Gamification Market 2020 Future Growth, Industry Trends, Application, Opportunity Assessment and Forecast Analysis 2025 | Arcaris, Badgeville, Bigdoor Media, Bunchball, Faya Corporation, Gigya, LevelEleven, Microsoft, Salesforce, and SAP SE. Moreover, theThe global gamification market size is projected to reach over USD 34 billion with a CAGR of ~31% by 2025. The gamification is a methodology that incorporates game-based solutions to influence users or customers to keep them engaged with a particular function or service. In addition, with gamification techniques such as rewards, levels, goals, badges, and others, organizations can reduce their development and learning costs.
Request a sample of this report @ https://www.adroitmarketresearch.com/contacts/request-sample/1356
The current and future gamification market trends are outlined to determine the overall attractiveness of the market. Top impacting factors highlight the gamification market opportunities during the forecast period. Factors such as the growing adoption of gamification solutions in e-learning are boosting the market growth. In addition, an increase in the penetration of smartphones and IoT is also driving the adoption of gamification solutions and services. However, lack of awareness about the gamification solutions is hindering the market growth. Furthermore, the increasing trend of social media and adoption of digitization is expected to provide major growth opportunities for the market in upcoming years.
The report also throws light on various aspects of the global gamification industry by assessing the market using value chain analysis. The report comprises several qualitative aspects of the gamification industry in market drivers, restraints and key industry trends. Furthermore, the report delivers an in-depth assessment of the market rivalry with company profiles of global and local vendors.
Browse the complete report @ https://www.adroitmarketresearch.com/industry-reports/gamification-market
The global gamification market has tough competition among the well-established and emerging players. These market players are targeting to achieve a competitive advantage over the other market players by engaging in partnerships, agreement, mergers and acquisitions and expanding their businesses.
On the basis of industry verticals of the gamification market, the market is categorized into retail & e-commerce, media & entertainment, healthcare, BFSI, IT & telecommunication, and others. The retail industry dominated the market in 2018 and it is expected to remain dominant throughout the forecast period, due to growing demand from retailers to create an enhanced experience for their customers.
The Asia-Pacific region is expected to experience the fastest growth with ~36% CAGR over the forecast period. In addition, the North America segment dominated the global gamification market and it is expected to remain dominant throughout the forecast period. The market growth in this region is mainly attributed to the existence of key market players in countries such as the U.S. and Canada. In addition, major penetration of mobile phones is also fostering the adoption of gamification solutions for the marketing industry in this region. Thus, such factors driving the adoption of gamification solutions and services in this region.
The major players of the global Gamification market are Arcaris, Badgeville, Bigdoor Media, Bunchball, Faya Corporation, Gigya, LevelEleven, Microsoft, Salesforce, and SAP SE. Moreover, the other potential players in the Gamification market are Ambition, BI Worldwide (BIW), Foursquare, Cognizant Technology Solution Corp., Callidus Software Inc., and others. As of 2019, the market for Gamification is consolidated with the presence of established global and domestic players across the globe. Moreover, the established companies are coming up with new strategies and innovative Gamification solutions. For instance, in 2018 BI WORLDWIDE (BIW) acquired Bunchball, a gamification solutions provider. By acquiring Bunchball, BI Worldwide (BIW) enhanced its flexibility to the market with Bunchball's patented gamification technology.
Place a purchase order of this report @ https://www.adroitmarketresearch.com/researchreport/purchase/1356
Segment Overview of Global Gamification Market
Solution Overview, 2018-2025 (USD Billion)
Function Overview, 2018-2025 (USD Billion)
Industry Vertical, 2018-2025 (USD Billion)
Retail and E-Commerce
Media and Entertainment
IT & Telecommunication
Regional Overview, 2018-2025 (USD Billion)
Rest of Europe
Rest of Asia-Pacific
Middle East and Africa
Rest of South America
Enquire for in-depth information before buying this report @ https://www.adroitmarketresearch.com/contacts/enquiry-before-buying/1356
Adroit Market Research is an India-based business analytics and consulting company incorporated in 2018. Our target audience is a wide range of corporations, manufacturing companies, product/technology development institutions and industry associations that require understanding of a market's size, key trends, participants and future outlook of an industry. We intend to become our clients' knowledge partner and provide them with valuable market insights to help create opportunities that increase their revenues. We follow a code- Explore, Learn and Transform. At our core, we are curious people who love to identify and understand industry patterns, create an insightful study around our findings and churn out money-making roadmaps.
Adroit Market Research
3131 McKinney Ave Ste 600,
Dallas, Texas - 75204, U.S.A
Phone No: +19723628199
Email: [email protected]
This release was published on openPR.
Permanent link to this press release:
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.
You can edit or delete your press release Gamification Market 2020 Future Growth, Industry Trends, Application, Opportunity Assessment and Forecast Analysis 2025 | Arcaris, Badgeville, Bigdoor Media, Bunchball, Faya Corporation, Gigya, LevelEleven, Microsoft, Salesforce, and SAP SE. Moreover, the here
News-ID: 2036341 • Views: 187
More Releases from Adroit Market Research
Anti-Aging Products Market Scenario & Industry Outlook 2019-2025 | Allergan Plc, …
The global anti-aging products market size is estimated to reach up to USD 257.9 billion by 2025 mainly driven by rising awareness, demand and adoption from growing baby boomers and generation X population across the globe. However, the anti-aging products are costly compared to other beauty products which is a primary restraining factor in the growth of the anti-aging products market. In addition, the presence of counterfeit products and the
Baby Infant Formula Market - Global Growth Data Analysis by 2020-2025 | Frieslan …
The global baby infant milk formula market size is projected to be valued USD 82.31 billion by 2025, driven by the rising trend of a rising number of mothers entering the workforce leading to an increasing need for breastfeeding substitutes for adequate infant nutrition worldwide. Also, growing sales of premium nutrition products on the back of higher birth rates in developing economies to drive the global baby infant formula market
United States Transportation Management Systems Market 2020 Global Analysis Tren …
The US Transportation Management Systems market was valued at USD 4.09 billion in 2018. The market is primarily driven by exceptional growth of e-commerce in the US which subsequently surged online purchase and raised retail sales. To respond to this e-commerce adoption, distributors, retailers, and manufacturers recognized the importance of robust TMS for managing customer expectations and keeping fulfillment and delivery costs in check. Besides that, higher demand for ‘software
Solar Energy Market 2020-2025 Global Analysis & Opportunity Assessment | Abengoa …
The global solar energy market size is projected to attain a valuation of USD 222.41 billion by 2025, due to increasing installations of solar PV to address the mounting environmental concerns arising out of the intensified carbon emissions, globally. Another major factor driving the market is the declining prices of solar photovoltaic (PV) systems that have reduced the cost of producing solar power. Request sample copy of this report at: https://www.adroitmarketresearch.com/contacts/request-sample/231 Increasing
More Releases for Gamification
Gamification Nation wins award for Excellence in Gamification Design
London-based Gamification Nation has won the award for Excellence in No-Tech Gamification Design at GamiCon 2018. It won the award for its design of a cybersecurity board game for an insurance client. “We enjoyed working with our client to design this collaborative board game, which was aimed at helping insurance agents understand the effects that cyberattacks could have on a business through a number of scenarios,” said An Coppens, CEO and
Gamification reaches the process industry
Neste Jacobs launches ground-breaking operator training game Operator training can be both fun and efficient when done through gamification. Finnish company Neste Jacobs has launched a new game called NAPCON Games Distiller for operator training in the process industry. The game is the first one of a completely new generation of training games. “Although the main target is to train operators, the game is still very fun and engaging to play. Gamification
Gamification Market Growth, Forecast - Industry statistics 2024
Global Gamification Market: Overview The global market for gamification, which entails deploying game mechanics into a non-game context to facilitate user engagement, is in a nascent stage waiting to explode. Points, rewards, badges, challenges, and leader boards are to name a few game mechanics. They are primarily used to enhance customer loyalty and employee productivity. Currently, a host of small and medium entities across various industries are implementing gamification solutions to
Gamification Market Forecast 2022 - Research Report
“Global Gamification Industry 2021 Market Research Report” Purchase This Report by calling ResearchnReports.com at +1-888-631-6977. The study report examines the global Gamification market in all its aspects. It reviews all key trends in the market, examines the determinant drivers and restraints acting on the market, and explains the competitive rivalry in the Gamification market in depth. This helps provide a 360-degree overview of the market to all stakeholders and participants in
Gamification Market Growth, Forecast - Industry statistics 2020
Gamification Market Size, Capacity, Trends, Outlook, Research, Analysis, Growth | Industry Report 2020 Market Research Report to It’s a Database. Download sample copy @ https://goo.gl/PWCLwJ MarketsandMarkets forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by2020, at a CAGR of 46.3%.The speedy growth of social media is driving the gamification market. Social networks are
Gamification Market By Type, Application, Geography
Gamification Market Size, Share, Price | Industry Report 2020 Market Research Report to It’s a Database. Download sample copy of This Report @ http://bit.ly/2qHMumf 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 by2020, at a CAGR of 46.3%.The speedy growth of social