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Gamification market report for 2017 made available by top research firm

IT Market Research

This report segments the market into solutions, application market, deployment type, user type, industry verticals, and region covering this market comprehensively. The report provides the closest approximations of the revenue numbers for the overall market and the subsegments.

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Gamification Market by type 2017 by new Service spreads across 127 pages profiling 10 companies and supported with 73 tables and 54 figures available at

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The rising adoption of Bring Your Own Device (BYOD) among enterprises will help the gamification market grow significantly

RnRMR forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by2020, at a CAGR of 46.3%.The speedy growth of social media is driving the gamification market. Social networks are fast becoming the norm of modern day technologies, which is evident across social media networks such as Facebook, Twitter, LinkedIn, and others and enterprise social networks .Users in regions such as North America and Europe prefer using social media websites to make purchases or to connect with the companies.

This has encouraged organizations to provide online gamification techniques to customers as well as employees.

Increasing usage of gamified techniques among marketing and sales departments within organizations will create opportunities for the gamification market to grow

The usage of gamification technology has become the most important constituent for today’s organizations.

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For marketing activities such as advertising, marketing campaign, and branding of products as well as services, companies are providing employees with progressive marketing solutions that can help them in improving their marketing and sales programs. 

Gamification Market Analysis, By Solution

  • Enterprise-Driven Solution
  • Consumer-Driven Solution 

Gamification Market Analysis, By Application

  • Marketing
  • Sales
  • Support
  • Product Development
  • Human Resource
  • Others

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Fundamentals of Table of Content: 

Target audience:

  • Gamification solution providers
  • Internet service providers
  • System integrators
  • Cloud service providers
  • Third party vendors 

14 Company Profile 

(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
14.1 Introduction
14.2 Microsoft Corporation
14.3 Salesforce.Com
14.4 Badgeville, Inc.
14.5 Bunchball
14.6 Arcaris Inc.
14.7 SAP SE
14.8 Bigdoor, Inc.
14.9 Gigya
14.10 Faya Corporation
14.11 Leveleleven 

*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View Might Not Be Captured in Case of Unlisted Companies. 

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