DUBLIN--(BUSINESS WIRE)--The "Gamification Market by Application, End-users, Need, and Geography - Global Forecast and Analysis 2019-2023" report has been added to ResearchAndMarkets.com's offering.
Global market to grow at a CAGR of over 30%, 2019-2023
The gamification market analysis considers sales from both consumer-driven application and enterprise-driven application. In 2018, the consumer-driven application segment had a significant market share, and this trend is expected to continue over the forecast period.
Factors such as customer engagement and satisfaction will play a significant role in the consumer-driven application segment to maintain its market position. Global gamification market report also looks at factors such as increasing adoption of gamification in e-learning, increased adoption of gamification-based corporate learning, and increasing implementation of customer-centric business model. However, uncertainties in the lack of awareness and inconsistency, availability of in-house gamification solution, and continuous change in IT training modules may hamper the growth of the milk chocolate industry over the forecast period.
Global Gamification Market: Overview
Increasing adoption of gamification in e-learning
E-learning helps organizations to cut down on operating cost and increase profits. Gamification in e-learning evokes game-like reactions and increase learner engagement. It improves information retention, motivation, and productivity. This increase in adoption of gamification in e-learning will lead to the expansion of the global gamification market.
Integration of Advanced Technologies in Gamification Solutions
Gamification solution providers are integrating advanced technologies, such as AI, into their software to provide real-time tracking of data and improve organizations' operational efficiency. This AI technology also helps in understanding the employee workflows, collect and use data about individual employees, and gather feedback via chatbots. This use of AI in gamification is expected to have a positive impact on the overall market growth.
With the presence of several major players, the global gamification market is fragmented. This robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gamification manufacturers, that include Ambition, BI WORLDWIDE, Hoopla Software Inc., Microsoft Corp., SAP SE.
Also, the gamification market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.
Key Topics Covered:
PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: MARKET LANDSCAPE
- Market ecosystem
- Market characteristics
- Market segmentation analysis
PART 04: MARKET SIZING
- Market definition
- Market sizing 2018
- Market size and forecast 2018-2023
PART 05: FIVE FORCES ANALYSIS
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition
PART 06: MARKET SEGMENTATION BY APPLICATION
- Market segmentation by application
- Comparison by application
- Consumer-driven application - Market size and forecast 2018-2023
- Enterprise-driven application - Market size and forecast 2018-2023
- Market opportunity by application
PART 07: CUSTOMER LANDSCAPE
PART 08: MARKET SEGMENTATION BY END-USER
- Market segmentation by end-user
- Comparison by end-user
- Healthcare - Market size and forecast 2018-2023
- Entertainment - Market size and forecast 2018-2023
- Education - Market size and forecast 2018-2023
- Retail - Market size and forecast 2018-2023
- Consumer goods - Market size and forecast 2018-2023
- Media - Market size and forecast 2018-2023
- Others - Market size and forecast 2018-2023
- Market opportunity by end-user
PART 09: GEOGRAPHIC LANDSCAPE
- Geographic segmentation
- Geographic comparison
- Key leading countries
- Market opportunity
PART 10: MARKET SEGMENTATION BY NEED
- Market segmentation by need
- Comparison by need
- User engagement - Market size and forecast 2018-2023
- Brand loyalty - Market size and forecast 2018-2023
- Brand awareness - Market size and forecast 2018-2023
- Training - Market size and forecast 2018-2023
- Motivation - Market size and forecast 2018-2023
- Market opportunity by need
PART 11: DECISION FRAMEWORK
PART 12: DRIVERS AND CHALLENGES
- Market drivers
- Market challenges
PART 13: MARKET TRENDS
- Rise in mergers and acquisitions
- Integration of advanced technologies in gamification solutions
- Increasing use of AR and VR in educational gamification solutions
PART 14: VENDOR LANDSCAPE
- Landscape disruption
PART 15: VENDOR ANALYSIS
- Vendors covered
- Vendor classification
- Market positioning of vendors
- BI WORLDWIDE
- Hoopla Software Inc.
- Microsoft Corp.
- SAP SE.
For more information about this report visit https://www.researchandmarkets.com/r/n0lbu1