Global Gamification Market Report 2016-2022 - Analysis, Technologies & Forecasts - Key Vendors: Badgeville, Bigdoor, Cisco Systems - Research and Markets

DUBLIN--()--Research and Markets has announced the addition of the "Global Gamification Market Size, Share, Development, Growth and Demand Forecast to 2022" report to their offering.

The global gamification market is increasing, due to its growing application in corporate sector, increasing penetration of gadgets with display, and rapid uptake of social networks. The advantages of gamification including motivation, and customer engagement have been encouraging the organizations and individuals to utilize them.

There are several gamification technologies and strategies of customer engagement, including level progress, points and scores, real time performance feedback, progress bars, activity feeds, competition with friends, virtual gifts, being part of story, avatars, and virtual currencies. Approximately 30% of the gamification participants are observed to prefer level progress, among all other gamification techniques. Level progress refers to crossing the difficulty levels for reaching the next level.

Now-a-days, the corporates are becoming increasingly organized, and they are incorporating technologies for enhancing the learning process of their employees. The employees that are trained through gamification technology tend to learn at a faster pace, as compared to the traditional training methods. They also feel motivated to learn in such a way and do not witness boredom while learning. The educational institutions and universities are also using gamification for imparting learning to the students. These shifts from traditional to technical methods of teaching are driving the growth of the gamification market globally.

Companies Mentioned:

  • Badgeville Inc.
  • Bigdoor Inc.
  • Bunchball Inc.
  • Cisco Systems Inc.
  • Gigya Inc.
  • Knewton
  • KuaTo Studios
  • Lithium Technologies Inc.
  • Microsoft Corporation
  • SAP SE

Report Structure:

1. Research Scope & Methodology

2. Executive Summary

3. Market Outlook

4. Global Gamification Market Size and Forecast (2012 - 2022)

5. Global Gamification Market, by Geography

6. Competitive Analysis

7. Company Profiles and Strategic Developments

For more information visit http://www.researchandmarkets.com/research/sg9xbm/global

Contacts

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Laura Wood, Senior Manager
press@researchandmarkets.com
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Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716