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 boost
efficiency and profitability. Sensing opportunity, a large number of
established companies are rushing in to tap into the market with
carefully-considered alliance and expansion strategies. The market
also holds out a lot of promise for new players with opportunities to
innovate new solutions and applications. The demand for gamification
in developed countries is particularly high on account of the
concentration of numerous organizations in them aware of various
gamification solutions.
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In
order to study the global market for gamification, the Transparency
Market Research report segments it on the basis of end users into
consumer gamification development model and enterprise gamification
development model. Depending upon the business type, the report
segments the market into small, medium, and large business. Based on
verticals, the market is segmented into logistics, consumer goods and
retail, education, IT and media, telecom, financial services,
government, and other sectors. The report also leverages
industry-leading analytical tools such Porter’s Five Forces and
SWOT analysis to understand the current competitive dynamics in the
market and profiles prominent players operating in it.
Global
Gamification Market: Trends and Opportunities
Factors
majorly contributing to the global
gamification market are the pressing need for customer and
employee engagement. With badges and points failing to have a long
lasting impact on consumer engagement, for example, gamification
techniques such as a rewarding system and effective use of graphics,
among others, have started to gain traction. It has significantly
helped in preventing consumers from switch brands. It has also helped
to stem employee attrition levels by upping their motivation levels
through various gamified applications. The growing need to improve
customer interaction is a significant factor that is expected to
foster market growth during the forecast period.
Posing
a roadblock to the global market for gamification is the lack of
awareness about the advantages of gamification. Inappropriate or
unimaginative game designs is another factor thwarting the market.
However, the market holds out a lot of opportunities because of the
proliferation of information in digital world and popularity of
trends such as bring your own device (BYOD) in offices. Another
important trend noticed in the market is the popularity of
cloud-based gamification techniques particularly among cost conscious
small and medium sized enterprises.
Global
Gamification Market: Regional Outlook
Depending
upon geography, the global market for gamification can be divided
into Asia Pacific, North America, Europe, the Middle East and Africa,
and the Rest of the World. The market, which is still in its early
stages, is dominated by North America and Europe. The continents are
forecasted to lead the market in the near future too because of a
certain degree of awareness about gamification in the enterprises in
the two regions and their relatively developed gamification’s
ecosystem. The North America market, in particular, has seen growth
because of a substantial uptake of customer-based and
enterprise-based gamification solutions in them.
Companies
Mentioned in Report
To
present an in-depth assessment of the competition prevailing in the
global market for gamification, the report profiles companies such as
Gamifier, BigDoor, Alive Mobile, Bunchball, CloudCaptive, Gamify, and
iActionable.
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