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Gamification Market
Gamification market was valued US$ xx Bn in 2019 and the total revenue is expected to grow at a CAGR of 24.5% from 2019 to 2027, reaching US$ xx Bn. The report has covered country market trends with a competitive landscape.
This is a comprehensive international report targeted on present and future prospects of the Gamification market. This report presents a consolidation of primary and secondary analysis that provides market size, share, dynamics and forecast for numerous segments and sub-segments considering the macro and small environment factors. The report also covers an in-depth analysis of COVID 19 pandemic impact on the sales revenue of Gamification market by year-wise and region and on the key players revenue affected till July 2020 and expected short term and long-term impact on the market.
Gamification market Overview:
Gamification is steadily gaining popularity, in which programmers incorporate gameplay features in a non-gaming context to increase user interest in a product or service. Designers aim to keep consumers engaged by adding badges and leaderboards into an existing structure. ...
... They improve the efficiency of staff and consumer satisfaction. Although, the gamification market is still in a nascent stage, with both existing companies and newcomers hopping on to it with new goods, it seems prepared to boom in the near future.
Gamification market – Dynamics
Gamification has many advantages. It brings in a healthier learning process and atmosphere and gives participants instant feedback. It may also bring in improvements in actions. It can be leveraged to promote most learning criteria, such as recruitment and onboarding, customer service, product distribution, soft skills, knowledge generation, and compliance, due to its multi-faceted advantages. Both of the above serve to drive its consumer demand. Companies involved in avoiding staff turnover are seen embracing the modern strategy of employee engagement; corporate companies are often seen seeking to sell goods or services through it.
The relentless attempts by UX creators to come up with more creative items to keep end users glued and accomplish the intended goal is another aspect contributing to the advancement in the gamification industry. In reality, savvy corporations are seen pouring capital into the production of goods.
However, due to a lack of understanding of the comparatively new commodity, the consumer potential is being eroded to a degree. In addition, with designers struggling every now and then to deliver viable and original products, the growth of the industry is also declining.
Despite such setbacks, due to the vast amount of knowledge being generated in the digital environment and also due to developments such as bringing your own devices (BYOD) into workplaces, the gamification industry is expected to make remarkable strides in the next few years. The adoption of cost-effective cloud-based gamification strategies, especially in small and medium-sized companies, is a visible trend in the industry.
Integrating machine learning (ML) and other artificial intelligence (AI) technologies with gamification is a crucial area of growth for the gamification industry. With these tools, enterprises may, with a dashboard, research the success rate of gamification solutions. Similarly, using sophisticated business intelligence (BI) software, insights into consumer behaviour derived from gaming networks can be analysed. For e.g., in September 2018, Tritium Software S.L. acquired Sellf S.r.l., a Europe-based customer relationship management company designing gamification solutions (Manager Force). Tritium Software has developed an intuitive personal assistant by combining its AI features into Self’s field sales gamification solutions.
The objective of the report is to present a comprehensive analysis of the Gamification market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers.
The report also helps in understanding Gamification market dynamics, structure by analyzing the market segments and project of the Gamification market size. Clear representation of competitive analysis of key players By Solution, Price, Financial position, Product portfolio, Growth strategies, and Regional Presence in the Gamification market make the report investor’s guide.
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Scope of Gamification market
Gamification market, By Solution
• Enterprise driven
• Consumer driven
Gamification market, By Deployment
• Cloud
• On Premises
Gamification market, By Application
• Marketing
• Sales
• Product Development
• Human Resources
• Analytics
• E-Commerce
Gamification market, By End-User
• BFSI
• Retail
• Healthcare
• Media and Entertainment
• Education
• Information Technology (IT) and Telecom
• Government
• Others
Gamification market, By Region
• North America
• Europe
• Asia-Pacific
• MEA & Africa
• Latin America
Gamification market Key Players
• SAP SE
• Indusgeeks USA Inc.
• Axonify Inc.
• BI WORLDWIDE
• TGC Technologies Pvt. Ltd.
• Gametize Pte. Ltd
• Gamify
• Microsoft Corporation
• Salesforce.com Inc.
• Faya Corporation
• Verint Systems Inc
• Khoros LLC
• MPS Interactive Systems Limited
• IActionable Inc.
• nGUVU Technologies Inc.
• Juego Studio Private Limited
• Ikipixel Information Technologies Inc. (Motivacraft)
• EASYPROMOS S.L
• Mindspace LLC
• XLPro Training Solutions Pvt. Ltd.
• MJV Technology and Innovation
• Torry Harris Business Solutions Private Limited
• Diantum Sociedad Limitada
• Program-Ace
• Bigtincan Holdings Limited
• Centigrade GmbH
• CRMGamified
• Infosys Limited
This Report Is Submitted By : Maximize Market Research Company
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