Global Gamification Market Report By Deployment (On-Premise And On-Cloud), Size (Small And Medium Enterprises And Large Enterprises) Platform (Open Platform And Closed/ Enterprise Platform) End-User Vertical (Retail, Banking, Government, Healthcare, Education And Research, IT And Telecom And Others) And By Regions - Industry Trends, Size, Share, Growth, Estimation And Forecast, 2019-2026

ID:VMR11210900
January 2020
Report Formats:

As per this study the Global Gamification Market was valued USD XX.X MN (by revenue) in 2019 and is anticipated to reach USD XX.X MN by 2026 with a CAGR of X.X%.
 
Gamification refers to a set of process or activities using digital game design in non-gaming settings to engage the customer digitally and improve organizational productivity. It is mainly used to increase the customer’s interest in the service or products of the company and also to strengthen the bond of the customer with the brand. It is basically applied to the existing products or services to improve the customer interaction.
 
Market Dynamics
 
The market is experiencing remarkable growth owing to ongoing adoption in corporate and business to improve productivity. Rising penetration of smartphones, laptop and other electronic display gadgets is fueling the market growth. Increasing demand for customer engagement activities across several industries is boosting the growth of this market. Despite of this, low awareness about the product may curb the market growth.
 
This detailed market study is centered on the data obtained from multiple sources and is analyzed using numerous tools including porter’s five forces analysis, market attractiveness analysis and value chain analysis. These tools are employed to gain insights of the potential value of the market facilitating the business strategists with the latest growth opportunities. Additionally, these tools also provide a detailed analysis of each application/product segment in the global market of gamification.
 
Market Segmentation
 
The broad gamification market has been sub-grouped into deployment, size, platform and end-user vertical. The report studies these subsets with respect to the geographical segmentation. The strategists can gain a detailed insight and devise appropriate strategies to target specific market. This detail will lead to a focused approach leading to identification of better opportunities.
 
By Deployment

  • On-Premise
  • On-Cloud
 
By Size
  • Small And Medium Enterprises 
  • Large Enterprises
 
By Platform
  • Open Platform
  • Closed/ Enterprise Platform
 
By End-User Vertical
  • Retail
  • Banking
  • Government
  • Healthcare
  • Education And Research
  • IT And Telecom
  • Others
 
Regional Analysis
 
Furthermore, the report comprises of the geographical segmentation, which mainly focuses on current and forecast demand for gamification in North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. The report further focuses on demand for individual application segments in all the regions.
 
Europe Gamification Market By Revenue (USD MN)



The report also covers detailed competitive landscape including company profiles of key players operating in the global market. The key players in the gamification market include Ambition, Axonify Inc., Bunchball Inc., Callidus Software Inc., Cognizant Technology Solution Corp., cut-e GmbH (AON, PLC), G-Cube, IActionable Inc., Microsoft Corporation
and MPS Interactive Systems Limited
among others. An in-depth view of the competitive outlook includes future capacities, key mergers & acquisitions, financial overview, partnerships, collaborations, new product launches, new product developments and other developments with information in terms of H.Q.
 
 
METHODOLOGY:
 
A combination of primary and secondary research has been used to determine the market estimates and forecasts. Sources used for secondary research include (but not limited to) Paid Data Sources, Company Websites, Technical Journals, Annual Reports, SEC Filings and various other industry publications. Specific details on methodology used for this report can be provided on demand.

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Gamification Market
       2.2. Global Gamification Market Snapshot
 
3 . GAMIFICATION – INDUSTRY ANALYSIS
       3.1. Introduction
       3.2. Market Drivers of Gamification Market
       3.3. Market Restraints of Gamification Market
       3.4. Opportunities of Gamification Market
       3.5. Trends of Gamification Market
       3.6. Porter’s Five Force Analysis of Gamification Market
       3.7. Gamification Market Attractiveness Analysis
           3.7.1 Market Attractive Analysis by Deployment
           3.7.2 Market Attractive Analysis by Size
           3.7.3 Market Attractive Analysis by Platform
           3.7.4 Market Attractive Analysis by End-User Vertical
           3.7.5 Market Attractive Analysis by Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Gamification Value Chain Analysis
       4.2. Gamification Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Gamification Raw Material Manufactures List
           4.2.3. Price Trend of Gamification Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5 . GLOBAL GAMIFICATION MARKET ANALYSIS BY DEPLOYMENT
       5.1 Overview by Deployment
       5.2 Global Gamification Market Analysis by Deployment
       5.3 Market Analysis of On-Premise by Regions
       5.4 Market Analysis of On-Cloud by Regions
 
6 . GLOBAL GAMIFICATION MARKET ANALYSIS BY SIZE
       6.1 Overview by Size
       6.2 Global Gamification Market Analysis by Size
       6.3 Market Analysis of Small And Medium Enterprises  by Regions
       6.4 Market Analysis of Large Enterprises by Regions
 
7 . GLOBAL GAMIFICATION MARKET ANALYSIS BY PLATFORM
       7.1 Overview by Platform
       7.2 Global Gamification Market Analysis by Platform
       7.3 Market Analysis of Open Platform by Regions
       7.4 Market Analysis of Closed/ Enterprise Platform by Regions
 
8 . GLOBAL GAMIFICATION MARKET ANALYSIS BY END-USER VERTICAL
       8.1 Overview by End-User Vertical
       8.2 Global Gamification Market Analysis by End-User Vertical
       8.3 Market Analysis of Retail by Regions
       8.4 Market Analysis of Banking by Regions
       8.5 Market Analysis of Government by Regions
       8.6 Market Analysis of Healthcare by Regions
       8.7 Market Analysis of Education And Research by Regions
       8.8 Market Analysis of IT And Telecom by Regions
       8.9 Market Analysis of Others by Regions
 
9 . GLOBAL GAMIFICATION MARKET ANALYSIS BY GEOGRAPHY
       9.1. Regional Outlook
       9.2. Introduction
       9.3. North America
           9.3.1. Overview
           9.3.2. North America Gamification Market Estimate by Country
           9.3.3. United State
           9.3.4. Rest of North America
       9.4. Europe
           9.4.1. Overview
           9.4.2. Europe Gamification Market Estimate by Market Segment
           9.4.3. Europe Gamification Market Estimate by Country
           9.4.4. United Kingdom
           9.4.5. France
           9.4.6. Germany
           9.4.7 Rest of Europe
       9.5. Asia Pacific
           9.5.1. Overview
           9.5.2. Asia Pacific Gamification Market Estimate by Market Segment
           9.5.3. Asia Pacific Gamification Market Estimate by Country
           9.5.4. China
           9.5.5. Japan
           9.5.6. India
           9.5.7. Rest of Asia Pacific
       9.6. Latin America
           9.6.1. Overview
           9.6.2. Latin America Gamification Market Estimate by Market Segment
           9.6.3. Latin America Gamification Market Estimate by Country
           9.6.4. Brazil
           9.6.5. Rest of Latin America
       9.7. Middle East & Africa
           9.7.1. Overview
           9.7.2. Middle East & Africa Gamification Market Estimate by Market Segment
           9.7.3. Middle East & Africa Gamification Market Estimate by Country
           9.7.4. Middle East
           9.7.5. Africa
 
10 COMPETITIVE LANDSCAPE OF THE GAMIFICATION COMPANIES
       10.1. Gamification Market Competition
       10.2. Partnership/Collaboration/Agreement
       10.3. Merger And Acquisitions
       10.4. New Product Launch
       10.5. Other Developments
 
11 COMPANY PROFILES OF GAMIFICATION INDUSTRY
       11.1. Company Share Analysis
       11.2. Market Concentration Rate
       11.3. Ambition

           11.3.1. Company Overview
           11.3.2. Financials
           11.3.3. Products
           11.3.4. Recent Developments
       11.4. Axonify Inc.

           11.4.1. Company Overview
           11.4.2. Financials
           11.4.3. Products
           11.4.4. Recent Developments
       11.5. Bunchball Inc.

           11.5.1. Company Overview
           11.5.2. Financials
           11.5.3. Products
           11.5.4. Recent Developments
       11.6. Callidus Software Inc.

           11.6.1. Company Overview
           11.6.2. Financials
           11.6.3. Products
           11.6.4. Recent Developments
       11.7. Cognizant Technology Solution Corp.

           11.7.1. Company Overview
           11.7.2. Financials
           11.7.3. Products
           11.7.4. Recent Developments
       11.8. cut-e GmbH (AON, PLC)

           11.8.1. Company Overview
           11.8.2. Financials
           11.8.3. Products
           11.8.4. Recent Developments
       11.9. G-Cube

           11.9.1. Company Overview
           11.9.2. Financials
           11.9.3. Products
           11.9.4. Recent Developments
       11.10. IActionable Inc

           11.10.1. Company Overview
           11.10.2. Financials
           11.10.3. Products
           11.10.4. Recent Developments
       11.11. Microsoft Corporation

           11.11.1. Company Overview
           11.11.2. Financials
           11.11.3. Products
           11.11.4. Recent Developments
       11.12. MPS Interactive Systems Limited

           11.12.1. Company Overview
           11.12.2. Financials
           11.12.3. Products
           11.12.4. Recent Developments
 
12.  IMPACT ANALYSIS OF COVID-19 OUTBREAK
       12.1. Impact Analysis of Covid-19 Outbreak on the Market
           12.1.1. Direct Impact on Production
           12.1.2. Supply Chain and Market Disruption
           12.1.3. Financial Impact on Firms and Financial Markets
       12.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       12.3. Pre V/S Post COVID-19 Market
       12.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic on the Market Size in 2020, by Scenario
       12.5. COVID-19: Micro and Macro Factor Analysis on the Market
    
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
 
LIST OF TABLES

  • Global Market Snapshot
  • Drivers of the Global Market Impact Analysis
  • Restraints of the Global Market Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers 
  • COVID-19 Impact Analysis by Production, Import, Export and Demand
  • Pre V/S Post COVID-19 Market
  • Estimated Impact Of The Coronavirus (Covid-19) Epidemic On The Market Size In 2020, By Scenario
  • COVID-19: Micro and Macro Factor Analysis on the Market
  • Global Gamification Market Analysis by Deployment (USD MN)
  • Global Gamification Market Analysis in On-Premise by Geography (USD MN)
  • Global Gamification Market Analysis in On-Cloud by Geography (USD MN)
  • Global Gamification Market Analysis by Size (USD MN)
  • Global Gamification Market Analysis in Small And Medium Enterprises  by Geography (USD MN)
  • Global Gamification Market Analysis in Large Enterprises by Geography (USD MN)
  • Global Gamification Market Analysis by Platform (USD MN)
  • Global Gamification Market Analysis in Open Platform by Geography (USD MN)
  • Global Gamification Market Analysis in Closed/ Enterprise Platform by Geography (USD MN)
  • Global Gamification Market Analysis by End-User Vertical (USD MN)
  • Global Gamification Market Analysis in Retail by Geography (USD MN)
  • Global Gamification Market Analysis in Banking by Geography (USD MN)
  • Global Gamification Market Analysis in Government by Geography (USD MN)
  • Global Gamification Market Analysis in Healthcare by Geography (USD MN)
  • Global Gamification Market Analysis in Education And Research by Geography (USD MN)
  • Global Gamification Market Analysis in IT And Telecom by Geography (USD MN)
  • Global Gamification Market Analysis in Others by Geography (USD MN)
  • Global Gamification Market by Geography (USD MN)
  • North America Gamification Market Analysis by Deployment (USD MN)
  • North America Gamification Market Estimate by Size (USD MN)
  • North America Gamification Market Estimate by Platform (USD MN)
  • North America Gamification Market Estimate by End-User Vertical (USD MN)
  • North America Gamification Market Estimate by Country (USD MN)
  • United State Gamification Market Analysis by Deployment (USD MN)
  • United State Gamification Market Estimate by Size (USD MN)
  • United State Gamification Market Analysis by Platform (USD MN)
  • United State Gamification Market Estimate by End-User Vertical (USD MN)
  • Rest of North America Gamification Market Analysis by Deployment (USD MN)
  • Rest of North America Gamification Market Estimate by Size (USD MN)
  • Rest of North America Gamification Market Estimate by Platform(USD MN)
  • Rest of North America Gamification Market Estimate by End-User Vertical(USD MN)
  • Europe Gamification Market Analysis by Deployment (USD MN)
  • Europe Gamification Market Estimate by Size (USD MN)
  • Europe Gamification Market Estimate by Platform (USD MN)
  • Europe Gamification Market Estimate by End-User Vertical (USD MN)
  • Europe Gamification Market Estimate by Country (USD MN)
  • United Kingdom Gamification Market Analysis by Deployment (USD MN)
  • United Kingdom Gamification Market Estimate by Size (USD MN)
  • United Kingdom Gamification Market Estimate by Platform (USD MN)
  • United Kingdom Gamification Market Estimate by End-User Vertical (USD MN)
  • France Gamification Market Analysis by Deployment (USD MN)
  • France Gamification Market Estimate by Size (USD MN)
  • France Gamification Market Estimate by Platform (USD MN)
  • France Gamification Market Estimate by End-User Vertical (USD MN)
  • Germany Gamification Market Analysis by Deployment (USD MN)
  • Germany Gamification Market Estimate by Size (USD MN)
  • Germany Gamification Market Estimate by Platform (USD MN)
  • Germany Gamification Market Estimate by End-User Vertical (USD MN)
  • Rest of Europe Gamification Market Analysis by Deployment (USD MN)
  • Rest of Europe Gamification Market Estimate by Size (USD MN)
  • Rest of Europe Gamification Market Estimate by Platform (USD MN)
  • Rest of Europe Gamification Market Estimate by End-User Vertical (USD MN)
  • Asia Pacific Gamification Market Analysis by Deployment (USD MN)
  • Asia Pacific Gamification Market Estimate by Size (USD MN)
  • Asia Pacific Gamification Market Estimate by Platform (USD MN)
  • Asia Pacific Gamification Market Estimate by End-User Vertical (USD MN)
  • Asia Pacific Gamification Market Estimate by Country (USD MN)
  • China Gamification Market Analysis by Deployment (USD MN)
  • China Gamification Market Estimate by Size (USD MN)
  • China Gamification Market Estimate by Platform (USD MN)
  • China Gamification Market Estimate by End-User Vertical (USD MN)
  • Japan Gamification Market Analysis by Deployment (USD MN)
  • Japan Gamification Market Estimate by Size (USD MN)
  • Japan Gamification Market Estimate by Platform (USD MN)
  • Japan Gamification Market Estimate by End-User Vertical(USD MN)
  • India Gamification Market Analysis by Deployment (USD MN)
  • India Gamification Market Estimate by Size (USD MN)
  • India Gamification Market Estimate by Platform (USD MN)
  • India Gamification Market Estimate by End-User Vertical (USD MN)
  • Rest of Asia Pacific Gamification Market Analysis by Deployment (USD MN)
  • Rest of Asia Pacific Gamification Market Estimate by Size (USD MN)
  • Rest of Asia Pacific Gamification Market Estimate by Platform (USD MN)
  • Rest of Asia Pacific Gamification Market Estimate by End-User Vertical (USD MN)
  • Latin America Gamification Market Analysis by Deployment (USD MN)
  • Latin America Gamification Market Estimate by Size (USD MN)
  • Latin America Gamification Market Estimate by Platform (USD MN)
  • Latin America Gamification Market Estimate by End-User Vertical (USD MN)
  • Latin America Gamification Market Estimate by Country (USD MN)
  • Brazil Gamification Market Analysis by Deployment (USD MN)
  • Brazil Gamification Market Estimate by Size (USD MN)
  • Brazil Gamification Market Estimate by Platform (USD MN)
  • Brazil Gamification Market Estimate by End-User Vertical (USD MN)
  • Rest of Latin America Gamification Market Analysis by Deployment (USD MN)
  • Rest of Latin America Gamification Market Estimate by Size (USD MN)
  • Rest of Latin America Gamification Market Estimate by Platform (USD MN)
  • Rest of Latin America Gamification Market Estimate by End-User Vertical (USD MN)
  • Middle East & Africa Gamification Market Analysis by Deployment (USD MN)
  • Middle East & Africa Gamification Market Estimate by Size (USD MN)
  • Middle East & Africa Gamification Market Estimate by Platform (USD MN)
  • Middle East & Africa Gamification Market Estimate by End-User Vertical (USD MN)
  • Middle East & Africa Gamification Market Estimate by Country (USD MN)
  • Middle East Gamification Market Analysis by Deployment (USD MN)
  • Middle East Gamification Market Estimate by Size (USD MN)
  • Middle East Gamification Market Estimate by Platform (USD MN)
  • Middle East Gamification Market Estimate by End-User Vertical (USD MN)
  • Africa Gamification Market Analysis by Deployment (USD MN)
  • Africa Gamification Market Estimate by Size (USD MN)
  • Africa Gamification Market Estimate by Platform (USD MN)
  • Africa Gamification Market Estimate by End-User Vertical (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisiton
  • New Product Launch
  • Other Developments
  • Company Market Share Analysis, 2019
 
LIST OF FIGURES
  • Research Scope of Gamification Report
  • Market Research Process
  • Market Research Methodology
  • Global Gamification Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Deployment
  • Market Attractiveness Analysis by Size
  • Market Attractiveness Analysis by Platform
  • Market Attractiveness Analysis by End-User Vertical
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Gamification Market Analysis by Deployment (USD MN)
  • Global Gamification Market Analysis in On-Premise by Geography (USD MN)
  • Global Gamification Market Analysis in On-Cloud by Geography (USD MN)
  • Global Gamification Market Analysis by Size (USD MN)
  • Global Gamification Market Analysis in Small And Medium Enterprises  by Geography (USD MN)
  • Global Gamification Market Analysis in Large Enterprises by Geography (USD MN)
  • Global Gamification Market Analysis by Platform (USD MN)
  • Global Gamification Market Analysis in Open Platform by Geography (USD MN)
  • Global Gamification Market Analysis in Closed/ Enterprise Platform by Geography (USD MN)
  • Global Gamification Market Analysis by End-User Vertical (USD MN)
  • Global Gamification Market Analysis in Retail by Geography (USD MN)
  • Global Gamification Market Analysis in Banking by Geography (USD MN)
  • Global Gamification Market Analysis in Government by Geography (USD MN)
  • Global Gamification Market Analysis in Healthcare by Geography (USD MN)
  • Global Gamification Market Analysis in Education And Research by Geography (USD MN)
  • Global Gamification Market Analysis in IT And Telecom by Geography (USD MN)
  • Global Gamification Market Analysis in Others by Geography (USD MN)
  • Latin America Gamification Market by Revenue
  • Middle East & Africa Gamification Market by Revenue
  • Recent Development in Gamification Industry
  • Company Market Share Analysis, 2019
 
 * Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

Objectives of Study

  • Define and measure the global market
  • Volume or revenue forecast of the global market and its various sub-segments with respect to main geographies
  • Analyze and identify major market trends along with the factors driving or inhibiting the market growth
  • Study the company profiles of the major market players with their market share
  • Analyze competitive developments

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