Global Gamification Market in Corporate Training Sector 2018-2022 - ResearchAndMarkets.com

DUBLIN--()--The "Global Gamification Market in Corporate Training Sector 2018-2022" report has been added to ResearchAndMarkets.com's offering.

The Global Gamification Market in Corporate Training Sector to grow at a CAGR of 9.99% during the period 2018-2022.

The gamification market in corporate training sector 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

One trend affecting this market is the increased integration of social learning and micro-learning in corporate training. Social learning collaborated with social media and its associated technologies, which in turn, drives the demand for gamification and serious games in the market.

According to the report, one driver influencing this market is the increased adoption of digitally designed solutions in corporate training. The adoption of various digitally designed curriculum for corporate training programs by various sectors is driving the market. Organizations are inculcating technologies like virtual reality, online serious games, and customized training solutions in their systems.

Further, the report states that one challenge affecting this market is the high capital investments and low chances of profitability. Corporate companies demand customized services for the planning of gamification corporate training programs as per the requirement. The customization ensures better implication and outcomes of the training program.

Key vendors

  • BUNCHBALL
  • Badgeville
  • Designing Digitally
  • Gameeffective

Key Topics Covered:

Part 01: Executive Summary

Part 02: Scope Of The Report

Part 03: Research Methodology

Part 04: Market Landscape

Part 05: Market Sizing

Part 06: Five Forces Analysis

Part 07: Market Segmentation By Application

Part 08: Customer Landscape

Part 09: Regional Landscape

Part 10: Decision Framework

Part 11: Drivers And Challenges

Part 12: Market Trends

Part 13: Vendor Landscape

Part 14: Vendor Analysis

Part 15: Appendix

For more information about this report visit https://www.researchandmarkets.com/research/x82pbr/global?w=4

Contacts

ResearchAndMarkets.com
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
Related Topics: Professional Development and Training, Gaming

Contacts

ResearchAndMarkets.com
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
Related Topics: Professional Development and Training, Gaming