Research Code:MRICT - 104314
Sku:MRICT - 104314
Increasing number of smart electronic devices have created huge opportunities in gamification market. These opportunities are also supported by increasing recognition of gamification systems by edging a situation as a gameplay to improve the productivity and competitiveness. In addition, factors such as customer & employee engagement, user experience enrichment, customer support, and product sales are generating high growth opportunities which give further push to the gamification market.
Analysis of Gamification Market Segments
The global gamification market is segmented by solutions (engagement & performance services, strategic services, consulting & professional services), end-use (banking, retail, government, education, it & telecom, healthcare, others), application (marketing, sales, product development, human resource, others), organization size (small and medium enterprises, large enterprises), and geography.
Based on application type, the gamification market is segmented into marketing, sales, product development, and HR. Among these, marketing is the fastest growing segment during the forecast period. Gamification increases the brand awareness and encourages clients and visitors through playful activities. Further, it allows the user to collect valuable insights about the target audience and optimize your brand experience.
Based on solution, the gamification market is segmented into engagement & performance services, strategic services, and consulting & professional services. Among these, strategic services are expected to grow at the highest rate in the coming years.
The report consists of competitive landscape formed on the valuation of the key strategic developments adopted by the leading market participants in the industry. The key players profiled in the gamification market are Microsoft Corporation (US) , Cognizant Technology Solution Corp. (US), MPS Interactive Systems Limited (INDIA), Ambition (US), Callidus Software Inc. (US), Axonify Inc. (UK), IActionable Inc. (US), Bunchball Inc. (INDIA), G-Cube (INDIA), Cut-e GmbH (AON, PLC) (GERMANY).
Gamification Market Future Outlook
The surge in technological innovation and adaptation of cloud-based gamification techniques will open new opportunities for gamification market. In coming years, it will be used as a method or a tool for overcoming the most economical, environmental, and social challenges to enhance employee throughput. Furthermore, gamified marketing campaigns will improve our understanding of the specific structure and their impacts, giving further push to the growth of the gamification market in coming years.
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Gamification Solutions & Services
Gamification End-use Industry
Gamification Applications
Gamification Segmentation by Organization Size
Gamification Segmentation by Region
Gamification Market Key Players
1. Introduction to Gamification Market
1.1. Market Definition
1.2. Scope of the Study
1.3. Global Gamification Market Ecosystem
1.4. Currency & Limitation
1.4.1. Currency
1.4.2. Limitations
1.5. Key Stakeholders
2. Research Methodology
2.1. Research Process
2.1.1. Secondary Research
2.1.2. Primary Research
2.1.3. Market Analytics
2.1.4. Assumptions
3. Executive Summary
4. Market Insights
4.1. Introduction
4.2. Market Dynamics
4.2.1. Drivers
4.2.2. Restraints
4.2.3. Opportunities
4.2.4. Challenges
4.2.5. Trends
4.3. Regulatory Analysis
4.4. Market Share Analysis, by key Player
5. Gamification Market, by Solution
5.1. Engagement & Performance Services
5.2. Strategic Services
5.3. Consulting & Professional Services
6. Gamification Market, by End-use Industry
6.1. Banking
6.2. Retail
6.3. Government
6.4. Education
6.5. IT & Telecom
6.6. Healthcare
6.7. Others
7. Gamification Market, by Application
7.1. Marketing
7.2. Sales
7.3. Product Development
7.4. Human Resource
7.5. Others
8. Gamification Market, by Organization Size
8.1. Small and Medium Enterprises
8.2. Large Enterprises
9. Global Gamification Market, by Region
9.1. North America
9.1.1. U.S.
9.1.2. Canada
9.2. Europe
9.2.1. UK
9.2.2. Germany
9.2.3. France
9.2.4. Italy
9.2.5. Spain
9.2.6. Rest of Europe
9.3. Asia-Pacific
9.3.1. China
9.3.2. India
9.3.3. Japan
9.3.4. Rest of Asia-Pacific
9.4. Rest of World
9.4.1. Latin America
9.4.2. The Middle East and Africa
10. Global Gamification Market-Competitive Landscape
10.1. Acquisitions
10.2. Expansions
10.3. New Product Launches and Upgradation
10.4. Agreements and Partnerships
10.5. Competitive Benchmarking
11. Company Profiles (Includes Business Overview, Financial Overview, Product Portfolio, and Strategic Developments)
11.1. Microsoft Corporation
11.2. Cognizant Technology Solution Corp.
11.3. MPS Interactive Systems Limited
11.4. Ambition
11.5. Callidus Software Inc.
11.6. Axonify Inc.
11.7. IActionable Inc
11.8. Bunchball Inc.
11.9. G-Cube
11.10. Cut-e GmbH (AON, PLC)
12. Appendix
12.1. Questionnaire
12.2. Available Customization
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Increasing number of smart electronic devices have created huge opportunities in gamification market. These opportunities are also supported by increasing recognition of gamification systems by edging a situation as a gameplay to improve the productivity and competitiveness. In addition, factors such as customer & employee engagement, user experience enrichment, customer support, and product sales are generating high growth opportunities which give further push to the gamification market.
Analysis of Gamification Market Segments
The global gamification market is segmented by solutions (engagement & performance services, strategic services, consulting & professional services), end-use (banking, retail, government, education, it & telecom, healthcare, others), application (marketing, sales, product development, human resource, others), organization size (small and medium enterprises, large enterprises), and geography.
Based on application type, the gamification market is segmented into marketing, sales, product development, and HR. Among these, marketing is the fastest growing segment during the forecast period. Gamification increases the brand awareness and encourages clients and visitors through playful activities. Further, it allows the user to collect valuable insights about the target audience and optimize your brand experience.
Based on solution, the gamification market is segmented into engagement & performance services, strategic services, and consulting & professional services. Among these, strategic services are expected to grow at the highest rate in the coming years.
The report consists of competitive landscape formed on the valuation of the key strategic developments adopted by the leading market participants in the industry. The key players profiled in the gamification market are Microsoft Corporation (US) , Cognizant Technology Solution Corp. (US), MPS Interactive Systems Limited (INDIA), Ambition (US), Callidus Software Inc. (US), Axonify Inc. (UK), IActionable Inc. (US), Bunchball Inc. (INDIA), G-Cube (INDIA), Cut-e GmbH (AON, PLC) (GERMANY).
Gamification Market Future Outlook
The surge in technological innovation and adaptation of cloud-based gamification techniques will open new opportunities for gamification market. In coming years, it will be used as a method or a tool for overcoming the most economical, environmental, and social challenges to enhance employee throughput. Furthermore, gamified marketing campaigns will improve our understanding of the specific structure and their impacts, giving further push to the growth of the gamification market in coming years.
Click here to: Get Free Request Sample Copy of this report
Gamification Solutions & Services
Gamification End-use Industry
Gamification Applications
Gamification Segmentation by Organization Size
Gamification Segmentation by Region
Gamification Market Key Players
1. Introduction to Gamification Market
1.1. Market Definition
1.2. Scope of the Study
1.3. Global Gamification Market Ecosystem
1.4. Currency & Limitation
1.4.1. Currency
1.4.2. Limitations
1.5. Key Stakeholders
2. Research Methodology
2.1. Research Process
2.1.1. Secondary Research
2.1.2. Primary Research
2.1.3. Market Analytics
2.1.4. Assumptions
3. Executive Summary
4. Market Insights
4.1. Introduction
4.2. Market Dynamics
4.2.1. Drivers
4.2.2. Restraints
4.2.3. Opportunities
4.2.4. Challenges
4.2.5. Trends
4.3. Regulatory Analysis
4.4. Market Share Analysis, by key Player
5. Gamification Market, by Solution
5.1. Engagement & Performance Services
5.2. Strategic Services
5.3. Consulting & Professional Services
6. Gamification Market, by End-use Industry
6.1. Banking
6.2. Retail
6.3. Government
6.4. Education
6.5. IT & Telecom
6.6. Healthcare
6.7. Others
7. Gamification Market, by Application
7.1. Marketing
7.2. Sales
7.3. Product Development
7.4. Human Resource
7.5. Others
8. Gamification Market, by Organization Size
8.1. Small and Medium Enterprises
8.2. Large Enterprises
9. Global Gamification Market, by Region
9.1. North America
9.1.1. U.S.
9.1.2. Canada
9.2. Europe
9.2.1. UK
9.2.2. Germany
9.2.3. France
9.2.4. Italy
9.2.5. Spain
9.2.6. Rest of Europe
9.3. Asia-Pacific
9.3.1. China
9.3.2. India
9.3.3. Japan
9.3.4. Rest of Asia-Pacific
9.4. Rest of World
9.4.1. Latin America
9.4.2. The Middle East and Africa
10. Global Gamification Market-Competitive Landscape
10.1. Acquisitions
10.2. Expansions
10.3. New Product Launches and Upgradation
10.4. Agreements and Partnerships
10.5. Competitive Benchmarking
11. Company Profiles (Includes Business Overview, Financial Overview, Product Portfolio, and Strategic Developments)
11.1. Microsoft Corporation
11.2. Cognizant Technology Solution Corp.
11.3. MPS Interactive Systems Limited
11.4. Ambition
11.5. Callidus Software Inc.
11.6. Axonify Inc.
11.7. IActionable Inc
11.8. Bunchball Inc.
11.9. G-Cube
11.10. Cut-e GmbH (AON, PLC)
12. Appendix
12.1. Questionnaire
12.2. Available Customization
1. Introduction to Gamification Market
1.1. Market Definition
1.2. Scope of the Study
1.3. Global Gamification Market Ecosystem
1.4. Currency & Limitation
1.4.1. Currency
1.4.2. Limitations
1.5. Key Stakeholders
2. Research Methodology
2.1. Research Process
2.1.1. Secondary Research
2.1.2. Primary Research
2.1.3. Market Analytics
2.1.4. Assumptions
3. Executive Summary
4. Market Insights
4.1. Introduction
4.2. Market Dynamics
4.2.1. Drivers
4.2.2. Restraints
4.2.3. Opportunities
4.2.4. Challenges
4.2.5. Trends
4.3. Regulatory Analysis
4.4. Market Share Analysis, by key Player
5. Gamification Market, by Solution
5.1. Engagement & Performance Services
5.2. Strategic Services
5.3. Consulting & Professional Services
6. Gamification Market, by End-use Industry
6.1. Banking
6.2. Retail
6.3. Government
6.4. Education
6.5. IT & Telecom
6.6. Healthcare
6.7. Others
7. Gamification Market, by Application
7.1. Marketing
7.2. Sales
7.3. Product Development
7.4. Human Resource
7.5. Others
8. Gamification Market, by Organization Size
8.1. Small and Medium Enterprises
8.2. Large Enterprises
9. Global Gamification Market, by Region
9.1. North America
9.1.1. U.S.
9.1.2. Canada
9.2. Europe
9.2.1. UK
9.2.2. Germany
9.2.3. France
9.2.4. Italy
9.2.5. Spain
9.2.6. Rest of Europe
9.3. Asia-Pacific
9.3.1. China
9.3.2. India
9.3.3. Japan
9.3.4. Rest of Asia-Pacific
9.4. Rest of World
9.4.1. Latin America
9.4.2. The Middle East and Africa
10. Global Gamification Market-Competitive Landscape
10.1. Acquisitions
10.2. Expansions
10.3. New Product Launches and Upgradation
10.4. Agreements and Partnerships
10.5. Competitive Benchmarking
11. Company Profiles (Includes Business Overview, Financial Overview, Product Portfolio, and Strategic Developments)
11.1. Microsoft Corporation
11.2. Cognizant Technology Solution Corp.
11.3. MPS Interactive Systems Limited
11.4. Ambition
11.5. Callidus Software Inc.
11.6. Axonify Inc.
11.7. IActionable Inc
11.8. Bunchball Inc.
11.9. G-Cube
11.10. Cut-e GmbH (AON, PLC)
12. Appendix
12.1. Questionnaire
12.2. Available Customization