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Global Gamification Market 2015-2019

  • December 2015
  • -
  • Infiniti Research Limited
  • -
  • 63 pages

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

Enterprise
Entertainment
Media and publishing
Retail
Consumer goods
Healthcare
Education
Others
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.


Key vendors in the market are -

Badgeville
Big Door Media
Bunchball
Gigya
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?
Technavio also offers customization on reports based on specific client requirement.


Related reports

K-12 Gamification Market in the US: Market Research 2015-2019
Global Gamification Market 2014-2018

Table Of Contents

Global Gamification Market 2015-2019
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
PART 16: Appendix
- List of abbreviations
PART 17: Explore Technavio


List of Exhibits
Exhibit 01: Product offerings
Exhibit 02: Evolution of gamification
Exhibit 03: Process of gamification
Exhibit 04: Global gamification market segmentation
Exhibit 05: Global gamification market 2014-2019 ($ billions)
Exhibit 06: Five forces analysis
Exhibit 07: Global gamification market by application 2014-2019 ($ billions)
Exhibit 08: Global gamification market by application 2014-2019
Exhibit 09: Global gamification market by consumer-driven applications 2014-2019 ($ billions)
Exhibit 10: Global gamification market by enterprise-driven applications 2014-2019 ($ billions)
Exhibit 11: Global gamification market by end-user 2014
Exhibit 12: Global gamification market by end-user 2019
Exhibit 13: Global gamification market for enterprises 2014-2019 ($ billions)
Exhibit 14: Global gamification market for entertainment 2014-2019 ($ billions)
Exhibit 15: Global gamification market for media and publishing 2014-2019 ($ billions)
Exhibit 16: Global gamification market for retail 2014-2019 ($ millions)
Exhibit 17: Global gamification market for consumer goods 2014-2019 ($ millions)
Exhibit 18: Global gamification market for healthcare 2014-2019 ($ millions)
Exhibit 19: Global gamification market for education 2014-2019 ($ millions)
Exhibit 20: Global gamification market by need 2014
Exhibit 21: Global gamification market by geography 2014
Exhibit 22: Global gamification market by geography 2019
Exhibit 23: Gamification market in Americas 2014-2019 ($ billions)
Exhibit 24: Gamification market in EMEA 2014-2019 ($ billions)
Exhibit 25: Gamification market in APAC 2014-2019 ($ billions)
Exhibit 26: Badgeville: Product segmentation
Exhibit 27: BigDoor Media: Product segmentation
Exhibit 28: Gigya: Product portfolio

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