Global Gamification Market (2015-2027), By Product Type , By Distribution Channel, By Country, Competition, Forecast & Opportunities by Proficient Market
According to a new report published by Proficient Market, titled, “Global Gamification Market – Share, Forecast Data, In-Depth Analysis, and Detailed Overview, and Forecast, 2015 – 2027″ The report has offered an all-inclusive analysis of the global gamification market taking into consideration all the crucial aspects like growth factors, constraints, market developments, top investment pockets, future prospects, and trends. At the start, the report lays emphasis on the key trends and opportunities that may emerge in the near future and positively impact the overall industry growth.
According to the report, Global Gamification Market in 2019 stood at USD 7.17 billion and is expected to reach USD 33.33 billion by 2027 growing at a CAGR of 30.13% from 2020 to 2027.
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Gamification refers to the technique of integrating a purposeful game design in day-to-day activities to engage and motivate people for achieving their goals. This technique is usually based on the concept of tapping people’s desires and needs related to their virtual status and achievement. The achievements in gamification are in the form of points, scores, level crossing, and several others. They up the productivity of employees and loyalty of customers. While the market for gamification is still in a nascent stage, it seems primed to explode in the near future with both established players and start-ups jumping on to it with unique products.
Gamification Market Key Players: The research study includes profiles of leading companies operating in the global gamification market. Key players profiled in the report include:
Microsoft
SAP
BI WORLDWIDE
Verint Aon
Hoopla
Centrical
Mambo.IO
MPS Interactive Systems
Influitive
LevelEleven
In January 2020, BI WORLDWIDE partnered with Vitality, a behavior change platform provider. Both companies collaboratedto improve the overall employee health. BI WORLDWIDE’s recognition system is integrated with the new Vitality One program to reward employees for leading active and healthy lifestyles.
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Drivers for the Global Gamification Market: Extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services is driving the growth of gamification market. Moreover, the presence of gamification systems such as consumer-based gamification systems and cloud-based gamification helps small and medium business enterprises to expansively accept techniques of gamification without paying any additional amount. The swelling dissemination of devices with a display is another factor driving the growth of the gamification market. Additionally, it has been observed that the population in the Asia-Pacific has a high demand for digital entertainment and increasing demand for tablets; laptops and mobile phones are the key contributors supporting this demand. Thus all these factors led to the growth of the gamification market.
Opportunities for the Global Gamification Market: The major factors which will drive the growth of the gamification market during forecasted period are includes rewards and recognition to employees over performance to boost employee engagement, provision of lucrative offers to the customers and consumers, and gamification yielding higher Return on Investment (RoI). However, the increasing passion for gaming in developing countries and growing number of gamification applications in consumer survey, are expected to be the major growth opportunities for the gamification market. Apart from this, the gamification market also holds other growth opportunities such as proliferation of information in digital world and popularity of bring your own device (BYOD) in offices.
Restrains for the Global Gamification Market: The absence of improvement in the designs of the game in various developed as well as developing economies is hampering the growth of the gamification market. However, less awareness and low accessibility about gamification technique along with understated effects on the attitude of users is further hampering the growth of the market. Moreover, Inappropriate or unimaginative game designs is another factor hindering the market growth. Thus , all these factors are hampering the growth of the gamification market.
Region Wise, Global Gamification Market Analysis: The market can be segmented into North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Among all, North America leads the global gamification market share followed by Asia-pacific & Europe. While the North America leads the global gamification market due to the extensive adoption of an enterprise-based and customer-based solution in this region. In order to aggravate the marketing activities of their organizations, countries such as the U.S. and Canada are rapidly adopting gamification technique with the use of effective branding, advertising, and customer interaction. These factors are thereby accentuating the demand for gamification market in this region.
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Global Gamification Market: Product analysis
Consumer-Driven Solution
Enterprise-Driven Solution
On the basis of type, Consumer-Driven Solution accounted for largest share of total revenue generated. Because, consumer-driven solutions are considered to be user-friendly and flexible and are extensively being utilized for amplifying loyalty and motivation of customers towards various products across several different industries. Thus because of these factors the segment is growing rapidly which is fueling the gamification market.
Global Gamification Market: Application analysis
Retail
Banking
Government
Healthcare
Education and Research
IT and Telecom
Other
The demand of Global Gamification Market is highest from IT and Telecom as Telecom companies face severe competition from other service providers, due to which the adoption of a customer-centric approach has become very crucial. Increasing the number of subscribers with consistent experiences across all channels is the main goal of companies, which can be achieved only through customer-focused offerings. Since the customer has become highly informed and is likely to avail multiple services, companies have to incorporate gamification in their business models. These companies have limited jurisdiction over the content and offerings, but the customer is going to hold them accountable for quality and availability. With the gamification solution, companies can know about consumer satisfaction and engage them for new offers and rewards.
Global Gamification Market Market: Region analysis
North America: U.S., Canada, Mexico
Europe: U.K., France, Germany, Spain, Italy, Rest of Europe
Asia Pacific: China, Japan, South Korea, ASEAN, India
Rest of Asia Pacific: Latin America, Brazil, Argentina, Colombia, Rest of L.A.
Middle East and Africa: Turkey, GCC, UAE, South Africa, Rest of Middle East
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