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The rising adoption of Bring Your Own Device (BYOD) among enterprises will help the gamification market grow significantly
MarketsandMarkets forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by 2020, at a CAGR of 46.3%. The speedy growth of social media is driving the gamification market. Social networks are fast becoming the norm of modern day technologies, which is evident across social media networks such as Facebook, Twitter, LinkedIn, and others and enterprise social networks. Users in regions such as North America and Europe prefer using social media websites to make purchases or to connect with the companies. This has encouraged organizations to provide online gamification techniques to customers as well as employees.

Increasing usage of gamified techniques among marketing and sales departments within organizations will create opportunities for the gamification market to grow
The usage of gamification technology has become the most important constituent for today’s organizations. For marketing activities such as advertising, marketing campaign, and branding of products as well as services, companies are providing employees with progressive marketing solutions that can help them in improving their marketing and sales programs. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate the marketing personnel. This helps them in increasing the number of prospective clients for the company.

Asia-Pacific (APAC) is expected to become one of the major adopters of gamification techniques by 2020
APAC is growing at a higher rate in comparison to other regions. Moreover, countries in the region, mainly Australia, Japan, China, and India, are prominently adopting technologies and solutions within the organizations for increasing profits along with employee satisfaction. Gamification can help companies in this region by providing them techniques to build goodwill in the market. The solutions such as virtual badges, reward points, and club cards are building loyalty among the customers towards the brand. Furthermore, the adoption of emerging technologies and the economic growth of countries such as India and China are driving the adoption of gamification.

Breakdown of profile of primaries.
- By Company: Tier 1(17%), Tier 2 (33%) and Tier 3 (50%)
- By Designation: C-level (50%), Director Level (20%), and other executives (30%)
- By Region: North America (57%), Europe (14%), and APAC (29%)

The companies profiled in this report include:
- Microsoft
- Salesforce
- Badgeville
- Bunchball
- Arcaris
- SAP
- Bigdoor Media
- Gigya
- FAYA
- Levelelven

Introduction of Software as a Service (SaaS)-based solutions will create new opportunities in this market
In the coming five years, the growing demand of SaaS-based solutions in the gamification market will improve the offerings and create huge opportunities for growth. Many developing countries in the APAC region are showing interest and demanding SaaS-based solutions for implementing gamification solutions in their organizations.

The report will help the market leaders/new entrants in this market in the following ways:
1. This report segments the market into solutions, application market, deployment type, user type, industry verticals, and region covering this market comprehensively. The report provides the closest approximations of the revenue numbers for the overall market and the subsegments. The market numbers are further split across the different users and regions.
2. This report will help them better understand the competitors and gain more insights to better position ones business. There is a separate section on competitive landscape, including end user analysis, mergers and acquisition and expansions. Besides this, there are company profiles of the ten major players in this market. In this section, market internals are provided that can help place one’s company ahead of the competitors.
3. The report helps them understand the pulse of the market. The report provides information on key market drivers, restraints, challenges, and opportunities.

Table Of Contents

Gamification Market by Solution, Applications, Deployment Type, User Type, Industry and Region - Global Forecast to 2020
TABLE OF CONTENTS

1 INTRODUCTION 13
1.1 OBJECTIVES OF THE STUDY 13
1.2 MARKET DEFINITION 13
1.3 MARKET SCOPE 13
1.3.1 MARKETS COVERED 14
1.3.2 YEAR 15
1.4 CURRENCY 15
1.5 LIMITATIONS 15
1.6 STAKEHOLDERS 15
2 RESEARCH METHODOLOGY 16
2.1 RESEARCH DATA 17
2.1.1 KEY DATA TAKEN FROM SECONDARY SOURCES 17
2.1.2 KEY DATA TAKEN FROM PRIMARY SOURCES 18
2.2 MARKET SIZE ESTIMATION 19
2.2.1 BOTTOM-UP APPROACH 20
2.2.2 TOP-DOWN APPROACH 20
2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 21
2.3.1 KEY INDUSTRY INSIGHTS 22
2.4 ASSUMPTIONS 23
3 EXECUTIVE SUMMARY 24
4 PREMIUM INSIGHTS 28
4.1 ATTRACTIVE MARKET OPPORTUNITIES IN THE GAMIFICATION MARKET 28
4.2 GAMIFICATION MARKET 28
4.3 GAMIFICATION MARKET POTENTIAL 29
4.4 GAMIFICATION DEPLOYMENT TYPE MARKET (2015) 29
4.5 GAMIFICATION SOLUTION MARKET 30
4.6 LIFECYCLE ANALYSIS, BY REGION, 2015 30
5 MARKET OVERVIEW 31
5.1 INTRODUCTION 32
5.2 MARKET SEGMENTATION 32
5.2.1 MARKET, BY SOLUTION 32
5.2.2 MARKET, BY APPLICATION 33
5.2.3 MARKET, BY DEPLOYMENT TYPE 33
5.2.4 MARKET, BY USER TYPE 34
5.2.5 MARKET, BY INDUSTRY 34
5.2.6 MARKET, BY REGION 35
5.3 MARKET DYNAMICS 35
5.3.1 DRIVERS 36
5.3.1.1 Increasing ROI 36
5.3.1.2 Enhanced overall user experience 36
5.3.1.3 Increased need of gamification solutions and applications in enterprise and consumer brands 36
5.3.2 RESTRAINTS 37
5.3.2.1 Low level of awareness about gamification 37
5.3.2.2 Unclear effects on user attitudes and behavior 37
5.3.3 OPPORTUNITIES 37
5.3.3.1 Growing impetus of digitization 37
5.3.3.2 Growth of social media 38
5.3.3.3 Growth of BYOD penetration 38
5.3.4 CHALLENGES 38
5.3.4.1 Lack of improvement in game designs 38
6 INDUSTRY TRENDS 39
6.1 INTRODUCTION 39
6.2 GAMIFICATION MARKET: VALUE CHAIN ANALYSIS 39
6.3 PORTER'S FIVE FORCES ANALYSIS 40
6.3.1 THREAT OF NEW ENTRANTS 41
6.3.2 THREAT OF SUBSTITUTES 41
6.3.3 BARGAINING POWER OF SUPPLIERS 41
6.3.4 BARGAINING POWER OF BUYERS 42
6.3.5 INTENSITY OF COMPETITIVE RIVALRY 42
7 GAMIFICATION MARKET ANALYSIS, BY SOLUTION 43
7.1 INTRODUCTION 44
7.2 ENTERPRISE-DRIVEN SOLUTION 45
7.3 CONSUMER-DRIVEN SOLUTION 46
8 GAMIFICATION MARKET ANALYSIS, BY APPLICATION 48
8.1 INTRODUCTION 49
8.2 MARKETING 50
8.3 SALES 51
8.4 SUPPORT 52
8.5 PRODUCT DEVELOPMENT 53
8.6 HUMAN RESOURCE 54
8.7 OTHERS 56

9 GAMIFICATION MARKET ANALYSIS, BY DEPLOYMENT TYPE 57
9.1 INTRODUCTION 58
9.2 ON PREMISES 59
9.3 CLOUD 60
10 GAMIFICATION MARKET ANALYSIS, BY USER TYPE 63
10.1 INTRODUCTION 64
10.2 SMALL AND MEDIUM BUSINESSES 65
10.3 LARGE ENTERPRISE 66
11 GAMIFICATION MARKET ANALYSIS, BY INDUSTRY 68
11.1 INTRODUCTION 69
11.2 RETAIL AND CONSUMER GOODS 70
11.3 ENTERTAINMENT 70
11.4 MEDIA AND PUBLISHING 72
11.5 HEALTHCARE 73
11.6 E-COMMERCE 74
11.7 BANKING, FINANCIAL SERVICES, AND INSURANCE 75
11.8 EDUCATION 76
11.9 TRAVEL AND LOGISTICS 76
11.10 GOVERNMENT 77
11.11 OTHERS 77
12 GEOGRAPHIC ANALYSIS 79
12.1 INTRODUCTION 80
12.2 NORTH AMERICA 81
12.3 EUROPE 84
12.4 ASIA-PACIFIC 86
12.5 MIDDLE EAST AND AFRICA 89
12.6 LATIN AMERICA 91
13 COMPETITIVE LANDSCAPE 94
13.1 OVERVIEW 94
13.2 COMPETITIVE SITUATION AND TRENDS 95
13.2.1 NEW PRODUCT LAUNCHES 96
13.2.2 PARTNERSHIPS 97
13.2.3 ACQUISITIONS 98


14 COMPANY PROFILE 99
14.1 INTRODUCTION 99
(Business Overview, Products and Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
14.2 MICROSOFT CORPORATION 100
14.3 SALESFORCE.COM 103
14.4 BADGEVILLE, INC. 106
14.5 BUNCHBALL 108
14.6 ARCARIS INC. 110
14.7 SAP SE 112
14.8 BIGDOOR, INC. 114
14.9 GIGYA 116
14.10 FAYA CORPORATION 117
14.11 LEVELELEVEN 119
*Details on Business Overview, Products and Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.
15 APPENDIX 120
15.1 INDUSTRY EXCERPTS 120
15.2 DISCUSSION GUIDE 121
15.3 INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE 125
15.4 AVAILABLE CUSTOMIZATIONS 126
15.5 RELATED REPORTS 127
LIST OF TABLES

TABLE 1 GLOBAL GAMIFICATION MARKET SIZE AND GROWTH RATE,
2013-2020 (USD MILLION, Y-O-Y%) 25
TABLE 2 GAMIFICATION MARKET: ANALYSIS OF DRIVERS 36
TABLE 3 GAMIFICATION MARKET: ANALYSIS OF RESTRAINTS 37
TABLE 4 GAMIFICATION MARKET: ANALYSIS OF OPPORTUNITIES 38
TABLE 5 GAMIFICATION MARKET: ANALYSIS OF CHALLENGES 38
TABLE 6 GAMIFICATION MARKET, BY SOLUTION, 2013-2020 (USD MILLION) 44
TABLE 7 ENTERPRISE-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE,
BY REGION, 2013-2020 (USD MILLION) 45
TABLE 8 ENTERPRISE-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE,
BY USER TYPE, 2013-2020 (USD MILLION) 46
TABLE 9 CONSUMER-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE,
BY REGION, 2013-2020 (USD MILLION) 47
TABLE 10 CONSUMER-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE,
BY USER TYPE, 2013-2020 (USD MILLION) 47
TABLE 11 GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION) 49
TABLE 12 MARKETING: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 50
TABLE 13 MARKETING: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 51
TABLE 14 SALES MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 51
TABLE 15 SALES: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION) 52
TABLE 16 SUPPORT MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 53
TABLE 17 SUPPORT MARKET: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 53
TABLE 18 PRODUCT DEVELOPMENT MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION) 54
TABLE 19 PRODUCT DEVELOPMENT: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 54
TABLE 20 HUMAN RESOURCES MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 55
TABLE 21 HUMAN RESOURCES: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 55
TABLE 22 OTHERS MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 56
TABLE 23 OTHERS: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION) 56
TABLE 24 GAMIFICATION MARKET, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION) 58
TABLE 25 ON-PREMISES MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 59
TABLE 26 ON-PREMISES MARKET: GAMIFICATION MARKET SIZE, BY INDUSTRY,
2013-2020 (USD MILLION) 60
TABLE 27 CLOUD MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 61
TABLE 28 CLOUD MARKET: GAMIFICATION MARKET SIZE, BY INDUSTRY,
2013-2020 (USD MILLION) 62
TABLE 29 GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION) 64
TABLE 30 SMALL AND MEDIUM BUSINESSES MARKET: GAMIFICATION MARKET SIZE,
BY REGION, 2013-2020 (USD MILLION) 65
TABLE 31 SMALL AND MEDIUM BUSINESSES MARKET : GAMIFICATION MARKET SIZE,
BY APPLICATION, 2013-2020 (USD MILLION) 66
TABLE 32 LARGE ENTERPRISES MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 67
TABLE 33 LARGE ENTERPRISES MARKET: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION) 67
TABLE 34 GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION) 69
TABLE 35 RETAIL AND CONSUMER GOODS MARKET: GAMIFICATION MARKET SIZE,
BY REGION, 2013-2020 (USD MILLION) 70
TABLE 36 ENTERTAINMENT MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 71
TABLE 37 MEDIA AND PUBLISHING MARKET: GAMIFICATION MARKET SIZE,
BY REGION, 2013-2020 (USD MILLION) 72
TABLE 38 HEALTHCARE MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 73
TABLE 39 E-COMMERCE MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 74
TABLE 40 BFSI MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 75
TABLE 41 EDUCATION MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 76
TABLE 42 TRAVEL AND LOGISTICS MARKET: GAMIFICATION MARKET SIZE,
BY REGION, 2013-2020 (USD MILLION) 76
TABLE 43 GOVERNMENT: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 77
TABLE 44 OTHERS MARKET: GAMIFICATION MARKET SIZE, BY REGION,
2013-2020 (USD MILLION) 78
TABLE 45 GAMIFICATION MARKET, BY REGION, 2013-2020 (USD MILLION) 80
TABLE 46 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY SOLUTION,
2013-2020 (USD MILLION) 82
TABLE 47 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY APPLICATION,
2013-2020 (USD MILLION) 83
TABLE 48 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 83
TABLE 49 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE,
2013-2020 (USD MILLION) 83
TABLE 50 NORTH AMERICA : GAMIFICATION MARKET SIZE, BY INDUSTRY,
2013-2020 (USD MILLION) 84
TABLE 51 EUROPE: GAMIFICATION MARKET SIZE, BY SOLUTION, 2013-2020 (USD MILLION) 84
TABLE 52 EUROPE: GAMIFICATION MARKET SIZE, BY APPLICATION,
2013-2020 (USD MILLION) 85
TABLE 53 EUROPE: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION) 85
TABLE 54 EUROPE: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE,
2013-2020 (USD MILLION) 85
TABLE 55 EUROPE: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION) 86
TABLE 56 ASIA-PACIFIC : GAMIFICATION MARKET SIZE, BY SOLUTION,
2013-2020 (USD MILLION) 87
TABLE 57 ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY APPLICATION,
2013-2020 (USD MILLION) 88
TABLE 58 ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 88
TABLE 59 ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE,
2013-2020 (USD MILLION) 88
TABLE 60 ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY INDUSTRY,
2013-2020 (USD MILLION) 89
TABLE 61 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY SOLUTION,
2013-2020 (USD MILLION) 89
TABLE 62 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY APPLICATION,
2013-2020 (USD MILLION) 90
TABLE 63 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 90
TABLE 64 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION) 90
TABLE 65 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY INDUSTRY,
2013-2020 (USD MILLION) 91
TABLE 66 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY SOLUTION,
2013-2020 (USD MILLION) 91
TABLE 67 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY APPLICATION,
2013-2020 (USD MILLION) 92
TABLE 68 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY USER TYPE,
2013-2020 (USD MILLION) 92
TABLE 69 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE,
2013-2020 (USD MILLION) 92
TABLE 70 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY INDUSTRY,
2013-2020 (USD MILLION) 93
TABLE 71 NEW PRODUCT LAUNCHES, 2012-2016 96
TABLE 72 PARTNERSHIPS, 2012-2015 97
TABLE 73 ACQUISITION, 2011-2015 98
LIST OF FIGURES

FIGURE 1 RESEARCH DESIGN 16
FIGURE 2 BREAKDOWN OF PRIMARY INTERVIEW: BY COMPANY TYPE, DESIGNATION, AND REGION 19
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 20
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 20
FIGURE 5 DATA TRIANGULATION 21
FIGURE 6 GAMIFICATION MARKET SIZE, APPLICATIONS SNAPSHOT (2015-2020): MARKET FOR SALES EXPECTED TO DOUBLE DURING THE FORECAST PERIOD 25
FIGURE 7 GAMIFICATION MARKET SIZE, INDUSTRY SNAPSHOT (2015-2020): MEDIA AND PUBLISHING AND ENTERTAINMENT ARE EXPECTED TO DOMINATE THE MARKET 26
FIGURE 8 GLOBAL GAMIFICATION MARKET SHARE: NORTH AMERICA WILL EXHIBIT THE HIGHEST MARKET SHARE IN 2015 26
FIGURE 9 GROWING USAGE OF SMARTPHONE GAMIFICATION APPLICATIONS IS DRIVING THE MARKET 28
FIGURE 10 MEDIA AND PUBLISHING, ENTERTAINMENT AND E-COMMERCE ARE THE TOP THREE APPLICATIONS GAINING THE HIGHEST TRACTION IN TERMS OF MARKET SHARE IN 2015 28
FIGURE 11 ASIA-PACIFIC EXPECTED TO HAVE THE HIGHEST MARKET GROWTH POTENTIAL DURING THE FORECAST PERIOD 29
FIGURE 12 ON-PREMISES WILL CONTINUE TO DOMINATE THE GAMIFICATION MARKET DURING THE FORECAST PERIOD 29
FIGURE 13 CONSUMER DRIVEN MARKET TO GROW AT A HIGHER RATE THAN ENTERPRISE DRIVEN 30
FIGURE 14 REGIONAL LIFECYCLE: EUROPE AND ASIA-PACIFIC EXPECTED TO BE IN THE GROWTH PHASE FOR THE YEAR 2015 30
FIGURE 15 GAMIFICATION MARKET SEGMENTATION: BY SOLUTION 32
FIGURE 16 GAMIFICATION MARKET SEGMENTATION: BY APPLICATION 33
FIGURE 17 GAMIFICATION MARKET SEGMENTATION: BY DEPLOYMENT TYPE 33
FIGURE 18 GAMIFICATION MARKET SEGMENTATION: BY USER TYPE 34
FIGURE 19 GAMIFICATION MARKET SEGMENTATION: BY INDUSTRY 34
FIGURE 20 GAMIFICATION MARKET SEGMENTATION: BY REGION 35
FIGURE 21 GAMIFICATION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 35
FIGURE 22 VALUE CHAIN ANALYSIS 39
FIGURE 23 PORTER'S FIVE FORCES ANALYSIS: GAMIFICATION MARKET 40
FIGURE 24 ENTERPRISE-DRIVEN SOLUTION EXPECTED TO CONTRIBUTE HIGHEST TO THE GAMIFICATION MARKET 44
FIGURE 25 NORTH AMERICA AND EUROPE ARE EXPECTED TO BE THE LARGEST ENTERPRISE-DRIVEN SOLUTION MARKET 45
FIGURE 26 CONSUMER-DRIVEN SOLUTIONS EXPECTED TO GROW WITH THE HIGHEST RATE IN ASIA-PACIFIC DURING THE FORECAST PERIOD 46
FIGURE 27 SALES AND HUMAN RESOURCE APPLICATIONS HAVE ADOPTED GAMIFICATION SOLUTIONS AT A CONSIDERABLE RATE IN 2015 49
FIGURE 28 MARKETING APPLICATION TO IMPLEMENT GAMIFICATION AT A FASTER PACE IN NORTH AMERICA 50
FIGURE 29 EUROPE TO ADOPT GAMIFICATION SOLUTIONS FOR SUPPORT APPLICATION 52
FIGURE 30 ON-PREMISES CONTRIBUTING HIGHEST TO THE GAMIFICATION MARKET IN 2015 58
FIGURE 31 ON-PREMISES DEPLOYMENT TYPE WILL GROW SUBSTANTIALLY IN ASIA-PACIFIC 59
FIGURE 32 GAMIFICATION CLOUD DEPLOYMENT WILL GROW EXTENSIVELY IN EUROPE 61
FIGURE 33 LARGE ENTERPRISES EXPECTED TO CONTRIBUTE HIGHEST REVENUE TO THE GAMIFICATION MARKET 64
FIGURE 34 NORTH AMERICA HAS A CONSIDERABLE AMOUNT OF ADOPTIONS OF GAMIFICATION SOLUTION AMONG SMBS 65
FIGURE 35 LARGE ENTERPRISES IN EUROPE ARE ADOPTING GAMIFICATION SOLUTIONS FOR BETTER PRODUCTIVITY 66
FIGURE 36 ENTERTAINMENT SECTOR IS GROWING SIGNIFICANTLY AMONG OTHER INDUSTRY IN THE GAMIFICATION MARKET 69
FIGURE 37 ENTERTAINMENT IS THE LARGEST CONTRIBUTOR IN THE GAMIFICATION MARKET IN 2015 71
FIGURE 38 MEDIA AND PUBLISHING INDUSTRY IS ADOPTING GAMIFICATION SOLUTIONS SUBSTANTIVELY IN NORTH AMERICA 72
FIGURE 39 E-COMMERCE SECTOR ADOPTS GAMIFICATION SOLUTIONS CONSIDERABLY IN ASIA-PACIFIC 74
FIGURE 40 GEOGRAPHICAL ANALYSIS OF REGIONS 80
FIGURE 41 NORTH AMERICA MARKET SNAPSHOT: ON-PREMISES DEPLOYMENT TO CONTRIBUTE MAXIMUM TO THE MARKET 82
FIGURE 42 ASIA-PACIFIC MARKET SNAPSHOT: HEALTHCARE INDUSTRY EXPECTED TO GAIN POPULARITY AMONG THE USERS 87
FIGURE 43 COMPANIES ADOPTED NEW PRODUCT LAUNCHES AS THE KEY GROWTH STRATEGY (2013-2015) 94
FIGURE 44 MARKET EVALUATION FRAMEWORK 95
FIGURE 45 BATTLE FOR MARKET SHARE: PARTNERSHIPS AND NEW PRODUCT LAUNCHES WERE THE KEY STRATEGIES IN (2012-2015) 95
FIGURE 46 GEOGRAPHIC REVENUE MIX OF TOP 3 MARKET PLAYERS 99
FIGURE 47 MICROSOFT CORPORATION: COMPANY SNAPSHOT 100
FIGURE 48 MICROSOFT CORPORATION: SWOT ANALYSIS 102
FIGURE 49 SALESFORCE.COM: COMPANY SNAPSHOT 103
FIGURE 50 SALESFORCE.COM : SWOT ANALYSIS 104
FIGURE 51 BADGEVILLE, INC. : SWOT ANALYSIS 107
FIGURE 52 BUNCHBALL : SWOT ANALYSIS 109
FIGURE 53 ARCARIS: SWOT ANALYSIS 111
FIGURE 54 SAP SE: COMPANY SNAPSHOT 112

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