Research and Markets: Global Gamification Market Report (2013 - 2018)

DUBLIN--()--Research and Markets (http://www.researchandmarkets.com/research/5jglvg/gamification) has announced the addition of the "Global Gamification Market Report (2013 - 2018)" report to their offering.

Gamification at its core is a marketing tool, which is used to engage customers to a particular brand in consumer gamification and engage employees with the organizational strategies and plans in employee gamification. The traditional way of engagement is to advertise the product or ideas and flash it across the portal or website.

Gamification inculcates game mechanics such as points, badges, levels, ranks, avatars, virtual goods and a host of other motivational mechanics, most of them used in combination with each other or as a chain of events with one reward leading to another, on any existing website, e-commerce portal or enterprise application. LBS have further enhanced the adoption of gamification solutions making it accessible over various devices such as desktops, mobile devices, smartphones and tablets.

While businesses across the globe are looking at including gamification in their current scenarios, gamification vendors are looking at gaining a better competitive advantage in the emerging market, by creating new technological features or focusing their expertise on niche markets that facilitate the acceptance of these.

Continuous monitoring of user engagement, on a regular basis, so as to modify and evolve game mechanics, over a period of time, will assist with better game design and thereby contribute to the success of gamification applications.

Key Topics Covered:

1 Introduction

2 Executive Summary

3 Market Ecosystem And Dynamics

4 Gamification: Market Size And Forecast By Solutions

5 Gamification: Market Size And Forecast By Services

6 Gamification: Market Size And Forecasts By Applications

7 Market Size And Forecast By End-Users

8 Market Size And Forecast By Regions

9 Markets Analysis, Trends And Insights

10 Market: Metric Percentage Analysis

11 Competitive Landscape

12 Company Profiles

Companies Mentioned

  • Accenture
  • Badgeville
  • Cadalys
  • Crowdtwist
  • Digital Brand Group
  • EchoIt
  • Fantasy Sales Team
  • Foursquare
  • Gamify
  • Gaminside
  • Google
  • IBM
  • Kiip
  • Leveleleven
  • Manumatix
  • Microsoft
  • Mplifyr/Seiian Rewards
  • Objective Logistics
  • Persistent Systems-EMEE
  • Plyfe
  • Pugpharm
  • Roarengine
  • SAP
  • Salesforce
  • Scvngr
  • Tierx
  • Yahoo

For more information visit http://www.researchandmarkets.com/research/5jglvg/gamification

Contacts

Research and Markets
Laura Wood, Senior Manager.
press@researchandmarkets.com
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Sector: Computing and Technology

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Contacts

Research and Markets
Laura Wood, Senior Manager.
press@researchandmarkets.com
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Sector: Computing and Technology