OVERVIEW
The gamification market is expected to hit USD 59.1 billion by 2025, rising over the forecast period at a CAGR of 41.2 per cent. Gamification technologies and applications are increasingly needed in consumer and enterprise brands. Certain significant factors that drive this segment are rising Return on Investment (ROI) and improved user experience overall.
TABLE OF CONTENT
1 Global Gamification Market
1.1 Study Objectives
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope
2 RESEARCH METHODOLOGY
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions
3 Global Gamification Market – Executive Summary
3.1 Market Revenue, Market Size and Key Trends by Company
3.2 Key Trends by type of Application
3.3 Key Trends segmented by Geography
4 Global Gamification Market – Comparative Analysis
4.1 Product Benchmarking – Top 10 companies
4.2 Top 5 Financials Analysis
4.3 Market Value split by Top 10 companies
4.4 Patent Analysis – Top 10 companies
4.5 Pricing Analysis
5 Global Gamification Market – Industry Market Entry Scenario
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis – Top 10 companies
6 Global Gamification Market – Market Forces
6.1 Introduction
6.2 Market Dynamics
6.2.1 Drivers
6.2.2 Opportunities
6.2.3 Challenges
6.3 Porters Analysis of Market
6.3.1 Bargaining power of suppliers
6.3.2 Bargaining powers of customers
6.3.3 Threat of new entrants
6.3.4 Rivalry among existing players
6.3.5 Threat of substitutes
7 Global Gamification Market – Strategic Analysis
7.1 Value Chain analysis
7.2 Product Life Cycle
7.3 Supplier and distributor analysis (Market share and product dealing strategies)
8 Global Gamification Market – By Solutions (Market Size – & million/billion)
8.1 Consumer Driven
8.2 Enterprise Driven
9 Global Gamification Market – By Deployment Type
9.1 Cloud
9.2 On-premises
10 Global Gamification Market – By Organization Size
10.1 SMEs
10.2 Large enterprises
11 Global Gamification Market – By Application
11.1 Sales
11.2 Human resource
11.3 Marketing
11.4 Support
11.5 Product development
11.6 Others
12 Global Gamification Market – By Vertical
12.1 E-Commerce
12.2 BFSI
12.3 Education
12.4 Retail and consumer goods
12.5 Entertainment
12.6 Media and Publishing
12.7 Healthcare
12.8 Travel and Logistics
12.9 Government
12.10 Others
13 Global Gamification Market – By Geography (Market Size – & million/billion)
13.1 Introduction
13.2 North America
13.2.1 US
13.2.2 Canada
13.2.3 Mexico
13.3 Europe
13.3.1 U.K
13.3.2 Germany
13.3.3 Italy
13.3.4 France
13.3.5 Spain
13.3.6 Rest of Europe
13.4 Asia-Pacific
13.4.1 China
13.4.2 Japan
13.4.3 India
13.4.4 South Korea
13.4.5 Rest of APAC
13.5 Rest of the World
13.5.1 South America
13.5.2 Middle East
13.5.3 Africa
14 Global Gamification Market – Entropy
14.1 New product launches
14.2 M&A’s, collaborations, JVs and partnerships
15 Global Gamification Market Company Profile (Key Players)
15.1 Market Share, Company Revenue, Products, M&A, Developments
15.2 Microsoft Corporation
15.3 Salesforce.Com
15.4 Gigya
15.5 Faya Corporation
15.6 LevelEleven
15.7 Badgeville, Inc.
15.8 Bunchball
15.9 Arcaris Inc.
15.10 SAP SE
15.11 Bigdoor, Inc.
15.12 Company 11 & more
16 Global Gamification Market – Appendix
16.1 Sources
16.2 Abbreviations