Gamification - Global Market Outlook (2018-2027)
According to Stratistics MRC, the Global Gamification market is accounted for $5.60 billion in 2018 and is expected to reach $42.99 billion by 2027 growing at a CAGR of 25.4% during the forecast period. Some of the key factors propelling the market growth are rising in strengthens communication processes and providing profitable offers to the customers and consumers. However, short of planning and strategy is the restraining factor for the growth of the market.
Gamification is the application of game-design elements and game principles in non-game contexts. It can also be define as a set of activities and processes to solve problems by using or applying the characteristics of game elements. Gamification commonly employs game design elements to develop user engagement, organizational productivity, flow, learning, crowd sourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist.
By end user, telecom segment is expected to grow at the significant market share during the forecast period due to which the adoption of a customer-centric approach has become very crucial. Increasing the number of subscribers with consistent experiences across all channels is the main goal of companies, which can be achieved only through customer-focused offerings. Since the customer has become highly informed and is likely to avail multiple services, companies have to incorporate gamification in their business models. On the basis of geography, North America is anticipated to hold considerable market share during the forecast period due to high degree of awareness about the method among companies in the region alongside the high degree of digitization. Going forward too, the regions are expected to remain dominant markets on account of the aforementioned reasons and also because of the presence of many key players in the region. Currently, the North America market is mostly being powered by the U.S. where enterprise-based gamification solutions are much sought after because of a well-developed gamification ecosystem.
Some of the key players in Gamification Market include AON (CUT-E GMBH), SAP, Bi Worldwide (Bunchball), Verint, Hoopla, Centrical, Mambo.Io, Mps Interactive Systems, Influitive, Leveleleven , Ambition, Axonify, Gamifier, Iactionable, Khoros, Scrimmage, Xoxoday,
Tango Card and Microsoft.
Organization Sizes Covered:
• Small and Medium-Sized Enterprises
• Large Enterprises
• Open Platform
• Closed/ Enterprise Platform
• Human Resources
• Product Development
End Users Covered:
• Banking, Financial Services, and Insurance
• Education and Research
• Healthcare and Pharmaceuticals
• Information Technology and Information Technology Enabled Services
• Media and Entertainment
• Public Sector and Government
• Travel and Logistics
• Energy, Power and Utilities
• North America
o Rest of Europe
• Asia Pacific
o New Zealand
o Rest of Asia Pacific
• South America
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o South Africa
o Rest of Middle East & Africa
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- Market share assessments for the regional and country-level segments
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- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
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