Telecoms Industry Today

Gamification Market Research: Global Industry Analysis, Market Size, Key Players and Forecast to 2026

The global gamification market is estimated to expand with a CAGR of 23.4% from 2016 to 2023.
Published 31 July 2018
The latest market report on Gamification  published by Credence Research, Inc. is projected to reach US$ xx by 2022 at a CAGR of 23.4% over the forecast period from 2018 to 2026.
The Gamification  market report provides separate complete analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2018 through 2026. Market data and analytics are derived from primary and secondary research.
Browse Here for Full Report with ToC: http://www.credenceresearch.com/report/gamification-market
Market Insights
Gamification refers to application of game mechanics and design techniques in various business processes, so as to increase the overall productivity of employees. In terms of business context, gamification involves integration of game mechanics into an internal business process, portal, website or marketing campaign, in order to encourage active participation of employees/target audiences. The motive behind implementing gamification is to achieve deeper engagement with employees, partners and also consumers so as to achieve better results.
The most significant factor fueling the adoption of gamification is the immense advantages offered by these solutions driving the overall enterprise productivity. Active employee participation is typically accomplished using mechanics such as badges, leaderboards, achievement levels, score points and others.The concept behind using these mechanics to develop a sense of healthy competition among the employees, thereby driving higher level of dedication. Apart from this, the market is highly driven by the rising shift towards digital advertisement and internet services penetration worldwide.
Another major factor supporting the market growth is the rising efforts by the business organizations worldwide towards achieving high productivity. Business organizations are willing to invest in such solutions that can effectively enhance their internal processes as well as drive consumer engagement. Subsequently, growing competition among the business enterprise worldwide would significantly drive the gamification market growth. Nevertheless, low awareness among the end-users may restrict the market growth during the forecast period.
Research Methodology
This report offers high-quality insights and is the outcome of detailed research methodology including extensive secondary research, accurate primary interviews with industry stakeholders and validation and triangulation with Research’s internal database and statistical tools. More than 2,000 authenticated secondary sources, such as company’s annual reports, fact book, press release, journals, investor presentation, white papers, patents, and articles have been leveraged to gather the data. More than 15 detailed primary interviews with the market players across the value chain in all four regions and with industry experts have been executed to obtain both the qualitative and quantitative insights. 
Research Coverage:
The report defines, describes, and forecasts the global Gamification  market by type, application, gas, end-user, and region. It also offers a detailed qualitative and quantitative analysis of the market. The report provides a comprehensive review of the major market drivers, restraints, opportunities, and challenges. It also includes various important aspects of the market. These include an analysis of the competitive landscape, market dynamics, market surveys in terms of value, and future trends in the Gamification  market.
Report Features:
This report presents market intelligence in the most comprehensive way. The report structure has been kept such that it offers maximum business value. It provides critical insights into the market dynamics and will enable strategic decision making for the existing market players as well as those willing to enter the market. The following are the key features of the report:
•    Gamification  Market structure: Overview, industry life cycle analysis, supply chain analysis
•    Gamification  Market environment analysis: Growth drivers and constraints, Porter’s five forces analysis, SWOT analysis
•    Gamification  Market trend and forecast analysis
•    Gamification  Market segment trend and forecast
•    Competitive landscape and dynamics: Market share, product portfolio, product launches, etc.
•    Gamification  market segments and associated growth opportunities
•    Emerging trends
•    Strategic growth opportunities for the existing and new players
•    Key success factors
Why buy this report?
1. The report identifies and addresses key markets for Gamification , which would help manufacturers review the growth in demand.
2. The report helps system providers understand the pulse of the market and provide insights into drivers, restraints, opportunities, and challenges.
3. The report will help key players understand the strategies of their competitors better and will help in making strategic decisions.
Browse Here for Full Report with ToC: http://www.credenceresearch.com/report/gamification-market
Sample in PDF: http://www.credenceresearch.com/sample-request/58273

 

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