Gamification refers to the social layer that involves engagement and loyalty, which exists on any enterprise or consumer-facing application. Gamification at its core is a marketing tool, which is used to engage customers to a particular brand in consumer gamification and engage employees with the organizational strategies and plans in employee gamification. The traditional way of engagement is to advertise the product or ideas and flash it across the portal or website. Retaining attention and driving real results remained a challenge in traditional loyalty programs such as campaigns.

Gamification addresses the basic human instinct to get enticed by any novel, competitive, rewarding and fun idea, similar to what they experience while playing any game. Gamification inculcates game mechanics such as points, badges, levels, ranks, avatars, virtual goods and a host of other motivational mechanics, most of them used in combination with each other or as a chain of events with one reward leading to another, on any existing website, e-commerce portal or enterprise application.

While consumer gamification drives consumer purchases and new referrals from the prospective customers; employee gamification can drive employee motivation to align their behavior with organizational strategies, tasks and disciplinary plans thereby resulting in better acceptance of management plans along with increased productivity and low attrition. These solutions provide businesses with several advantages including increased transparency, better communication of business ideas and information, quicker adoption and alignment of management interests with end-user motives and quicker ROI at the core of the process.

Location Based Services (LBS) have further enhanced the adoption of gamification solutions making it accessible over various devices such as desktops, mobile devices, smartphones and tablets. While businesses across the globe are looking at including gamification in their current scenarios, gamification vendors are looking at gaining a better competitive advantage in the emerging market, by creating new technological features or focusing their expertise on niche markets that facilitate the acceptance of these.

MarketsandMarkets believes that appropriate game design, per application per organization, based on the customer culture or end-user requirements can ensure the success of gamification applications in the long run. Continuous monitoring of user engagement, on a regular basis, so as to modify and evolve game mechanics, over a period of time, will assist with better game design and thereby contribute to the success of gamification applications. Successful gamification applications based on the customer culture or end-user requirements can ensure the success of gamification applications in the long run and can drive real business goals and revenues thereby enhancing the brand name.

This research report categorizes the global market for gamification for forecasting the revenues and analyzing the trends in each of the following sub-markets:

On the basis of type of End-Users:

Enterprise
Consumer

On the basis of type of service customers:

SMBs
Large Enterprises

On the basis of type of Deployment model:

On-Premise
On Demand
Hybrid

On the basis of Solutions:

Gamification Platform and Service Providers,
Open Source Platforms,
Mobile SDKs

On the basis of Services:

Enterprise Applications Integrable Services
Social Connectors

On the basis of Applications:

Marketing
Sales
Support
Product Development
HR
Other Enterprise Departmental Applications

On the basis of Verticals:

Public Sector and Government
Banking, Financial Services and Insurance (BFSI)
Consumer Goods and Retail
High-Tech
Media and Publishing
Energy Power and Utilities
Healthcare and Pharmaceuticals
Entertainment
Travel and Logistics
Education
Other Sectors

On the basis of Regions:

North America (NA)
Europe (EU)
Latin America (LA)
Asia-Pacific (APAC)
Middle East and Africa (MEA)

Table Of Contents

TABLE OF CONTENTS

1 INTRODUCTION 27

1.1 RESEARCH OVERVIEW 27
1.1.1 PURPOSE AND SCOPE 27
1.1.2 REPORT DESCRIPTION 27
1.1.3 KEY TAKE-AWAYS 29
1.2 RESEARCH METHODOLOGY 29
1.2.1 SECONDARY AND PRIMARY RESEARCH 29
1.2.2 DATA TRIANGULATION AND FORECASTING 30
1.2.3 FORECAST ASSUMPTIONS 30
1.3 MARKET OVERVIEW 30
1.3.1 MARKETS COVERED 30
1.3.2 SEGMENT DEFINITIONS 32
1.3.3 INDUSTRY TRENDS 33

2 EXECUTIVE SUMMARY 35

2.1 ABSTRACT 35
2.2 OVERALL MARKET SIZE 37

3 MARKET ECOSYSTEM AND DYNAMICS 39

3.1 MARKET ECOSYSTEM 40
3.1.1 MAPPING TRENDS 40
3.1.2 MARKET PLAYERS AND ROLES 43
3.2 MARKET DYNAMICS 44
3.2.1 DRIVERS 44
3.2.1.1 Increased need for user engagement across enterprises and consumer brands 45
3.2.1.2 Gamification drives real ROI 45
3.2.1.3 Enriching overall user experience 45
3.2.1.4 Gamification provides measurement of user engagement 46
3.2.2 RESTRAINTS AND CHALLENGES 46
3.2.2.1 Lack of education or awareness about gamification and its merits 47
3.2.2.2 Poor game design 47
3.2.3 OPPORTUNITIES 48
3.2.3.1 Explosion of the digital world 48
3.2.3.2 Emergence of social opportunities 49
3.2.3.3 Wide scale usage of BYOD (Bring Your Own Devices) 49
3.2.4 TIME-IMPACT ANALYSIS OF DYNAMICS 50

4 GAMIFICATION: MARKET SIZE AND FORECAST BY SOLUTIONS 51

4.1 TYPE OF SOLUTIONS 52
4.1.1 OVERVIEW AND INTRODUCTION 52
4.1.2 GAMIFICATION PLATFORM AND SERVICE PROVIDERS 55
4.1.2.1 Overview 55
4.1.2.2 Market Size and Forecast 55
4.1.3 OPEN SOURCE PROVIDERS 66
4.1.3.1 Overview 66
4.1.3.2 Market Size and Forecast 66
4.1.4 MOBILE SDK/LBS PROVIDERS 75
4.1.4.1 Overview 75
4.1.4.2 Market Size and Forecast 75

5 GAMIFICATION: MARKET SIZE AND FORECAST BY SERVICES 83

5.1 TYPES OF ENTERPRISE DRIVEN SERVICES 84
5.1.1 OVERVIEW AND INTRODUCTION 84
5.1.2 ENTERPRISE APPS INTEGRABLE SERVICES 86
5.1.2.1 Overview 86
5.1.2.2 Market Size and Forecast 87
5.1.3 SOCIAL CONNECTORS 91
5.1.3.1 Overview 91
5.1.3.2 Market Size and Forecast 92

6 GAMIFICATION: MARKET SIZE AND FORECASTS BY APPLICATIONS 96

6.1 TYPE OF APPLICATIONS 97
6.1.1 OVERVIEW AND INTRODUCTION 97
6.1.2 MARKETING 100
6.1.2.1 Overview 100
6.1.2.2 Market Size and Forecast 100
6.1.3 SALES 102
6.1.3.1 Overview 102
6.1.3.2 Market Size and Forecast 103
6.1.4 SUPPORT 104
6.1.4.1 Overview 104
6.1.4.2 Market Size and Forecast 105
6.1.5 PRODUCT DEVELOPMENT 106
6.1.5.1 Overview 106
6.1.5.2 Market Size and Forecast 107
6.1.6 HUMAN RESOURCES 108
6.1.6.1 Overview 108
6.1.6.2 Market Size and Forecast 109
6.1.7 OTHERS 110
6.1.7.1 Overview 110
6.1.7.2 Market Size and Forecast 111

7 GAMIFICATION: MARKET SIZE AND FORECAST BY END-USERS 113

7.1 MARKET ANALYSIS BY VERTICALS 114
7.1.1 OVERVIEW AND INTRODUCTION 114
7.1.2 PUBLIC SECTOR AND GOVERNMENT 118
7.1.2.1 Overview 118
7.1.2.2 Market Size and Forecast 118
7.1.3 BANKING, FINANCIAL SERVICES AND INSURANCE (BFSI) 120
7.1.3.1 Overview 120
7.1.3.2 Market Size and Forecast 120
?
7.1.4 CONSUMER GOODS AND RETAIL 122
7.1.4.1 Overview 122
7.1.4.2 Market Size and Forecast 122
7.1.5 HIGH-TECH 124
7.1.5.1 Overview 124
7.1.5.2 Market Size and Forecast 124
7.1.6 MEDIA AND PUBLISHING 125
7.1.6.1 Overview 125
7.1.6.2 Market Size and Forecast 126
7.1.7 ENERGY, POWER AND UTILITIES 128
7.1.7.1 Overview 128
7.1.7.2 Market Size and Forecast 128
7.1.8 HEALTHCARE AND PHARMACEUTICALS 130
7.1.8.1 Overview 130
7.1.8.2 Market Size and Forecast 130
7.1.9 ENTERTAINMENT 131
7.1.9.1 Overview 131
7.1.9.2 Market Size and Forecast 132
7.1.10 TRAVEL AND LOGISTICS 134
7.1.10.1 Overview 134
7.1.10.2 Market Size and Forecast 134
7.1.11 EDUCATION 136
7.1.11.1 Overview 136
7.1.11.2 Market Size and Forecast 136
7.1.12 OTHERS 138
7.1.12.1 Overview 138
7.1.12.2 Market Size and Forecast 138
7.2 MARKET ANALYSIS BY TYPE OF END-USER MARKET 139
7.2.1 OVERVIEW AND INTRODUCTION 139
7.2.2 CONSUMER GAMIFICATION 141
7.2.2.1 Overview 141
7.2.2.2 Market Size and Forecast 141
7.2.3 ENTERPRISE GAMIFICATION 147
7.2.3.1 Overview 147
7.2.3.2 Market Size and Forecast 148
7.3 MARKET ANALYSIS BY USER DEPLOYMENT TYPE 155
7.3.1 OVERVIEW AND INTRODUCTION 155
7.3.2 ON-PREMISE 156
7.3.2.1 Overview 156
7.3.2.2 Market Size and Forecast 157
7.3.3 ON-DEMAND 161
7.3.3.1 Overview 161
7.3.3.2 Market Size and Forecast 161
7.3.4 HYBRID 165
7.3.4.1 Overview 165
7.3.4.2 Market Size and Forecast 165
7.4 MARKET ANALYSIS BY TYPE OF SERVICE CUSTOMERS 169
7.4.1 OVERVIEW AND INTRODUCTION 169
7.4.2 SMALL AND MEDIUM BUSINESSES (SMB) 170
7.4.2.1 Overview 170
7.4.2.2 Market Size and Forecast 171
7.4.3 LARGE ENTERPRISES 172
7.4.3.1 Overview 172
7.4.3.2 Market Size and Forecast 172

8 GAMIFICATION: MARKET SIZE AND FORECAST BY REGIONS 174

8.1 OVERVIEW AND INTRODUCTION 175
8.1.1 PARFAIT CHARTS 175
8.2 NORTH AMERICA (NA) 176
8.2.1 OVERVIEW 176
8.2.2 MARKET SIZE AND FORECAST 177
8.3 EUROPE (EU) 178
8.3.1 OVERVIEW 178
8.3.2 MARKET SIZE AND FORECAST 178
8.4 ASIA-PACIFIC (APAC) 179
8.4.1 OVERVIEW 179
8.4.2 MARKET SIZE AND FORECAST 180
8.5 MIDDLE EAST AND AFRICA (MEA) 181
8.5.1 OVERVIEW 181
8.5.2 MARKET SIZE AND FORECAST 181
8.6 LATIN AMERICA (LA) 182
8.6.1 OVERVIEW 182
8.6.2 MARKET SIZE AND FORECAST 183

9 GAMIFICATION: MARKETS ANALYSIS, TRENDS AND INSIGHTS 184

9.1 MARKET EVOLUTION 185
9.1.1 MARKET UPTAKE AND DISRUPTION 186
9.1.2 LIFECYCLE AND CHASM PLOTS 187
9.2 BUSINESS CASE ANALYSIS 188
9.2.1 GO TO MARKET STRATEGY 188
9.2.2 VALUE CREATION AND INNOVATION 189
9.3 TRENDS AND ROADMAPS 190
9.3.1 ADOPTION ROADMAPS 190
9.3.2 FUTURE BUSINESS MODELS 191
9.3.2.1 Appropriate game design: Finding the right balance 191
9.3.2.2 Future trends 193
9.4 MARKET OPPORTUNITY ANALYSIS 195
9.4.1 OPPORTUNITY PLOTS 195

10 GAMIFICATION MARKET: METRIC PERCENTAGE ANALYSIS 196

10.1 GAME MECHANICS: USER DEMAND ANALYSIS 197
10.1.1 OVERVIEW AND INTRODUCTION 197
10.1.2 MEASURABLE GAME MECHANICS
(DEMAND PERCENTAGE) 198
10.1.2.1 Points 198
10.1.2.2 Badges 198
10.1.2.3 Virtual goods 198
10.1.2.4 Leaderboards 198
10.1.2.5 Levels/Missions 198
10.1.3 NON-MEASURABLE GAME MECHANICS
(DEMAND PERCENTAGE) 199
10.1.3.1 Positive feedback from peers or superiors (Recognition) 199
10.1.3.2 Social Connectivity and Competitiveness 199
10.1.3.3 Learning 200
10.2 BEHAVIOR ANALYTICS : USER RESPONSE ANALYSIS 201
10.2.1 OVERVIEW AND INTRODUCTION 201
10.2.2 ENGAGEMENT BEHAVIOR ANALYTICS
(RESPONSE PERCENTAGE) 201
10.2.2.1 Votes and Favorites 201
10.2.2.2 Conversions and Registrations 201
10.2.2.3 User Feedback 202
10.2.3 LOYALTY BEHAVIOR ANALYTICS
(RESPONSE PERCENTAGE) 202
10.2.3.1 Frequent page visits 202
10.2.3.2 Time spent on site 203
10.2.3.3 New users due to referrals 203
10.3 SUMMARY 204

11 COMPETITIVE LANDSCAPE 205

11.1 COMPETITIVE MAPPING 205
11.1.1 OVERVIEW 205
11.2 VENTURE CAPITAL (VC) FUNDING ANALYSIS 206
11.3 MERGERS AND ACQUISITIONS (MandA) 208
11.4 JOINT VENTURE AND COLLABORATION 208

12 COMPANY PROFILES 210

12.1 ACCENTURE 210
12.2 ALIVE MOBILE 215
12.3 ARCARIS INC 218
12.4 BADGEVILLE 221
12.5 BIGDOOR MEDIA 224
12.6 BUNCHBALL 227
12.7 CROWDTWIST 231
12.8 DIGITAL BRAND GROUP 234
12.9 ECHO.IT 237
12.10 FANTASY SALES TEAM 240
12.11 GAMEFFECTIVE 243
12.12 GAMINSIDE 246
12.13 GLOBANT 249
12.14 GOOGLE 251
12.15 IACTIONABLE 255
12.16 IBM 258
12.17 ICON PLATFORMS 263
12.18 KEAS 266
12.19 LEVELELEVEN 269
12.20 MANUMATIX 272
12.21 MICROSOFT 275
12.22 MPLIFYR/SEIIAN REWARDS 280
12.23 PERSISTENT SYSTEMS-EMEE 283
12.24 PLYFE 288
12.25 ROARENGINE 290
12.26 SALESFORCE 293
12.27 SAP 297
12.28 YAHOO 301
12.29 OTHER KEY INNOVATORS 305
12.29.1 PUGPHARM 305
12.29.2 CADALYS 305
12.29.3 FOURSQUARE 306
12.29.4 GAMIFY 306
12.29.5 GIGYA 306
12.29.6 KHAN ACADEMY 307
12.29.7 KIIP 308
12.29.8 OBJECTIVE LOGISTICS 308
12.29.9 SCVNGR 308
12.29.10 TIERX 309



LIST OF TABLES

TABLE 1 GAMIFICATION: MARKET SIZE BY REGION, 2013 - 2018 ($MILLION) 37
TABLE 2 GAMIFICATION MARKET SIZE, BY TYPE OF SOLUTIONS,
2013 - 2018 ($MILLION) 52
TABLE 3 GAMIFICATION MARKET SHARE, BY TYPE OF SOLUTIONS,
2014 - 2018 (Y-O-Y %) 54
TABLE 4 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY REGION, 2013 - 2018 ($MILLION) 55
TABLE 5 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 57
TABLE 6 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY END-USER TYPE, 2013 - 2018 ($MILLION) 58
TABLE 7 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY END-USER TYPE, 2014 - 2018 (Y-O-Y %) 59
TABLE 8 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY DEPLOYMENT MODEL TYPE, 2013 - 2018 ($MILLION) 60
TABLE 9 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY DEPLOYMENT MODEL TYPE, 2014 - 2018 (Y-O-Y %) 61
TABLE 10 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY TYPE OF SERVICE CUSTOMERS, 2013 - 2018 ($MILLION) 62
TABLE 11 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY TYPE OF SERVICE CUSTOMERS, 2014 - 2018 (Y-O-Y %) 62
TABLE 12 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY VERTICALS, 2013 - 2018 ($MILLION) 63
TABLE 13 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY VERTICALS, 2014 - 2018 (Y-O-Y %) 65
TABLE 14 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 66
TABLE 15 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 68
TABLE 16 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SIZE,
BY END-USER TYPE, 2013 - 2018 ($MILLION) 69
TABLE 17 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SHARE,
BY END-USER TYPE, 2014 - 2018 (Y-O-Y %) 70
TABLE 18 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SIZE,
BY DEPLOYMENT MODEL TYPE, 2013 - 2018 ($MILLION) 70
TABLE 19 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SHARE,
BY DEPLOYMENT MODEL TYPE, 2014 - 2018 (Y-O-Y %) 71
TABLE 20 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SIZE,
BY TYPE OF SERVICE CUSTOMERS, 2013 - 2018 ($MILLION) 72
TABLE 21 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SHARE,
BY TYPE OF SERVICE CUSTOMERS, 2014 - 2018 (Y-O-Y %) 72
TABLE 22 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SIZE,
BY VERTICALS, 2013 - 2018 ($MILLION) 73
TABLE 23 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SHARE,
BY VERTICALS, 2014 - 2018 (Y-O-Y %) 74
TABLE 24 GAMIFICATION MOBILE SDK PROVIDERS MARKET SIZE,
BY REGION, 2013 - 2018 ($MILLION) 75
TABLE 25 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 76
TABLE 26 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SIZE,
BY END-USER TYPE, 2013 - 2018 ($MILLION) 77
TABLE 27 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SHARE,
BY END-USER TYPE, 2014 - 2018 (Y-O-Y %) 77
TABLE 28 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SIZE,
BY DEPLOYMENT MODEL TYPE, 2013 - 2018 ($MILLION) 78
TABLE 29 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SHARE,
BY DEPLOYMENT MODEL TYPE, 2014 - 2018 (Y-O-Y %) 79
TABLE 30 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SIZE,
BY TYPE OF SERVICE CUSTOMERS, 2013 - 2018 ($MILLION) 79
TABLE 31 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SHARE,
BY TYPE OF SERVICE CUSTOMERS, 2014 - 2018 (Y-O-Y %) 80
TABLE 32 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SIZE,
BY VERTICALS, 2013 - 2018 ($MILLION) 81
TABLE 33 GAMIFICATION MOBILE SDK/LBS PROVIDERS MARKET SHARE,
BY VERTICALS, 2014 - 2018 (Y-O-Y %) 82
TABLE 34 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SIZE,
2013 - 2018 ($MILLION) 84
TABLE 35 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SHARE,
2014 - 2018 (Y-O-Y %) 85
TABLE 36 GAMIFICATION ENTERPRISE APPS INTEGRABLE SERVICES MARKET SIZE, BY DEPLOYMENT TYPE, 2013 - 2018 ($MILLION) 87
TABLE 37 GAMIFICATION ENTERPRISE APPS INTEGRABLE SERVICES MARKET SHARE, BY DEPLOYMENT TYPE, 2014 - 2018 (Y-O-Y %) 88
TABLE 38 GAMIFICATION ENTERPRISE APPS INTEGRABLE SERVICES MARKET SIZE, BY APPLICATIONS, 2013 - 2018 ($MILLION) 89
TABLE 39 GAMIFICATION ENTERPRISE APPS INTEGRABLE SERVICES MARKET SHARE, BY APPLICATIONS, 2014 - 2018 (Y-O-Y %) 90
TABLE 40 GAMIFICATION SOCIAL CONNECTORS MARKET SIZE,
BY DEPLOYMENT TYPE, 2013 - 2018 ($MILLION) 92
TABLE 41 GAMIFICATION SOCIAL CONNECTORS MARKET SHARE,
BY DEPLOYMENT TYPE, 2014 - 2018 (Y-O-Y %) 93
TABLE 42 GAMIFICATION SOCIAL CONNECTORS MARKET SIZE,
BY APPLICATIONS, 2013 - 2018 ($MILLION) 94
TABLE 43 GAMIFICATION ENTERPRISE DRIVEN SOCIAL CONNECTORS MARKET SHARE, BY APPLICATIONS, 2014 - 2018 (Y-O-Y %) 95
TABLE 44 GAMIFICATION APPLICATIONS MARKET SIZE, 2013 - 2018 ($MILLION) 97
TABLE 45 GAMIFICATION APPLICATIONS MARKET SHARE,
2014 - 2018 (Y-O-Y %) 99
TABLE 46 GAMIFICATION MARKETING APPLICATIONS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 100
TABLE 47 GAMIFICATION MARKETING APPLICATIONS MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 102
TABLE 48 GAMIFICATION SALES APPLICATIONS MARKET SIZE, BY REGION,
2013 - 2018 ($MILLION) 103
TABLE 49 GAMIFICATION SALES APPLICATIONS MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 104
TABLE 50 GAMIFICATION SUPPORT APPLICATIONS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 105
TABLE 51 GAMIFICATION SUPPORT APPLICATIONS MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 106
TABLE 52 GAMIFICATION PRODUCT DEVELOPMENT APPLICATIONS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 107
TABLE 53 GAMIFICATION PRODUCT DEVELOPMENT APPLICATIONS MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 108
TABLE 54 GAMIFICATION HR APPLICATIONS MARKET SIZE, BY REGION,
2013 - 2018 ($MILLION) 109
TABLE 55 GAMIFICATION HR APPLICATIONS MARKET SHARE, BY REGION,
2014 - 2018 (Y-O-Y %) 110
TABLE 56 GAMIFICATION OTHER APPLICATIONS MARKET SIZE, BY REGION,
2013 - 2018 ($MILLION) 111
TABLE 57 GAMIFICATION OTHER APPLICATIONS MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 112
TABLE 58 GAMIFICATION VERTICALS MARKET SIZE, 2013 - 2018 ($MILLION) 114
TABLE 59 GAMIFICATION VERTICALS MARKET SHARE, 2014 - 2018 (Y-O-Y %) 116
TABLE 60 GAMIFICATION PUBLIC SECTOR AND GOVERNMENT VERTICALS MARKET SIZE, 2013 - 2018 ($MILLION) 118
TABLE 61 GAMIFICATION PUBLIC SECTOR AND GOVERNMENT VERTICAL
MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 119
TABLE 62 GAMIFICATION FINANCIAL SERVICE VERTICALS MARKET SIZE,
BY REGION, 2013 - 2018 ($MILLION) 120
TABLE 63 GAMIFICATION FINANCIAL SECTOR VERTICAL MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 121
TABLE 64 GAMIFICATION CONSUMER GOODS AND RETAIL SERVICES VERTICAL MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 122
TABLE 65 GAMIFICATION FINANCIAL SECTOR VERTICAL MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 123
TABLE 66 GAMIFICATION HIGH-TECH VERTICAL MARKET SIZE, BY REGION,
2013 - 2018 ($MILLION) 124
TABLE 67 GAMIFICATION HIGH-TECH VERTICAL MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 125
TABLE 68 GAMIFICATION MEDIA AND PUBLISHING MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 126
TABLE 69 GAMIFICATION MEDIA AND PUBLISHING VERTICAL MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 127
TABLE 70 GAMIFICATION ENERGY, POWER AND UTILITIES VERTICALS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 128
TABLE 71 GAMIFICATION ENERGY, POWER AND UTILITIES VERTICAL MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 129
TABLE 72 GAMIFICATION HEALTHCARE AND PHARMACEUTICALS VERTICAL MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 130
TABLE 73 GAMIFICATION HEALTHCARE AND PHARMACEUTICALS VERTICAL MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 131
TABLE 74 GAMIFICATION ENTERTAINMENT VERTICAL MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 132
TABLE 75 GAMIFICATION ENTERTAINMENT VERTICAL MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 133
TABLE 76 GAMIFICATION TRAVEL AND LOGISTICS VERTICAL MARKET SIZE,
BY REGION, 2013 - 2018 ($MILLION) 134
TABLE 77 GAMIFICATION TRAVEL AND LOGISTICS VERTICAL MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 135
TABLE 78 GAMIFICATION EDUCATION VERTICAL MARKET SIZE, BY REGION,
2013 - 2018 ($MILLION) 136
TABLE 79 GAMIFICATION EDUCATION VERTICAL MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 137
TABLE 80 GAMIFICATION MARKET SIZE, ‘OTHER’ VERTICAL, BY REGION,
2013 - 2018 ($MILLION) 138
TABLE 81 GAMIFICATION MARKET SHARE, ‘OTHER’ VERTICAL, BY REGION,
2014 - 2018 (Y-O-Y %) 139
TABLE 82 GAMIFICATION END-USER MARKET SIZE, 2013 - 2018 ($MILLION) 140
TABLE 83 GAMIFICATION END-USER MARKET SHARE, 2014 - 2018 (Y-O-Y %) 140
TABLE 84 GAMIFICATION CONSUMER END-USER MARKET SIZE,
BY DEPLOYMENT TYPES, 2013 - 2018 ($MILLION) 141
TABLE 85 GAMIFICATION CONSUMER END-USER MARKET SHARE,
BY DEPLOYMENT TYPE, 2014 - 2018 (Y-O-Y %) 142
TABLE 86 GAMIFICATION CONSUMER END-USER MARKET SIZE,
BY TYPE OF SERVICE END-USERS, 2013 - 2018 ($MILLION) 142
TABLE 87 GAMIFICATION CONSUMER END-USER MARKET SHARE,
BY TYPE OF SERVICE END-USERS, 2014 - 2018 (Y-O-Y %) 143
TABLE 88 GAMIFICATION CONSUMER END-USER MARKET SIZE, BY VERTICALS, 2013 - 2018 ($MILLION) 144
TABLE 89 GAMIFICATION CONSUMER END-USER MARKET SHARE,
BY VERTICALS, 2014 - 2018 (Y-O-Y %) 145
TABLE 90 GAMIFICATION CONSUMER END-USER MARKET SIZE,
BY APPLICATIONS, 2013 - 2018 ($MILLION) 146
TABLE 91 GAMIFICATION CONSUMER END-USER MARKET SHARE,
BY APPLICATIONS, 2014 - 2018 (Y-O-Y %) 147
TABLE 92 GAMIFICATION ENTERPRISE END-USER MARKET SIZE,
BY DEPLOYMENT TYPES, 2013 - 2018 ($MILLION) 148
TABLE 93 GAMIFICATION ENTERPRISE END-USER MARKET SHARE,
BY DEPLOYMENT TYPE, 2014 - 2018 (Y-O-Y %) 149
TABLE 94 GAMIFICATION ENTERPRISE END-USER MARKET SIZE,
BY TYPE OF SERVICE END-USERS, 2013 - 2018 ($MILLION) 149
TABLE 95 GAMIFICATION ENTERPRISE END-USER MARKET SHARE,
BY TYPE OF SERVICE END-USERS, 2014 - 2018 (Y-O-Y %) 150
TABLE 96 GAMIFICATION ENTERPRISE END-USER MARKET SIZE,
BY VERTICALS, 2013 - 2018 ($MILLION) 151
TABLE 97 GAMIFICATION ENTERPRISE END-USER MARKET SHARE,
BY VERTICALS, 2014 - 2018 (Y-O-Y %) 152
TABLE 98 GAMIFICATION ENTERPRISE END-USER MARKET SIZE,
BY APPLICATIONS, 2013 - 2018 ($MILLION) 153
TABLE 99 GAMIFICATION ENTERPRISE END-USER MARKET SHARE,
BY APPLICATIONS, 2014 - 2018 (Y-O-Y %) 154
TABLE 100 GAMIFICATION MARKET SIZE BY USER DEPLOYMENT TYPES,
2013 - 2018 ($MILLION) 155
TABLE 101 GAMIFICATION MARKET SHARE BY USER DEPLOYMENT TYPES,
2014 - 2018 (Y-O-Y %) 156
TABLE 102 GAMIFICATION ON-PREMISE MARKET SIZE, BY APPLICATIONS,
2013 - 2018 ($MILLION) 157
TABLE 103 GAMIFICATION ON-PREMISE MARKET SHARE, BY APPLICATIONS,
2014 - 2018 (Y-O-Y %) 158
TABLE 104 GAMIFICATION ON-PREMISE MARKET SIZE, BY VERTICALS,
2013 - 2018 ($MILLION) 159
TABLE 105 GAMIFICATION ON-PREMISE MARKET SHARE, BY VERTICALS,
2014 - 2018 (Y-O-Y %) 160
TABLE 106 GAMIFICATION ON-DEMAND MARKET SIZE, BY APPLICATIONS,
2013 - 2018 ($MILLION) 161
TABLE 107 GAMIFICATION ON-DEMAND MARKET SHARE, BY APPLICATIONS,
2014 - 2018 (Y-O-Y %) 162
TABLE 108 GAMIFICATION ON-DEMAND MARKET SIZE, BY VERTICALS,
2013 - 2018 ($MILLION) 163
TABLE 109 GAMIFICATION ON-DEMAND MARKET SHARE, BY VERTICALS,
2014 - 2018 (Y-O-Y %) 164
TABLE 110 GAMIFICATION HYBRID MARKET SIZE, BY APPLICATIONS,
2013 - 2018 ($MILLION) 165
TABLE 111 GAMIFICATION HYBRID MARKET SHARE, BY APPLICATIONS,
2014 - 2018 (Y-O-Y %) 166
TABLE 112 GAMIFICATION HYBRID MARKET SIZE, BY VERTICALS,
2013 - 2018 ($MILLION) 167
TABLE 113 GAMIFICATION HYBRID MARKET SHARE, BY VERTICALS,
2014 - 2018 (Y-O-Y %) 168
TABLE 114 GAMIFICATION BY TYPE OF SERVICE CUSTOMERS MARKET SIZE,
2013 - 2018 ($MILLION) 169
TABLE 115 GAMIFICATION BY TYPE OF SERVICE CUSTOMERS MARKET SHARE, 2014 - 2018 (Y-O-Y %) 170
TABLE 116 GAMIFICATION SMB MARKET SIZE, BY END-USER TYPE,
2013 - 2018 ($MILLION) 171
TABLE 117 GAMIFICATION SMB MARKET SHARE, BY END-USER TYPE,
2014 - 2018 (Y-O-Y %) 171
TABLE 118 GAMIFICATION LARGE ENTERPRISES MARKET SIZE,
BY END-USER TYPE, 2013 - 2018 ($MILLION) 172
TABLE 119 GAMIFICATION LARGE ENTERPRISES MARKET SHARE,
BY END-USER TYPE, 2014 - 2018 (Y-O-Y %) 173
TABLE 120 GAMIFICATION MARKET SIZE BY REGION, 2013 - 2018 ($MILLION) 176
TABLE 121 GAMIFICATION NA MARKET SIZE, BY END-USER TYPE,
2013 - 2018 ($MILLION) 177
TABLE 122 GAMIFICATION NA MARKET SHARE, BY END-USER TYPE,
2014 - 2018 (Y-O-Y %) 177
TABLE 123 GAMIFICATION EU MARKET SIZE, BY END-USER TYPE,
2013 - 2018 ($MILLION) 178
TABLE 124 GAMIFICATION EU MARKET SHARE, BY END-USER TYPE,
2014 - 2018 (Y-O-Y %) 179
TABLE 125 GAMIFICATION APAC MARKET SIZE, BY END-USER TYPE,
2013 - 2018 ($MILLION) 180
TABLE 126 GAMIFICATION APAC MARKET SHARE, BY END-USER TYPE,
2014 - 2018 (Y-O-Y %) 180
TABLE 127 GAMIFICATION MEA MARKET SIZE, BY END-USER TYPE,
2013 - 2018 ($MILLION) 181
TABLE 128 GAMIFICATION MEA MARKET SHARE, BY END-USER TYPE,
2014 - 2018 (Y-O-Y %) 182
TABLE 129 GAMIFICATION LA MARKET SIZE, BY END-USER TYPE,
2013 - 2018 ($MILLION) 183
TABLE 130 GAMIFICATION LA MARKET SHARE, BY END-USER TYPE,
2014 - 2018 (Y-O-Y %) 183
TABLE 131 ACCENTURE: REVENUE, 2011 - 2012 ($MILLION) 211
TABLE 132 ACCENTURE: REVENUE BY SEGMENT, 2011 - 2012 ($MILLION) 211
TABLE 133 ACCENTURE: REVENUE BY REGION, 2011 - 2012 ($MILLION) 212
TABLE 134 GOOGLE: REVENUE, 2011 - 2012 252
TABLE 135 IBM: REVENUE, 2011 - 2012 ($MILLION) 259
TABLE 136 IBM: REVENUE BY SEGMENT, 2011 - 2012 ($MILLION) 260
TABLE 137 IBM: REVENUE BY REGION, 2011 - 2012 ($MILLION) 260
TABLE 138 MICROSOFT: REVENUE, 2011 - 2012 ($MILLION) 276
TABLE 139 MICROSOFT: REVENUE BY SEGMENT, 2011 - 2012 ($MILLION) 277
TABLE 140 MICROSOFT: REVENUE BY REGION, 2011 - 2012 ($MILLION) 277
TABLE 141 PERSISTENT SYSTEMS LTD: REVENUE, 2010 - 2012 ($MILLION) 285
TABLE 142 SALESFORCE: REVENUE, 2011 - 2012 ($MILLION) 294
TABLE 143 SALESFORCE: REVENUE BY BUSINESS UNIT SEGMENT,
2011 - 2012 ($MILLION) 294
TABLE 144 SALESFORCE: REVENUE BY REGION, 2011 - 2012 ($MILLION) 295
TABLE 145 SAP: REVENUE, 2011 - 2012 ($MILLION) 298
TABLE 146 SAP: REVENUE BY BUSINESS UNIT SEGMENT, 2011 - 2012 ($MILLION) 298
TABLE 147 SAP: REVENUE BY REGION, 2011 - 2012 ($MILLION) 299
TABLE 148 YAHOO: REVENUE, 2011 - 2012 ($MILLION) 302
TABLE 149 YAHOO: REVENUE BY SEGMENT, 2011 - 2012 ($MILLION) 302
TABLE 150 YAHOO: REVENUE BY REGION, 2011 - 2012 ($MILLION) 303



LIST OF FIGURES

FIGURE 1 GAMIFICATION: SEGMENTS 33
FIGURE 2 GAMIFICATION MARKET SIZE AND Y-O-Y GROWTH RATE 38
FIGURE 3 GAMIFICATION: VALUE-CHAIN 41
FIGURE 4 GAMIFICATION: TYPICAL SCENARIO 42
FIGURE 5 GAMIFICATION: ECOSYSTEM 43
FIGURE 6 GAMIFICATION: DRIVERS 44
FIGURE 7 GAMIFICATION: RESTRAINTS AND COUNTERBALANCE 46
FIGURE 8 GAMIFICATION: OPPORTUNITIES 48
FIGURE 9 TIME-IMPACT ANALYSIS OF DYNAMICS 50
FIGURE 10 GAMIFICATION MARKET SIZE, BY TYPE OF SOLUTIONS,
2013 - 2018 ($MILLION) 53
FIGURE 11 GAMIFICATION MARKET SHARE, BY TYPE OF SOLUTIONS,
2014 - 2018 (Y-O-Y %) 54
FIGURE 12 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY REGION, 2013 - 2018 ($MILLION) 56
FIGURE 13 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY REGION, 2014 - 2018 (Y-O-Y %) 57
FIGURE 14 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY END-USER TYPE, 2014 - 2018 (Y-O-Y %) 59
FIGURE 15 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY DEPLOYMENT MODEL TYPE, 2014 - 2018 (Y-O-Y %) 61
FIGURE 16 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SHARE, BY TYPE OF SERVICE CUSTOMERS, 2014 - 2018 (Y-O-Y %) 63
FIGURE 17 GAMIFICATION PLATFORM AND SERVICE PROVIDERS MARKET SIZE,
BY VERTICALS, 2013 - 2018 ($MILLION) 64
FIGURE 18 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 67
FIGURE 19 GAMIFICATION OPEN SOURCE PROVIDERS MARKET SHARE,
BY REGION, 2014 - 2018 (Y-O-Y %) 68
FIGURE 20 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SIZE,
2013 - 2018 ($MILLION) 85
FIGURE 21 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SHARE,
2014 - 2018 (Y-O-Y %) 86
FIGURE 22 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SHARE,
BY DEPLOYMENT TYPE, 2014 - 2018 (Y-O-Y %) 88
FIGURE 23 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SIZE,
BY APPLICATIONS, 2013 - 2018 ($MILLION) 89
FIGURE 24 GAMIFICATION ENTERPRISE DRIVEN SERVICES MARKET SHARE,
BY APPLICATIONS, 2014 - 2018 (Y-O-Y %) 91
FIGURE 25 GAMIFICATION SOCIAL CONNECTORS MARKET SIZE,
BY APPLICATIONS, 2013 - 2018 ($MILLION) 94
FIGURE 26 GAMIFICATION APPLICATIONS MARKET SIZE, 2013 - 2018 ($MILLION) 98
FIGURE 27 GAMIFICATION APPLICATIONS MARKET SHARE, 2014 - 2018 (Y-O-Y %) 99
FIGURE 28 GAMIFICATION MARKETING APPLICATIONS MARKET SIZE, BY REGION, 2013 - 2018 ($MILLION) 101
FIGURE 29 GAMIFICATION VERTICALS MARKET SIZE, 2013 - 2018 ($MILLION) 115
FIGURE 30 GAMIFICATION VERTICALS MARKET SHARE, 2014 - 2018 (Y-O-Y %) 117
FIGURE 31 GAMIFICATION MARKET SIZE, BY REGION, PARFAIT CHART 175
FIGURE 32 GAMIFICATION: MARKET EVOLUTION 185
FIGURE 33 GAMIFICATION: MARKET DISRUPTION 186
FIGURE 34 GAMIFICATION: LIFECYCLE AND CHASM PLOT 187
FIGURE 35 GAMIFICATION: GO TO MARKET STARTEGY 188
FIGURE 36 GAMIFICATION: VALUE CREATION AND INNOVATION 189
FIGURE 37 GAMIFICATION: ADOPTION ROADMAPS 190
FIGURE 38 GAMIFICATION: FINDING THE RIGHT BALANCE 193
FIGURE 39 GAMIFICATION: OPPORTUNITY PLOTS 195
FIGURE 40 GAMIFICATION: DEMAND ANALYSIS OF GAME MECHANICS 199
FIGURE 41 GAMIFICATION: DEMAND ANALYSIS OF GAME MECHANICS 200
FIGURE 42 GAMIFICATION: END-USERS RESPONSE ANALYSIS 202
FIGURE 43 GAMIFICATION: END-USERS RESPONSE ANALYSIS 203
FIGURE 44 GAMIFICATION: USER ENGAGEMENT LEVELS THAT LEAD TO LOYALTY 204

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