Global Gamification Market Outlook to 2024 - A $40 Billion Opportunity, Driven by the Growing Demand for Customer Experience Enrichment and Improved Engagement of Employees - ResearchAndMarkets.com

DUBLIN--()--The "Global Gamification Market By Solution, By Deployment, By Organization Size, By Application, By End-User Vertical, By Region, Competition, Forecast & Opportunities, 2024" report has been added to ResearchAndMarkets.com's offering.

The global gamification market was valued at $6.8 billion in 2018 and is projected to grow at an impressive CAGR of 32% to reach $40 billion by 2024 on account of growing demand for customer experience enrichment and improved engagement of employees.

In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform.

The global gamification market can be categorized based on the solution, deployment, organization size, application, end-user vertical and regional analysis. In terms of solution, the market for gamification can be bifurcated into enterprise driven and consumer driven.

The demand for consumer driven solution is increasing as companies catering to various field are introducing various gamification techniques such as discounts and loyalty point in order to retain consumers, due to which the segment is expected to witness fastest growth during forecast period. Based on the deployment, cloud segment is expected to grow at the fastest pace as it allows small and medium enterprises to implement gamification without incurring extra cost.

The market for gamification is gaining traction and expanding to various regions including Asia-Pacific, North America, Europe, South America and Middle East & Africa. North America and Europe are the leaders in the global gamification market owing to early adoption by economies such as US and UK to enrich their marketing activities with better customer interaction and advertising.

Major players operating in the global gamification market include Microsoft Corporation, SAP SE, Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market.

For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.

Years considered for this report:

Historical Years: 2014-2017

Base Year: 2018

Estimated Year: 2019

Forecast Period: 2020-2024

Objective of the Study

  • To analyze and forecast the market size of the global gamification market.
  • To classify and forecast the global gamification market based on solution, deployment, organization size, end-user, application and regional distribution.
  • To identify drivers and challenges for the global gamification market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in the global gamification market.
  • To identify and analyze the profile of leading players operating in the global gamification market.

Key Topics Covered

1. Product Overview

2. Research Methodology

3. Executive Summary

4. Voice of Customer

5. Global Gamification Market Outlook

5.1. Market Size & Forecast

5.1.1. By Value

5.2. Market Share & Forecast

5.2.1. By Solution (Enterprise Driven and Consumer Driven)

5.2.2. By Deployment (On-premise and Cloud)

5.2.3. By Organization Size (SME and Large Enterprise)

5.2.4. By Application (Human Resource, Marketing, Sales, Product Development, Support and Others)

5.2.5. By End-User Vertical (Retail, Healthcare, Government, Banking, IT & Telecom, Education and Others)

5.2.6. By Region (North America; Europe; Asia Pacific; South America and Middle East & Africa)

5.2.7. By Company (2018)

5.3. Market Attractiveness Index

6. North America Gamification Market Outlook

7. Europe Gamification Market Outlook

8. Asia-Pacific Gamification Market Outlook

9. South America Gamification Market Outlook

10. Middle East and Africa Gamification Market Outlook

11. Market Dynamics

11.1. Drivers

11.2. Challenges

12. Market Trends & Developments

13. Competitive Landscape

13.1. Competition Outlook

13.2. Company Profiles (Partial List of Leading Companies)

13.2.1. Microsoft Corporation

13.2.2. SAP SE

13.2.3. Salesforce.com Inc.

13.2.4. Leveleleven LLC

13.2.5. Quickspin AB

13.2.6. Badgeville Inc.

13.2.7. G-Cube Solutions

13.2.8. BigDoor Media Inc.

13.2.9. Bunchball Inc.

13.2.10. Arcaris Inc.

14. Strategic Recommendations

For more information about this report visit https://www.researchandmarkets.com/r/nd0ldv

Contacts

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Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
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Related Topics: Gaming

Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press 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: Gaming