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Gamification Market Expected to Reach $5.5 Billion By 2018- New Report by MarketsandMarkets
  • USA - English


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MarketsandMarkets

Mar 22, 2015, 02:00 ET

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MarketsandMarkets
MarketsandMarkets

(PRWEB) March 22, 2015 -- This MarketsandMarkets report forecasts that gamification market to reach $5.502 billion in 2018. This represents a compound annual growth rate (CAGR) of 67.1% from 2013 to 2018.

Explore gamification market with 150 market data tables and 44 figures spread through 317 pages and in-depth TOC.
Early buyers will receive 10% customization on this report.

Download PDF Brochure @ http://www.marketsandmarkets.com/pdfdownload.asp?id=991

Major player are Microsoft, Google, IBM, Crowdtwist, Salesforce, SAP, Yahoo and many more.

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As end-user behavior continues to develop alongside the explosion of devices and customer touch points, brands need to adapt rapidly to emerging trends in order to succeed. Brands need to take advantage of the opportunities offered by new markets, user behavior, channels and goods while productively containing operational costs.; To achieve alertness in the competitive gamification market, brands need to evolve to a flexible, event-driven IT infrastructure that allows different applications to share and analyze information in real time. Some of the future predictions in this market are described below.

Advanced mobile facilities will enable brands to combine and understand customer data across all their channels while end-users are in motion so that they can predict customer impulse and decision making more accurately. A unified reward system will enable user’s rewards earned in the enterprise domain to also follow him over his social domain. Cross platform compatibility will ensure a more effective gamification system. Gamification applications will be able to be used across various platforms ensuring the ability to integrate and better compatibility of these solutions.

To gain competitive advantage in the competitive gamification market, gamification vendors will have better use of immersive game graphics design to entice the user attention-span. Gamification services will also have the power to pull out interesting elements from other enterprise applications or in the case of consumer facing application, interesting aspects from the customers social networks into the platform. These actions should be of course based on the end-users permission. The extracted fun elements can then be used to drive rewards for significant actions. Application oriented software; SaaS will gain more traction as enterprises will increasingly have enterprise integrated gamified applications services rather than a standalone PaaS gamification application.

These SaaS applications will be custom-built as per users requirement per organization. The design features will change per organization depending on the organizational or end-user culture and demographies .Gamified applications will also evolve over a period of time to adapt with changing consumer needs per application. User engagement measurement is and will continue to be a critical factor for measuring the success of any gamification solution. Continuous monitoring of user behavior analytics will ensure fine-tuning of game mechanics design if any deviations from desired user behavior are noticed. Open source features in gamification solutions that enable customizations at client’s end will be preferred. As compared to intrinsic and extrinsic rewards, intrinsic rewards will weigh high above extrinsic rewards. Recognition and feel good factor will be preferred over monetary compensations. Social interactions and recognition amongst peers is also expected to gain traction in the gamification reward scheme.

As enterprise social networks and internal social collaboration tools gain more popularity, quicker and easy adoption of gamification solutions will be faster. Over the next ten years, feedback loops, and rewards have the potential become more embedded in the consumer daily life. These gamified consumer solutions have application capabilities across various industry verticals such as retail, healthcare, education and training other than just serving the enterprise brands.

Inquiry before Buying @ http://www.marketsandmarkets.com/Enquiry_Before_Buying.asp?id=991

About MarketsandMarkets

MarketsandMarkets is world’s No. 2 firm in terms of annually published premium market research reports. Serving 1700 global fortune enterprises with more than 1200 premium studies in a year, M&M is catering to multitude of clients across 8 different industrial verticals. We specialize in consulting assignments and business research across high growth markets, cutting edge technologies and newer applications. Our 850 fulltime analyst and SMEs at MarketsandMarkets are tracking global high growth markets following the "Growth Engagement Model – GEM". The GEM aims at proactive collaboration with the clients to identify new opportunities, identify most important customers, write "Attack, avoid and defend" strategies, identify sources of incremental revenues for both the company and its competitors.

M&M’s flagship competitive intelligence and market research platform, "RT" connects over 200,000 markets and entire value chains for deeper understanding of the unmet insights along with market sizing and forecasts of niche markets. The new included chapters on Methodology and Benchmarking presented with high quality analytical infographics in our reports gives complete visibility of how the numbers have been arrived and defend the accuracy of the numbers.

We at MarketsandMarkets are inspired to help our clients grow by providing apt business insight with our huge market intelligence repository.

Contact:
Mr. Rohan
North - Dominion Plaza,
17304 Preston Road,
Suite 800, Dallas, TX 75252
Tel: +1-888-600-6441
Email: [email protected]

Mr. Rohan, MarketsandMarkets, http://www.marketsandmarkets.com/, +91 9881155004, [email protected]

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