About Gamification Gamification is the process of implementing game mechanics into the non-gaming context, in order to better audience engagement and solve problems. Points, badges, leaderboards, challenges, and rewards are some of the examples of the game mechanics. It is not about creating the real games but to use game techniques to drive user engagement. From the loyalty program of businesses to educational video games, to rewarding school children for homework, people have always been trying to better merge work with play. TechNavio's analysts forecast the Global Gamification market to grow at a CAGR of 68.4 percent over the period 2013-2018. Covered in this Report This report covers the present scenario and the growth prospects of the Global Gamification market for the period 2014-2018. To calculate the market size, the report considers revenue generated from the sales of gamification solutions. In terms of application, the Global Gamification market can be divided into two: • Consumer-driven application • Enterprise-driven application TechNavio's report, the Global Gamification Market 2014-2018, has been prepared based on an in-depth market... Research Beam Model: Research Beam Product ID: 170052 2500 USD New
Global Gamification Market 2014-2018
 
 

Global Gamification Market 2014-2018

  • Category : ICT & Media
  • Published On : October   2014
  • Pages : 70
  • Publisher : Technavio
 
 
 
About Gamification
Gamification is the process of implementing game mechanics into the non-gaming context, in order to better audience engagement and solve problems. Points, badges, leaderboards, challenges, and rewards are some of the examples of the game mechanics. It is not about creating the real games but to use game techniques to drive user engagement. From the loyalty program of businesses to educational video games, to rewarding school children for homework, people have always been trying to better merge work with play.
TechNavio's analysts forecast the Global Gamification market to grow at a CAGR of 68.4 percent over the period 2013-2018.
Covered in this Report
This report covers the present scenario and the growth prospects of the Global Gamification market for the period 2014-2018. To calculate the market size, the report considers revenue generated from the sales of gamification solutions.
In terms of application, the Global Gamification market can be divided into two:
• Consumer-driven application
• Enterprise-driven application
TechNavio's report, the Global Gamification Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the APAC region, Central and Eastern Europe, Middle East and Africa (MEA), North America, South America, and Western Europe; it also covers the Global Gamification market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.
Key Regions
• APAC
• Central and Eastern Europe
• MEA
• North America
• South America
• Western Europe
Key Vendors
• Badgeville
• Bunchball
• Gigya
• Pugpharm

Other Prominent Vendors

• BigDoor Media
• Captain Up
• Conteneo
• Crowd Twist
• Enterprise Gamification
• Gamify
• IActionable
• Leaderboarded
• NextBee
• PunchTab
Market Driver
• Need to Improve Customer Interaction
• For a full, detailed list, view our report
Market Challenge
• Issues Pertaining to Solution Selection
• For a full, detailed list, view our report
Market Trend
• Social Media as a Necessity
• For a full, detailed list, view our report
Key Questions Answered in this Report
• What will the market size be in 2018 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Market Overview
03.2 Product Offerings
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
06. Market Description
06.1 Evolution of Gamification
06.2 Process of Gamification
06.2.1 Objective
06.2.2 Mission
06.2.3 Components
06.2.4 Design
06.3 Types of Gamification
06.3.1 Consumer Driven Applications
06.3.2 Enterprise Driven Application
06.4 Application Areas of Gamification
06.4.1 Penetration of Gamification in Industries
06.5 The Uses of Gamification:
06.6 The Advantages of Gamification:
06.7 Gamification Users by Demography
06.7.1 Segmentation by Gender 2013
06.7.2 Segmentation by Age-group 2013
07. Market Landscape
07.1 Market Overview
07.1.1 Product Lifecycle of Types of Gamification
07.2 Market Size and Forecast
07.3 Five Forces Analysis
08. Market Segmentation by Applications
08.1 Global Gamification Market by Applications 2013
08.2 Global Gamification Market by Application 2013-2018
08.3 Global Gamification Market by Consumer Driven Application
08.3.1 Market Size and Forecast
08.4 Global Gamification Market by Enterprise Driven Application
08.4.1 Market Size and Forecast
09. Market Segmentation by End-users
10. Geographical Segmentation
10.1 Global Gamification Market by Geographical Segmentation 2013
10.2 Global Gamification Market by Geographical Segmentation 2013-2018
11. Market Attractiveness
11.1 Market Attractiveness by Geographical Segmentation
11.2 Market Attractiveness by Applications
12. Buying Criteria
13. Market Growth Drivers
14. Drivers and their Impact
15. Market Challenges
16. Impact of Drivers and Challenges
17. Market Trends
18. Trends and their Impact
19. Vendor Landscape
19.1 Competitive Scenario
19.2 Competitive Analysis 2013
19.3 Other Prominent Vendors
20. Key Vendor Analysis
20.1 Badgeville
20.1.1 Key Facts
20.1.2 Business Overview
20.1.3 Product Segmentation
20.1.4 Recent Developments
20.1.5 SWOT Analysis
20.2 Bunchball
20.2.1 Key Facts
20.2.2 Business Overview
20.2.3 Business Segmentation 2014
20.2.4 Recent Developments
20.2.5 SWOT Analysis
20.3 Gigya
20.3.1 Key Facts
20.3.2 Business Overview
20.3.3 Product Segmentation
20.3.4 Recent Developments
20.3.5 SWOT Analysis
20.4 Pug Pharm
20.4.1 Key Facts
20.4.2 Business Overview
20.4.3 Product Segmentation
20.4.4 Business Strategy
20.4.5 Recent Developments
20.4.6 SWOT Analysis
21. Other Reports in this Series
List of Exhibits
Exhibit 1: Market Research Methodology
Exhibit 2: Evolution of Gamification
Exhibit 3: Process of Gamification
Exhibit 4: Types of Gamification
Exhibit 5: Penetration of Gamification in Industries
Exhibit 6: Segmentation by Gender 2013
Exhibit 7: Segmentation by Age-group 2013
Exhibit 8: Product Lifecycle of Types of Gamification
Exhibit 9: Global Gamification Market 2013-2018 (US$ million)
Exhibit 10: Global Gamification Market by Applications 2013
Exhibit 11: Global Gamification Market by Applications 2013-2018
Exhibit 12: Global Gamification Market in Consumer Driven Application Sector 2013-2018 (US$ million)
Exhibit 13: Global Gamification Market in Enterprise Driven Application Sector 2013-2018 (US$ million)
Exhibit 14: Global Gamification Market by End-users 2013
Exhibit 15: Global Gamification Market by Geographical Segmentation 2013
Exhibit 16: Global Gamification Market by Geographical Segmentation 2013-2018
Exhibit 17: Global Gamification Market by Geographical Segmentation 2013-2018 (US$ million)
Exhibit 18: Market Attractiveness by Geographical Segmentation
Exhibit 19: Market Attractiveness by Applications
Exhibit 20: Badgeville: Product Segmentation
Exhibit 21: Bunchball: Business Segmentation 2014
Exhibit 22: Gigya: Product Segmentation
Exhibit 23: Pug Pharm: Product Segmentation 2013

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