Gamification Market Next Big Thing | Major Giants Microsoft, Salesforce, SAP, Faya, Bigdoor, Gigya
4 min readHTF MI recently released a research document on Gamification Market that includes survey highlights, in-depth interviews insights with industry experts, and a review of industry dynamics with help of our global network of experts and executives within the OEMs & aftermarket. These market estimates have been evaluated considering base year as 2021 and by studying the impact of various macro-economic factors, local and regional regulatory regimes to better understand current market dynamics affecting the Gamification growth and further bottom-up approach is applied to deliver comprehensive company profiles of major and emerging players of the industry, including Microsoft Corporation, Salesforce.Com, Badgeville, Inc., Bunchball, Arcaris, Inc., SAP SE, Bigdoor, Inc., Gigya, Faya Corporation
To develop a holistic view on the industry, assess aftermarket trends and their potential impact on the “balance of power” and the “bottom line” and derive implications for suppliers. If you are a Gamification manufacturer and deals in this market then this article will help you understand the Sales Volume with Influencing Trends.
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According to Research, the global gamification market will grow at a rate of over 30% during the forecast period 2019–2025 and will be valued more than $32 billion by 2025. The market for gamification is driven by the increasing number of mobile devices and internet penetration. The integration of social networking platform has further enhanced the effectiveness of gamification making it reliable for large number of applications such as for crowdsourcing.
According to the gamification market analysis, North America accounted for the largest share of the global gamification market in 2021`. With the presence of the highest number of technology innovators and increasing adoption of gamifications to reorganize business operations, this region is expected to dominate the market during the forecast period. The Asia Pacific region is expected to witness the fastest growth rate due to rise in the adoption of Bring Your Own Device (BYOD) especially among SMEs to enhance employee satisfaction and consumer retention.
New players are beginning to enter the market and established companies have been changing their business models – a trend that will continue in the future
Gamification Market Research Benefits
The report provides an in-depth analysis of the gamification market. Factors such as increasing employee/customer engagement and improved loyalty is positively impacting the demand for gamifications globally. Recent developements indicate that this technology is approaching market readiness.
Over 60% of the business transformation fails due to lack of employee/customer engagement. Therefore, large number of companies are taking initiatives to follow gamification techniques/mechanics and bring changes in the organization. For instance Sand Cloud uses a spinner app with the exit intent, which appears on the screen. The customers have to fill few details such as their email id for the purpose of spinning wheel. The spinner is fixed and rewards including discount are provided to customers, thus attracting the customer base. Implementation of gamification will improve MTTR by up to 15%. Industries are increasingly implementing gamification. These enterprises are leveraging gamification technology predominantly to enhance their customer loyalty.
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Regional Size, Growth & Trend Analysis Includes Breakdown as
Geographically, Gamification Market research report is segmented into several key Regions, with production, consumption, revenue (million USD), and market share and growth rate of Gamification Market by Value & Sales Volume from 2016 to 2026 (forecast). In the global version of report following regions and country can be provided on request
• North America (United States, Canada and Mexico)
• Europe (Germany, the UK, France, Italy, Netherlands, Belgium, Russia, Spain, NORDICS, and Rest of Europe)
• Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia {Indonesia, Thailand, Philippines, Malaysia and Vietnam}, Others)
• South America (Brazil, Argentina, Chile and Rest of South America)
• Middle East and Africa (South Africa, Turkey, Israel, GCC Countries and Rest of Africa)
Demand & Supply Effectiveness; Gamification Market report additionally provides information about effective distribution / sales channels, Production, Consumption & EXIM (Export & Import) by Regions.
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What can be explored with Gamification Market study:
• Where the industry stands in scaling its end use implementations
• What concrete benefits can result from scaled initiatives
• Where OEMs / manufacturers should focus their investments cycle
• Success factors and recommendations for scaling future growth.
• Target Market / Country and Key Business Segments
Additionally Company Basic Information, Manufacturing Base and Competitors list is being provided for each listed manufacturers
Market Sales, Revenue, Price and Gross Margin (2016-2026) table for each product type which include
Key Raw Materials Analysis & Price Trends
Supply Chain, Sourcing Strategy and Downstream Buyers, Industrial Chain Analysis
……..and view more in complete table of Contents
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Thanks for reading this article; you can also get individual chapter wise section or Region/Country wise report version like North America, Southeast Asia, China, USA, Europe or APAC.
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