Gamification 2017 Global Market Expected to Grow at CAGR 48 % and Forecast to 2021 adds “Global Omega 3 Products Market Report 2017” reports to its Database.

Market outlook of the global gamification market

Gamification is the process of implementing game mechanics into a non-game context to drive user engagement. Points, badges, leader boards, challenges, and rewards are some examples of game mechanics. This market is expected to witness exponential growth during the forecast period and is envisaged to post a profound market growth rate of more than 48% by 2019. The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period.

Technavio market research analysts envisage the Americas to account for more than 52% of the total market share by 2019. High market share of this region can be attributed to its high adoption rate of gamification applications. As gamification allows companies to gain a competitive edge over their rivals, an increase in their investments will augment market growth during the forecast period.

Application-based segmentation of the gamification market

Consumer-driven applications 
Enterprise-driven applications 
In this market research report, Technavio’s analyst has estimated the enterprise-driven applications segment to account for approximately 68% of the total revenue generated by this market during the forecast period. The increased awareness of gamification products and benefits is a critical factor that accounts for this segment’s high revenue generating capacity during the forecast period.

End-user segmentation of the gamification market

Media and publishing 
Consumer goods 
The enterprises segment is envisaged to account for the largest market share during the forecast period. This segment is expected to account for close to 30% of the total market share by 2019 as increasing number of corporates find value proposition in deploying a gamification technique best suited for their business model.

Competitive landscape and key vendors

Since this market is still in its nascent stage, it offers tremendous growth opportunities to vendors during the forecast period. The scope for new entrants is high in this market as it is still in its growth stage, and there are many opportunities to improve the products. Additionally, the demand in developed countries is high because of the existence of numerous enterprises in need of gamification solutions.


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Key vendors in this market are -

Big Door Media 
Other prominent vendors in this market are Cadalys, Gamify, IActionable, Lithium Technologies, Pug Pharm, Seriosity, and Spigit.

Key questions answered in the report include

What will the market size and the growth rate be in 2019? 
What are the key factors driving the global gamification market? 
What are the key market trends impacting the global gamification market? 
What are the challenges to market growth? 
Who are the key vendors in the global gamification market? 
What are the market opportunities and threats faced by the vendors in the global gamification market? 
What are the key outcomes of the five forces analysis of the global gamification market? 


Table of Contents:

PART 01: Executive summary 
• Highlights 
PART 02: Scope of the report 
• Vendor segmentation 
• Summation errors 
• Top-vendor offerings 
PART 03: Market research methodology 
• Research methodology 
• Economic indicators 
PART 04: Introduction 
• Key market highlights 
PART 05: Market description 
• Evolution of gamification 
• Process of gamification 
• Application areas of gamification 
• Uses of gamification 
• Advantages of gamification 
PART 06: Market landscape 
• Market overview 
• Market size and forecast 
• Five forces analysis 
PART 07: Market segmentation by application 
• Global gamification market by application 
• Global gamification market by consumer-driven applications 
• Global gamification market by enterprise-driven applications 
PART 08: Market segmentation by end-user 
• Global gamification market by end-user 
• Global gamification market for enterprises 
• Global gamification market for entertainment 
• Global gamification market for media and publishing 
• Global gamification market for retail 
• Global gamification market for consumer goods 
• Global gamification market for healthcare 
• Global gamification market for education 
PART 09: Market segmentation by need 
• Global gamification market by need 
PART 10: Geographical segmentation 
• Global gamification market by geography 
• Gamification market in Americas 
• Gamification market in EMEA 
• Gamification market in APAC 
PART 11: Market drivers 
• Need to improve customer interaction 
• Need for rapid market response 
• Need for coordination in business process 
• Need to improve customer relationships 
PART 12: Market challenges 
• Issues related to solution selection 
• Demand for in-house gamification systems 
• High training costs 
• Issues related to supporting different departments 
• Delayed ROI 
PART 13: Market trends 
• Increased importance of social media 
• Increased adoption of mobile devices 
• Increased focus on customer-centric marketing 
• Increased adoption in SMEs 
PART 14: Vendor landscape 
• Competitive scenario 
• Other prominent vendors 
PART 15: Key vendor analysis 
• Badgeville 
• BigDoor Media 
• Bunchball 
• Gigya 



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