Gamification Market Size, Status and Outlook by 2028

Gamification Market Forecast to 2028 - Covid-19 Impact and Global Analysis - 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

MARKET OVERVIEW

Gamification is the practice of applying game design features and ideas to non-game situations. It can also be defined as a set of actions and processes that use or utilize game element characteristics to solve problems. Moreover, for thousands of years, games and game-like aspects have been utilized to educate, entertain, and engage people. Points, badges, and leaderboards are all classic game components.Gamification market growth is fueled by giving enticing offers to clients and consumers, as well as rewarding and recognizing staff based on their performance. Furthermore, gamification's higher return on investment has a beneficial impact on the gamification market's growth.

MARKET SCOPE AND REPORT FEATURES

Our report on "Global Gamification Market Analysis to 2028" encapsulate a detailed market analysis on key segments such as solution, deployment, application, and vertical of gamification Market, and a deep dive statistical and qualitative analysis by geography covering five key regions and several countries. As a part of qualitative analysis report offers evaluation of key market dynamics such prevailing market driver, key challenges and opportunities that pave the path for future developments. Further, our analysis on the key competition provide a strategic view point on the market initiatives, SWOT analysis, and highlights on the products and service developments of the players.

MARKET SEGMENTATION

Global Gamification Market – By Solution

  • Enterprise-driven
  • Consumer-driven

Global Gamification Market – By Deployment

  • On-Premise
  • Cloud

Global Gamification Market – By Application

  • Sales
  • Product development
  • Human resources
  • Others

Global Gamification Market – By Vertical

  • Entertainment
  • Healthcare
  • BFSI
  • E-Commerce
  • Education
  • Others

MARKET DYNAMICS

MARKET DYNAMICS

Get more information on this report :

REGIONAL INSIGHTS

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global market based on various segments. It also provides market size and forecast estimates from the year 2019 to 2028 with respect to five major regions, namely; North America, Europe, Asia Pacific (APAC), the Middle East and Africa (MEA), and South America. The gamification market by each region is later sub segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the market from both demand and supply side and further evaluates market dynamics affecting 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 affecting the gamification market in these regions.

MARKET PLAYERS

The report covers key developments in the gamification market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market payers from gamification market are anticipated to lucrative growth opportunities in the future with the rising demand in the global market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the Gamification market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.

  • Badgeville, Inc.
  • Bigdoor, Inc.
  • Bunchball inc.
  • Faya Corporation
  • Gamification Co.
  • Gamifier, Inc.
  • Gamify
  • Microsoft Corporation
  • Salesforce.com, Inc.
  • SAP SE.

REPORT HIGHLIGHTS

Our report on Gamifications Market cover following key parameters:

  • Comprehensive market analysis at global, regional and country level
  • Detailed PEST (Political, Economic, Social and Technological) factors impacting the market across key geographic regions such as North America, Europe, Asia Pacific, Middle East & Africa, and South America
  • Market dynamics (drivers, restraints, opportunities, and future trends) and impact analysis of drivers and restraints at short-term, mid-term and long-term
  • Market size and forecasts in terms of revenue; 2020 (historic), 2021 (base year), 2022 – 28 (forecast period)
  • In-depth market segmentation and deep dive regional and country level analysis of 18+ countries across 5 key regions
  • Key company profiles and industry landscape to provide latest market initiatives and competitive landscape
  • Impact of COVID`19 pandemic on ecosystem and the market

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.

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 2028 - 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 2028 - 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 2028 -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 2028 - 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 2028 - 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
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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