Global Gamification Market

Gamification is defined as the applications in problem solving where mechanics and game thinking are utilized to non-game scenarios for the purpose on engaging users. The primary aim of this software is to engage the employees, customers, partners, and vendors. This software also helps to create community entertainment, interaction as well as team building environment.

 

 

Market Drivers

Rewards and recognition to employees over performance is the key driving factor which is expected to boost the global gamification market growth. Furthermore, providing lucrative offers to the customers and consumers will positively contribute the market growth. Gamification provides numerous benefits such as better learning experience and instant feedback to participants. Also, artificial intelligence (AI) used for processed and showing personalized results will fuwl the market growth during this forecast period.  In addition to that, rise in digitalization of business processes may create new opportunities for gamification market in near future.

 

Market Restraints

However, manufacturing complications and lower ROI are the major restraining factors which are expected to hinder the global gamification market growth during this analysis period. Rise in pandemic COVID-19 impacted every sector across the world.

 

Impact of COVID- 19

The spread of COVID-19 has forced the major organizations to take quick and major decisions in their strategy. The employees have opted for work from home policy in maximum organizations which is the big challenge for the management and employees to maintain constant communication with remote location. Also, spreading virus is causing financial crises is creating pressure on employees.

 

Market Segmentation

Global Gamification Market is segmented into deployment such as Cloud, and On-Premises, by enterprise size such as Small and Medium Size Enterprises (SMEs), and Large Enterprise. Further, market is segmented into application such as Sales, Marketing, Product Development, Human Resource, and others, and industry such as BFSI, Retail, Healthcare, Government, Education & Research, IT & Telecomm, and Others.

 

Also, Global Gamification Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa.

 

Market key Players

Various key players are discussed in this report such as Microsoft Corporation, SAP, BI WORLDWIDE ,Verint, AON, Hoopla, CENTRICAL, MAMBO.IO, MPS INTERACTIVE SYSTEMS, AMBITION, and AXONIFY

 

Market Taxonomy

  • By Deployment Cloud On-Premise
  • By Enterprise Size Small and Medium Size Enterprises (SMEs) Large Enterprise
  • By Application Sales Marketing Product Development Human Resource Others
  • By Industry BFSI Retail Healthcare Government Education & Research IT & Telecomm Others
  • By Region North America Latin America Europe Asia Pacific Middle East & Africa

Key Questions Addressed by the Report

  • What are the Key Opportunities in Global Gamification Market?
  • What will be the growth rate from 2019 to 2030?
  • Which segment/region will have highest growth?
  • What are the factors that will impact/drive the Market?
  • What is the competitive Landscape in the Industry?
  • What is the role of key players in the value chain?
  • What are the strategies adopted by key players?

Global Gamification Market 

1 Introduction

1.1 Objective of the Study

1.2 Market definition

1.3 Market Scope

 

2 Research Methodology

2.1 Data Mining

2.2 Validation

2.3 Primary Interviews

2.4 List of Data Sources

 

  3 Executive Summary

 

4 Global Gamification Market Outlook

4.1 Overview

4.2 Market Dynamics

4.2.1 Drivers

4.2.2 Restraints

4.2.3 Opportunities

4.3 Porters Five Force Model

4.4 Value Chain Analysis

 

5 Global Gamification Market, By Deployment

5.1 Y-o-Y Growth Comparison, By Deployment 

5.2 Global Gamification Market Share Analysis, By Deployment 

5.3 Global Gamification Market Size and Forecast, By Deployment

5.3.1 Cloud

5.3.2On-Premise

 

  6 Global Gamification Market, By Enterprise Size

6.1 Y-o-Y Growth Comparison, By Enterprise Size

6.2 Global Gamification Market Share Analysis, By Enterprise Size

6.3 Global Gamification Market Size and Forecast, By Enterprise Size

6.3.1 Small & Medium Size Enterprises (SMEs)

6.3.2  Large Enterprises

 

  7 Global Gamification Market, By Application

7.1 Y-o-Y Growth Comparison, By Application

7.2 Global Gamification Market Share Analysis, By Application

7.3 Global Gamification Market Size and Forecast, By Application

7.3.1 Sales

7.3.2 Marketing

7.3.3. Product Development

7.3.4. Human Resource

7.3.5. Others

 

8 Global Gamification Market, By Industry

8.1 Y-o-Y Growth Comparison, By Industry

8.2 Global Gamification Market Share Analysis, By Industry

8.3 Global Gamification Market Size and Forecast, By Industry

8.3.1 BFSI

8.3.2 Retail

8.3.3 Healthcare 

8.3.4. Government 

8.3.5. Education & Research

8.3.6. IT & Telecomm

8.3.7 Others

 

9 Global Gamification Market, By Region

9.1 Global Gamification Market Share Analysis, By Region

9.2 Global Gamification Market Share Analysis, By Region

9.3 Global Gamification Market Size and Forecast, By Region

 

10 North America  Gamification Analysis and Forecast (2020 – 2030)

10.1 Introduction

10.2 North America  Gamification Product Market Share Analysis, By Deployment

10.3 North America  Gamification Product Market Size and Forecast, By Enterprise Size

10.4 North America  Gamification Product Market Size and Forecast, By Application

10.5 North America  Gamification Product Market Size and Forecast, By Industry

10.6 North America  Gamification Product Market Size and Forecast, By Country

10.6.1 U.S.

10.6.2 Canada

10.6.3 Mexico

 

11 Europe  Gamification Market Analysis and Forecast (2020 – 2030)

11.1 Introduction

11.2 Europe  Gamification Product Market Share Analysis, By Deployment 

11.3 Europe  Gamification Product Market Size and Forecast, By Enterprise Size 

11.4 Europe  Gamification Product Market Size and Forecast, By Application

11.5 Europe  Gamification Product Market Size and Forecast, By Industry

11.6 Europe  Gamification Product Market Size and Forecast, By Country

11.6.1 Germany

11.6.2 France

11.6.3 UK

11.64. Rest of Europe

 

12 Asia Pacific  Gamification Market Analysis and Forecast (2020 – 2030)

12.1 Introduction

12.2 Asia Pacific  Gamification Product Market Share Analysis, By Deployment 

12.3 Asia Pacific  Gamification Product Market Size and Forecast, By Enterprise Size  

12.4 Asia Pacific  Gamification Product Market Size and Forecast, By Application

12.5 Asia Pacific  Gamification Product Market Size and Forecast, By Industry

12.6 Asia Pacific  Gamification Product Market Size and Forecast, By Country

12.6.1 China

12.6.2 Japan

12.6.3 India

12.6.4. Rest of Asia Pacific

 

  13 Latin America  Gamification Market Analysis and Forecast (2020 – 2030)

13.1 Introduction

13.2 Latin America  Gamification Product Market Share Analysis, By Deployment 

13.3 Latin America  Gamification Product Market Size and Forecast, By Enterprise Size 

13.4 Latin America  Gamification Product Market Size and Forecast, By Application

13.5 Latin America  Gamification Product Market Size and Forecast, By Industry

13.6 Latin America  Gamification Product Market Size and Forecast, By Country

 

14 Middle East  Gamification Market Analysis and Forecast (2020 – 2030)

14.1 Introduction

14.2 Middle East  Gamification Product Market Share Analysis, By Deployment 

14.3 Middle East  Gamification Product Market Size and Forecast, By Enterprise Size 

14.4 Middle East  Gamification Product Market Size and Forecast, By Application

14.5 Middle East  Gamification Product Market Size and Forecast, By Industry

14.6 Middle East  Gamification Product Market Size and Forecast, By Country 

 

  15 Competitive Analysis

15.1 Competition Dashboard

15.2 Market share Analysis of Top Vendors

15.3 Key Development Strategies

 

16 Company Profiles 16.1 Microsoft Corporation

16.1.1 Overview

16.1.2 Offerings

16.1.3 Key Financials

16.1.4 Business Segment & Geographic Overview

16.1.5 Key Market Developments

16.1.6 Key Strategies

 

16.2 SAP

16.2.1 Overview

16.2.2 Offerings

16.2.3 Key Financials

16.2.4 Business Segment & Geographic Overview

16.2.5 Key Market Developments

16.2.6 Key Strategies

 

16.3 BI WORLDWIDE

16.3.1 Overview

16.3.2 Offerings

16.3.3 Key Financials

16.3.4 Business Segment & Geographic Overview

16.3.5 Key Market Developments

16.3.6 Key Strategies

 

16.4 Verint

16.4.1 Overview

16.4.2 Offerings

16.4.3 Key Financials

16.4.4 Business Segment & Geographic Overview

16.4.5 Key Market Developments

16.4.6 Key Strategies

 

16.5 AON

16.5.1 Overview

16.5.2 Offerings

16.5.3 Key Financials

16.5.4 Business Segment & Geographic Overview

16.5.5 Key Market Developments

16.5.6 Key Strategies

 

16.6 Hoopla

16.6.1 Overview

16.6.2 Offerings

16.6.3 Key Financials

16.6.4 Business Segment & Geographic Overview

16.6.5 Key Market Developments

16.6.6 Key Strategies

 

16.7 CENTRICAL

16.7.1 Overview

16.7.2 Offerings

16.7.3 Key Financials

16.7.4 Business Segment & Geographic Overview

16.7.5 Key Market Developments

16.7.6 Key Strategies    

 

16.8 MAMBO.IO

16.8.1 Overview

16.8.2 Offerings

16.8.3 Key Financials

16.8.4 Business Segment & Geographic Overview

16.8.5 Key Market Developments

16.8.6 Key Strategies    

 

16.9 MPS INTERACTIVE SYSTEMS

16.9.1 Overview

16.9.2 Offerings

16.9.3 Key Financials

16.9.4 Business Segment & Geographic Overview

16.9.5 Key Market Developments

16.9.6 Key Strategies    

 

16.10 AMBITION

16.10.1 Overview

16.10.2 Offerings

16.10.3 Key Financials

16.10.4 Business Segment & Geographic Overview

16.10.5 Key Market Developments

16.10.6 Key Strategies    

 

16.11AXONIFY

16.11.1 Overview

16.11.2 Offerings

16.11.3 Key Financials

16.11.4 Business Segment & Geographic Overview

16.11.5 Key Market Developments

16.11.6 Key Strategies