Gamification Market 2025 Growth Trends, Share - Global Analysis and Forecasts

Gamification Market to 2025 - Global Analysis and Forecasts by Solution (Enterprise-Driven and Consumer-Driven); Deployment Type (On-Premise and Cloud); Application (Sales, Product Development, Human Resource and Others); and Vertical (Entertainment, Healthcare, BFSI, E-Commerce, Education and Others)

Report Code: TIPTE100000938 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
Gamification is defined as the process of incorporating game play elements into non-gaming applications. It involve techniques to improve customer loyalty and employee productivity which plays a vital role in the growth of any organization. Gamified solutions are also used to involve employees in the organization's strategy and development processes.

The major drivers which helps in surging the growth of gamification market is the adoption of BYOD technology and increasing usage of social media whereas gamification can be ineffective which may act as a restraining factor for this market. Cloud-based gamification techniques will further boost the market in the coming years.

The "Global Gamification Market Analysis to 2025" is a specialized and in-depth study of the gamification industry with a focus on the global market trend. The report aims to provide an overview of global gamification market with detailed market segmentation by solution, deployment type, application, vertical and geography. The global gamification market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading market players and offers key trends and opportunities in the market.

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global gamification market based on solution, deployment type, application and vertical. It also provides market size and forecast till 2025 for overall gamification market with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America (SAM). The market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 16 counties globally along with current trend and opportunities prevailing in the region.

Besides this, the report analyzes factors affecting market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South America after evaluating political, economic, social and technological factors effecting the market in these regions.

Also, key gamification market players influencing the market are profiled in the study along with their SWOT analysis and market strategies. The report also focuses on leading industry players with information such as company profiles, products and services offered, financial information of last 3 years, key development in past five years. Some of the key players influencing the market are Microsoft Corporation, Bunchball, Arcaris Inc., Bigdoor, Inc., Faya Corporation, LevelEleven LLC, SAP SE, Gigya, Inc., Salesforce.com, Inc. and Badgeville, Inc. among others.

1 Introduction
1.1 Scope of Study
1.2 The Insight Partners Research Report Guidance

2 Key Takeaways
3 Gamification Market Landscape
3.1 Market Overview
3.2 Market Segmentation
3.2.1 Gamification Market - By Solution
3.2.2 Gamification Market - By Deployment Type
3.2.3 Gamification Market - By Application
3.2.4 Gamification Market - By Vertical
3.2.5 Gamification Market - By Region
3.2.5.1 By Countries
3.3 PEST Analysis
3.3.1 North America - PEST Analysis
3.3.2 Europe - PEST Analysis
3.3.3 Asia Pacific - PEST Analysis
3.3.4 Middle East and Africa - PEST Analysis
3.3.5 South America - PEST Analysis

4 Gamification Market - Key Industry Dynamics
4.1 Key Market Drivers
4.2 Key Market Restraints
4.3 Key Market Opportunities
4.4 Future Trends
4.5 Impact Analysis

5 Gamification Market Analysis- Global
5.1 Global Gamification Market Overview
5.2 Global Gamification Market Forecasts and Analysis


6 Gamification Market Revenue and Forecasts to 2025 - Solution
6.1 Overview
6.2 Solution Market Forecasts and Analysis
6.3 Enterprise-Driven Market
6.3.1 Overview
6.3.2 Enterprise-Driven Market Forecasts and Analysis
6.4 Consumer-Driven Market
6.4.1 Overview
6.4.2 Consumer-Driven Market Forecasts and Analysis

7 Gamification Market Revenue and Forecasts to 2025 - Deployment Type
7.1 Overview
7.2 Deployment Type Market Forecasts and Analysis
7.3 On-Premise Market
7.3.1 Overview
7.3.2 On-Premise Market Forecasts and Analysis
7.4 Cloud Market
7.4.1 Overview
7.4.2 Cloud Market Forecasts and Analysis

8 Gamification Market Revenue and Forecasts to 2025 -Application
8.1 Overview
8.2 Application Market Forecasts and Analysis
8.3 Sales Market
8.3.1 Overview
8.3.2 Sales Market Forecasts and Analysis
8.4 Product Development Market
8.4.1 Overview
8.4.2 Product Development Market Forecasts and Analysis
8.5 Human Resource Market
8.5.1 Overview
8.5.2 Human Resource Market Forecasts and Analysis
8.6 Others Market
8.6.1 Overview
8.6.2 Others Market Forecasts and Analysis

9 Gamification Market Revenue and Forecasts to 2025 - Vertical
9.1 Overview
9.2 Vertical Market Forecasts and Analysis
9.3 Entertainment Market
9.3.1 Overview
9.3.2 Entertainment Market Forecasts and Analysis
9.4 Healthcare Market
9.4.1 Overview
9.4.2 Healthcare Market Forecasts and Analysis
9.5 BFSI Market
9.5.1 Overview
9.5.2 BFSI Market Forecasts and Analysis
9.6 E-Commerce Market
9.6.1 Overview
9.6.2 E-Commerce Market Forecasts and Analysis
9.7 Education Market
9.7.1 Overview
9.7.2 Education Market Forecasts and Analysis
9.8 Others Market
9.8.1 Overview
9.8.2 Others Market Forecasts and Analysis

10 Gamification Market Revenue and Forecasts to 2025 - Geographical Analysis
10.1 North America
10.1.1 North America Gamification Market Overview
10.1.2 North America Gamification Market Forecasts and Analysis
10.1.2.1 North America Market Forecasts and Analysis - By Countries
10.1.2.1.1 US market
10.1.2.1.2 Canada market
10.1.2.1.3 Mexico market
10.1.2.2 North America Market Forecasts and Analysis - By Solution
10.1.2.3 North America Market Forecasts and Analysis - By Deployment Type
10.1.2.4 North America Market Forecasts and Analysis - By Application
10.1.2.5 North America Market Forecasts and Analysis - By Vertical
10.2 Europe
10.2.1 Europe Gamification Market Overview
10.2.2 Europe Gamification Market Forecasts and Analysis
10.2.2.1 Europe Market Forecasts and Analysis - By Countries
10.2.2.1.1 France market
10.2.2.1.2 Germany market
10.2.2.1.3 Italy market
10.2.2.1.4 Spain market
10.2.2.1.5 UK market
10.2.2.2 Europe Market Forecasts and Analysis - By Solution
10.2.2.3 Europe Market Forecasts and Analysis - By Deployment Type
10.2.2.4 Europe Market Forecasts and Analysis - By Application
10.2.2.5 Europe Market Forecasts and Analysis - By Vertical
10.3 Asia pacific (APAC)
10.3.1 Asia Pacific Gamification Market Overview
10.3.2 Asia Pacific Gamification Market Forecasts and Analysis
10.3.2.1 Asia Pacific Market Forecasts and Analysis - By Countries
10.3.2.1.1 Australia market
10.3.2.1.2 China market
10.3.2.1.3 India market
10.3.2.1.4 Japan market
10.3.2.2 Asia Pacific Market Forecasts and Analysis - By Solution
10.3.2.3 Asia Pacific Market Forecasts and Analysis - By Deployment Type
10.3.2.4 Asia Pacific Market Forecasts and Analysis - By Application
10.3.2.5 Asia Pacific Market Forecasts and Analysis - By Vertical
10.4 Middle East and Africa (MEA)
10.4.1 Middle East and Africa Gamification Market Overview
10.4.2 Middle East and Africa Gamification Market Forecasts and Analysis
10.4.2.1 Middle East and Africa Market Forecasts and Analysis - By Countries
10.4.2.1.1 South Africa market
10.4.2.1.2 Saudi Arabia market
10.4.2.1.3 UAE market
10.4.2.2 Middle East and Africa Market Forecasts and Analysis - By Solution
10.4.2.3 Middle East and Africa Market Forecasts and Analysis - By Deployment Type
10.4.2.4 Middle East and Africa Market Forecasts and Analysis - By Application
10.4.2.5 Middle East and Africa Market Forecasts and Analysis - By Vertical
10.5 South America (SAM)
10.5.1 South America Gamification Market Overview
10.5.2 South America Gamification Market Forecasts and Analysis
10.5.2.1 South America Market Forecasts and Analysis - By Countries
10.5.2.1.1 Brazil market
10.5.2.2 South America Market Forecasts and Analysis - By Solution
10.5.2.3 South America Market Forecasts and Analysis - By Deployment Type
10.5.2.4 South America Market Forecasts and Analysis - By Application
10.5.2.5 South America Market Forecasts and Analysis - By Vertical

11 Industry Landscape
11.1 Mergers & acquisitions
11.2 Market Initiatives
11.3 New developments
11.4 Investment scenarios

12 Competitive Landscape
12.1 Competitive Product mapping
12.2 Market Positioning/ Market Share

13 Gamification Market, Key Company Profiles
13.1 Microsoft Corporation
13.1.1 Key Facts
13.1.2 Business Description
13.1.3 Financial Overview
13.1.4 SWOT Analysis
13.1.5 Key Developments
13.2 Bunchball
13.2.1 Key Facts
13.2.2 Business Description
13.2.3 Financial Overview
13.2.4 SWOT Analysis
13.2.5 Key Developments
13.3 Arcaris Inc.
13.3.1 Key Facts
13.3.2 Business Description
13.3.3 Financial Overview
13.3.4 SWOT Analysis
13.3.5 Key Developments
13.4 Bigdoor, Inc.
13.4.1 Key Facts
13.4.2 Business Description
13.4.3 Financial Overview
13.4.4 SWOT Analysis
13.4.5 Key Developments
13.5 Faya Corporation
13.5.1 Key Facts
13.5.2 Business Description
13.5.3 Financial Overview
13.5.4 SWOT Analysis
13.5.5 Key Developments
13.6 LevelEleven LLC
13.6.1 Key Facts
13.6.2 Business Description
13.6.3 Financial Overview
13.6.4 SWOT Analysis
13.6.5 Key Developments
13.7 SAP SE
13.7.1 Key Facts
13.7.2 Business Description
13.7.3 Financial Overview
13.7.4 SWOT Analysis
13.7.5 Key Developments
13.8 Gigya, Inc.
13.8.1 Key Facts
13.8.2 Business Description
13.8.3 Financial Overview
13.8.4 SWOT Analysis
13.8.5 Key Developments
13.9 Salesforce.com, Inc.
13.9.1 Key Facts
13.9.2 Business Description
13.9.3 Financial Overview
13.9.4 SWOT Analysis
13.9.5 Key Developments
13.10 Badgeville, Inc.
13.10.1 Key Facts
13.10.2 Business Description
13.10.3 Financial Overview
13.10.4 SWOT Analysis
13.10.5 Key Developments

14 Appendix
14.1 About The Insight Partners
14.2 Glossary of Terms
14.3 Research Methodology

Technology, Media and Telecommunications
The List of Companies

1. Microsoft Corporation
2. Bunchball
3. Arcaris Inc.
4. Bigdoor, Inc.
5. Faya Corporation
6. LevelEleven LLC
7. SAP SE
8. Gigya, Inc.
9. Salesforce.com, Inc.
10. Badgeville, Inc.

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