Keywords : secondary research, primary research
Gamification is the use of game design strategies in non-game applications to optimize user engagement. It encourages consumers to engage in a particular behavior by taking advantage of the psychological susceptibility of humans to engage in gaming. Gamification is increasingly used in applications such as loyalty programs, social networks, and financial service websites. It is also used in employee training programs. TechNavio's analysts fore...
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Gamification is the use of game design strategies in non-game applications to optimize user engagement. It encourages consumers to engage in a particular behavior by taking advantage of the psychological susceptibility of humans to engage in gaming. Gamification is increasingly used in applications such as loyalty programs, social networks, and financial service websites. It is also used in employee training programs.
TechNavio's analysts forecast the Global Gamification market to grow rapidly at a CAGR of more than 99 percent over the period 2012-2016. The growth of the Global Gamification market is driven by many factors. One of the major drivers is the need for enterprises to optimize consumer engagement. Gamification provides an insight into the purchasing-related demand for various products. This insight is then used by marketers to formulate strategies to increase sales visibility of their products and also to encourage increased consumer engagement.
Despite the presence of strong drivers, the growth of the Global Gamification market is curtailed by some serious challenges. The difficulty in selecting the right solution from the wide variety of options available is one of the major challenges confronting this market.
Gamification is used across all major verticals and industries. However, the Entertainment sector is the largest end-user in the Global Gamification market. Enterprises in the Entertainment sector are realizing the importance of maintaining customer relationships and incorporating consumer engagement programs into their offerings. The Media is the second-largest end-user sector in the Global Gamification market. Other sectors with a substantial interest in gamification applications include Consumer Goods, Retail, Telecom, Financial, Education, Healthcare, Government, and Utility. These sectors are using gamification applications to gain a competitive advantage in the market.
Global Gamification Market by End-user Segmentation 2012
The Global Gamification market is highly fragmented with many small vendors providing gamification tools. However, the market is expected to witness vendor consolidation in the near future as a result of the increasing acquisition of niche vendors by large vendors. Vendors are expecting high growth rate, leading to increased investment in this market.
Key vendors dominating this market space include Badgeville Inc., Gigya Inc., Bunchball Inc., and BigDoor Media Inc.
Other vendors mentioned in the report are PunchTab Inc., IActionable Inc., Gamify Inc., PugPharm Productions Inc.
TechNavio's report, the Global Gamification Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the Global Gamification market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
Key questions answered in this report:
What will the market size be in 2016 and what will be the growth rate?
Who are the key industries adopting Gamification
What are key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by key vendors?
What are the strengths and weaknesses of each of these key vendors?
You can request one free hour of analyst time when you purchase this report. Details provided within the report.
Methodology
Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.
Global Marketing Industry
01. Executive Summary
02. Introduction
03. Market Coverage
Market Overview
Key Offerings
04. Market Landscape
04.1 Market Size and Forecast
04.2 Segmentation based on Application
04.3 Segmentation based on End-users
04.4 Five Forces Analysis
05. Geographical Segmentation
06. Key Leading Countries
USA
China
UK
07. Vendor Landscape
08. Buying Criteria
09. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Key Vendor Analysis
14.1 Badgeville Inc.
Business Overview
SWOT Analysis
14.2 Gigya Inc.
Business Overview
SWOT Analysis
14.3 Bunchball Inc.
Business Overview
SWOT Analysis
14.4 BigDoor Media Inc.
Business Overview
SWOT Analysis
15. Other Reports in this Series
List of Exhibits:
Exhibit 1: Global Gamification Market 2012-2016 (US$ million)
Exhibit 2: Global Gamification Market by Category Segmentation 2012
Exhibit 3: Global Gamification Market by End-user Segmentation 2012
Exhibit 4: Global Gamification Market by Geographical Segmentation 2012
Exhibit 5: Global Gamification Market by Geographical Segmentation: Comparison between 2012 and 2016 (unit percentage)