Global Gamification Market to Grow at 68.4% CAGR by 2018 Says a New Research Report at ReportsnReports.com

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Global Gamification Market 2014-2018 research report provide Consumer-driven and Enterprise-driven application analysis. Browse complete analysis at http://www.reportsnreports.com/reports/300147-global-gamification-market-2014-2018-.html.

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The increased importance of social media is one of the major trends upcoming in the market. The market is witnessing the integration of social networks with gamification applications, which support the growth of the Global Gamification market.

Analysts forecast the Global Gamification market to grow at a CAGR of 68.4 percent over the period 2013-2018. According to the report, one of the major drivers of market growth is the need to improve customer interaction. To implement competitive strategies and reduce cycle time, customer interaction is important for the growth of the market.

Gamification is the process of implementing game mechanics into the non-gaming context, in order to better audience engagement and solve problems. Points, badges, leaderboards, challenges, and rewards are some of the examples of the game mechanics. It is not about creating the real games but to use game techniques to drive user engagement. From the loyalty program of businesses to educational video games, to rewarding school children for homework, people have always been trying to better merge work with play.

The report recognizes the following companies as the key players in the Global Gamification Market: Badgeville Inc., Bunchball Inc., Gigya Inc. and Pug Pharm Inc.

Other Prominent Vendors in the market are: BigDoor Media, Captain Up, Conteneo, Crowd Twist, Enterprise Gamification, Gamify, IActionable, Leaderboarded, NextBee and PunchTab.

This report covers the present scenario and the growth prospects of the Global Gamification market for the period 2014-2018. To calculate the market size, the report considers revenue generated from the sales of gamification solutions.

In terms of application, the Global Gamification market can be divided into two:

  •     Consumer-driven application
  •     Enterprise-driven application

Order a copy of this report at (Prices start at US $2500 for a single user PDF) http://www.reportsnreports.com/purchase.aspx?name=300147.

The Global Gamification Market 2014-2018 has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC region, Central and Eastern Europe, Middle East and Africa (MEA), North America, South America, and Western Europe; it also covers the Global Gamification market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Market Driver

  •     Need to Improve Customer Interaction
  •     For a full, detailed list, view our report

Market Trend

  •     Social Media as a Necessity
  •     For a full, detailed list, view our report

Further, the report states that one of the major challenges that hinder the market growth is the difficulty in selecting the right solution. Gamification techniques are only helpful if they are properly customized according to a customer's requirements.

Key Questions Answered in this Report

  •     What will the market size be in 2018 and what will the growth rate be?
  •     What are the key market trends?
  •     What is driving this market?
  •     What are the challenges to market growth?
  •     Who are the key vendors in this market space?
  •     What are the market opportunities and threats faced by the key vendors?
  •     What are the strengths and weaknesses of the key vendors?

List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Evolution of Gamification
Exhibit 3: Process of Gamification
Exhibit 4: Types of Gamification
Exhibit 5: Penetration of Gamification in Industries
Exhibit 6: Segmentation by Gender 2013
Exhibit 7: Segmentation by Age-group 2013
Exhibit 8: Product Lifecycle of Types of Gamification
Exhibit 9: Global Gamification Market 2013-2018 (US$ million)
Exhibit 10: Global Gamification Market by Applications 2013
Exhibit 11: Global Gamification Market by Applications 2013-2018
Exhibit 12: Global Gamification Market in Consumer Driven Application Sector 2013-2018 (US$ million)
Exhibit 13: Global Gamification Market in Enterprise Driven Application Sector 2013-2018 (US$ million)
Exhibit 14: Global Gamification Market by End-users 2013
Exhibit 15: Global Gamification Market by Geographical Segmentation 2013
Exhibit 16: Global Gamification Market by Geographical Segmentation 2013-2018
Exhibit 17: Global Gamification Market by Geographical Segmentation 2013-2018 (US$ million)
Exhibit 18: Market Attractiveness by Geographical Segmentation
Exhibit 19: Market Attractiveness by Applications
Exhibit 20: Badgeville: Product Segmentation
Exhibit 21: Bunchball: Business Segmentation 2014
Exhibit 22: Gigya: Product Segmentation
Exhibit 23: Pug Pharm: Product Segmentation 2013

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Ritesh Tiwari
@marketsreports
since: 06/2010
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