-- Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.
Publisher's analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.
Complete Report Available at: http://www.reportsweb.com/global-gamification-market-2017-2021 .
Covered in this report
The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.
The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA
Publisher's report, Global Gamification Market 2017-2021, 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.
Key vendors
- BADGEVILLE
- BigDoor Media
- Bunchball
- Gigya
Get Sample of the Report at: http://www.reportsweb.com/inquiry&RW00011022110/sample .
Other prominent vendors
- Cadalys
- IActionable
- Lithium Technologies
- PUG PHARM
- Seriosity
Market driver
- Increased requirement for data on customer behaviour
- For a full, detailed list, view our report
Market challenge
- Gamification can be ineffective
- For a full, detailed list, view our report
Market trend
- Increasing penetration of customized marketing
- For a full, detailed list, view our report
Inquire about Report at: http://www.reportsweb.com/inquiry&RW00011022110/buying .
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market description
PART 06: Market landscape
PART 07: Market segmentation by application
PART 08: Market segmentation by end-user
PART 09: Market segmentation by need
PART 10: Geographical segmentation
PART 11: Key leading countries
PART 12: Decision framework
PART 13: Drivers and challenges
PART 14: Market trends
PART 15: Vendor landscape
PART 16: Appendix
Purchase this Report at: http://www.reportsweb.com/buy&RW00011022110/buy/3500 .
Contact Info:
Name: Sameer
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Organization: ReportsWeb
Address: 411028
Phone: +1-646-491-9876
Website: http://www.reportsweb.com/global-gamification-market-2017-2021
Release ID: 270727

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