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Gamification - Global Market Outlook (2018-2027)

Gamification - Global Market Outlook (2018-2027)

Published: April 2020 ID: SMRC19041
Published: April 2020 ID: SMRC19041

1 Executive Summary      
        
2 Preface       

 2.1 Abstract      
 2.2 Stake Holders      
 2.3 Research Scope     
 2.4 Research Methodology    
  2.4.1 Data Mining    
  2.4.2 Data Analysis    
  2.4.3 Data Validation    
  2.4.4 Research Approach    
 2.5 Research Sources     
  2.5.1 Primary Research Sources   
  2.5.2 Secondary Research Sources   
  2.5.3 Assumptions    
        
3 Market Trend Analysis     
 3.1 Introduction     
 3.2 Drivers      
 3.3 Restraints     
 3.4 Opportunities     
 3.5 Threats      
 3.6 Application Analysis    
 3.7 End User Analysis     
 3.8 Emerging Markets     
 3.9 Impact of Covid-19    
        
4 Porters Five Force Analysis     
 4.1 Bargaining power of suppliers    
 4.2 Bargaining power of buyers    
 4.3 Threat of substitutes    
 4.4 Threat of new entrants    
 4.5 Competitive rivalry     
        
5 Global Gamification Market, By Component   
 5.1 Introduction     
 5.2 Solution      
  5.2.1 Gamification Platform and Service Providers 
  5.2.2 Open Source Providers   
  5.2.3 Mobile SDK/LBS Providers   
 5.3 Services      
  5.3.1 Enterprise Apps Integrable Services  
  5.3.2 Social Connectors    
        
6 Global Gamification Market, By Deployment   

 6.1 Introduction     
 6.2 Cloud      
 6.3 On-Premises     
 6.4 Hybrid      
        
7 Global Gamification Market, By Organization Size    

 7.1 Introduction     
 7.2 Small and Medium-Sized Enterprises   
 7.3 Large Enterprises     
        
8 Global Gamification Market, By Platform    
 8.1 Introduction     
 8.2 Open Platform     
 8.3 Closed/ Enterprise Platform    
        
9 Global Gamification Market, By Application   

 9.1 Introduction     
 9.2 Analytics      
 9.3 E-Commerce     
 9.4 Human Resources     
 9.5 Marketing     
 9.6 Product Development    
 9.7 Sales      
 9.8 Support      
        
10 Global Gamification Market, By End User   
 10.1 Introduction     
 10.2 Consumer-Driven     
 10.3 Enterprise-Driven     
 10.4 Banking, Financial Services, and Insurance  
 10.5 Education and Research    
 10.6 Healthcare and Pharmaceuticals   
 10.7 Hospitality     
 10.8 Information Technology and Information Technology Enabled Services
 10.9 Manufacturing     
 10.10 Media and Entertainment    
 10.11 Retail      
 10.12 Telecom      
 10.13 Public Sector and Government    
 10.14 Travel and Logistics     
 10.15 Energy, Power and Utilities    
 10.16 High-Tech     
        
11 Global Gamification Market, By Geography   

 11.1 Introduction     
 11.2 North America     
  11.2.1 US     
  11.2.2 Canada      
  11.2.3 Mexico     
 11.3 Europe      
  11.3.1 Germany     
  11.3.2 UK     
  11.3.3 Italy     
  11.3.4 France     
  11.3.5 Spain     
  11.3.6 Rest of Europe    
 11.4 Asia Pacific     
  11.4.1 Japan     
  11.4.2 China     
  11.4.3 India     
  11.4.4 Australia     
  11.4.5 New Zealand    
  11.4.6 South Korea    
  11.4.7 Rest of Asia Pacific    
 11.5 South America     
  11.5.1 Argentina    
  11.5.2 Brazil     
  11.5.3 Chile     
  11.5.4 Rest of South America   
 11.6 Middle East & Africa    
  11.6.1 Saudi Arabia    
  11.6.2 UAE     
  11.6.3 Qatar     
  11.6.4 South Africa    
  11.6.5 Rest of Middle East & Africa   
        
12 Key Developments      
 12.1 Agreements, Partnerships, Collaborations and Joint Ventures 
 12.2 Acquisitions & Mergers    
 12.3 New Product Launch    
 12.4 Expansions     
 12.5 Other Key Strategies    
        
13 Company Profiling      
 13.1 AON (CUT-E GMBH)     
 13.2 SAP      
 13.3 Bi Worldwide (Bunchball)    
 13.4 Verint      
 13.5 Hoopla      
 13.6 Centrical      
 13.7 Mambo.Io     
 13.8 Mps Interactive Systems    
 13.9 Influitive      
 13.10 Leveleleven     
 13.11 Ambition      
 13.12 Axonify      
 13.13 Gamifier      
 13.14 Iactionable     
 13.15 Khoros      
 13.16 Scrimmage     
 13.17 Xoxoday      
 13.18 Tango Card     
 13.19 Microsoft     


List of Tables       
1 Global Gamification Market Outlook, By Region (2017-2027) ($MN) 
2 Global Gamification Market Outlook, By Component  (2017-2027) ($MN) 
3 Global Gamification Market Outlook, By Solution (2017-2027) ($MN) 
4 Global Gamification Market Outlook, By Gamification Platform and Service Providers (2017-2027) ($MN)
5 Global Gamification Market Outlook, By Open Source Providers (2017-2027) ($MN)
6 Global Gamification Market Outlook, By Mobile SDK/LBS Providers (2017-2027) ($MN)
7 Global Gamification Market Outlook, By Services (2017-2027) ($MN) 
8 Global Gamification Market Outlook, By Enterprise Apps Integrable Services (2017-2027) ($MN)
9 Global Gamification Market Outlook, By Social Connectors (2017-2027) ($MN)
10 Global Gamification Market Outlook, By Deployment  (2017-2027) ($MN) 
11 Global Gamification Market Outlook, By Cloud (2017-2027) ($MN) 
12 Global Gamification Market Outlook, By On-Premises (2017-2027) ($MN) 
13 Global Gamification Market Outlook, By Hybrid (2017-2027) ($MN) 
14 Global Gamification Market Outlook, By Organization Size  (2017-2027) ($MN)
15 Global Gamification Market Outlook, By Small and Medium-Sized Enterprises (2017-2027) ($MN)
16 Global Gamification Market Outlook, By Large Enterprises (2017-2027) ($MN)
17 Global Gamification Market Outlook, By Platform (2017-2027) ($MN) 
18 Global Gamification Market Outlook, By Open Platform (2017-2027) ($MN)
19 Global Gamification Market Outlook, By Closed/ Enterprise Platform (2017-2027) ($MN)
20 Global Gamification Market Outlook, By Application       (2017-2027) ($MN)
21 Global Gamification Market Outlook, By Analytics (2017-2027) ($MN) 
22 Global Gamification Market Outlook, By E-Commerce (2017-2027) ($MN) 
23 Global Gamification Market Outlook, By Human Resources (2017-2027) ($MN)
24 Global Gamification Market Outlook, By Marketing (2017-2027) ($MN) 
25 Global Gamification Market Outlook, By Product Development (2017-2027) ($MN)
26 Global Gamification Market Outlook, By Sales (2017-2027) ($MN) 
27 Global Gamification Market Outlook, By Support (2017-2027) ($MN) 
28 Global Gamification Market Outlook, By End-User  (2017-2027) ($MN) 
29 Global Gamification Market Outlook, By Consumer-Driven (2017-2027) ($MN)
30 Global Gamification Market Outlook, By Enterprise-Driven (2017-2027) ($MN)
31 Global Gamification Market Outlook, By Banking, Financial Services, and Insurance (2017-2027) ($MN)
32 Global Gamification Market Outlook, By Education and Research (2017-2027) ($MN)
33 Global Gamification Market Outlook, By Healthcare and Pharmaceuticals (2017-2027) ($MN)
34 Global Gamification Market Outlook, By Hospitality (2017-2027) ($MN) 
35 Global Gamification Market Outlook, By Information Technology and Information Technology Enabled  (2017-2027) ($MN)
36 Global Gamification Market Outlook, By Manufacturing (2017-2027) ($MN)
37 Global Gamification Market Outlook, By Media and Entertainment (2017-2027) ($MN)
38 Global Gamification Market Outlook, By Retail (2017-2027) ($MN) 
39 Global Gamification Market Outlook, By Telecom (2017-2027) ($MN) 
40 Global Gamification Market Outlook, By Public Sector and Government (2017-2027) ($MN)
41 Global Gamification Market Outlook, By Travel and Logistics (2017-2027) ($MN)
42 Global Gamification Market Outlook, By Energy, Power and Utilities (2017-2027) ($MN)
43 Global Gamification Market Outlook, By High-Tech (2017-2027) ($MN) 
        
Note:
Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

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