 2016-2026 (US$ Mn)

8.6.7 Rest of Latin America

8.6.7.1 Rest of Latin America Gamification Market, 2016-2026 (US$ Mn)

8.7 Middle East & Africa Gamification Market

8.7.1 Middle East & Africa Gamification Market, by Solution, 2016-2026 (US$ Mn)

8.7.2 Middle East & Africa Gamification Market, by Deployment, 2016-2026 (US$ Mn)

8.7.3 Middle East & Africa Gamification Market, by Enterprise Size, 2016-2026 (US$ Mn)

8.7.4 Middle East & Africa Gamification Market, by End-use, 2016-2026 (US$ Mn)

8.7.5 Southern Africa

8.7.5.1 Southern Africa Gamification Market, 2016-2026 (US$ Mn)

8.7.6 Northern Africa

8.7.6.1 Northern Africa Gamification Market, 2016-2026 (US$ Mn)

8.7.7 GCC

8.7.7.1 GCC Gamification Market, 2016-2026 (US$ Mn)

8.7.8 Rest of Middle East & Africa

8.7.8.1 Rest of Middle East & Africa Gamification Market, 2016-2026 (US$ Mn)

Chapter 9 Competitive Intelligence

9.1 Introduction

9.2 Players Evaluated During the Study

9.3 Market Players Present in Market Life Cycle

9.4 Top 5 Players Comparison

9.5 Market Positioning of Key Players, 2018

9.6 Market Players Mapping

9.6.1 By Solution

9.6.2 By Deployment

9.6.3 By Enterprise Size

9.6.4 By End-use

9.6.5 By Region

9.7 Strategies Adopted by Key Market Players

9.8 Recent    in the Market

9.8.1 Mergers & Acquisitions, Partnership, New Product Development

9.9 Operational Efficiency Comparison by Key Players

Chapter 10 Company Profiles

10.1 Leveleleven

10.1.1 Leveleleven Overview

10.1.2 Key Stakeholders/Person in Leveleleven

10.1.3 Leveleleven Products Portfolio

10.1.4 Leveleleven Financial Overview

10.1.5 Leveleleven News/Recent Development

10.2 Microsoft Corporation

10.2.1 Microsoft Corporation Overview

10.2.2 Key Stakeholders/Person in Microsoft Corporation

10.2.3 Microsoft Corporation Products Portfolio

10.2.4 Microsoft Corporation Financial Overview

10.2.5 Microsoft Corporation News/Recent Development

10.3 SAP SE

10.3.1 SAP SE Overview

10.3.2 Key Stakeholders/Person in SAP SE

10.3.3 SAP SE Products Portfolio

10.3.4 SAP SE Financial Overview

10.3.5 SAP SE News/Recent Development

10.4 Salesforce

10.4.1 Salesforce Overview

10.4.2 Key Stakeholders/Person in Salesforce

10.4.3 Salesforce Products Portfolio

10.4.4 Salesforce Financial Overview

10.4.5 Salesforce News/Recent Development

10.5 Faya Corporation

10.5.1 Faya Corporation Overview

10.5.2 Key Stakeholders/Person in Faya Corporation

10.5.3 Faya Corporation Products Portfolio

10.5.4 Faya Corporation Financial Overview

10.5.5 Faya Corporation News/Recent Development

10.6 Badgeville

10.6.1 Badgeville Overview

10.6.2 Key Stakeholders/Person in Badgeville

10.6.3 Badgeville Products Portfolio

10.6.4 Badgeville Financial Overview

10.6.5 Badgeville News/Recent Development

10.7 Gigya Inc.

10.7.1 Gigya Inc. Overview

10.7.2 Key Stakeholders/Person in Gigya Inc.

10.7.3 Gigya Inc. Products Portfolio

10.7.4 Gigya Inc. Financial Overview

10.7.5 Gigya Inc. News/Recent Development

10.8 Bigdoor Inc.

10.8.1 Bigdoor Inc. Overview

10.8.2 Key Stakeholders/Person in Bigdoor Inc.

10.8.3 Bigdoor Inc. Products Portfolio

10.8.4 Bigdoor Inc. Financial Overview

10.8.5 Bigdoor Inc. News/Recent Development

10.9 Arcaris Inc.

10.9.1 Arcaris Inc. Overview

10.9.2 Key Stakeholders/Person in Arcaris Inc.

10.9.3 Arcaris Inc. Products Portfolio

10.9.4 Arcaris Inc. Financial Overview

10.9.5 Arcaris Inc. News/Recent Development

10.10 Bunchball

10.10.1 Bunchball Overview

10.10.2 Key Stakeholders/Person in Bunchball

10.10.3 Bunchball Products Portfolio

10.10.4 Bunchball Financial Overview

10.10.5 Bunchball News/Recent Development


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