The global market for gamification, which entails deploying game mechanics into a non-game context to facilitate user engagement, is in a nascent stage waiting to explode.
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Points, rewards, badges, challenges, and leader boards are to name a few game mechanics.
They are primarily used to enhance customer loyalty and employee productivity. Currently, a host of small and medium entities across various industries are implementing gamification solutions to boost efficiency and profitability.
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Sensing opportunity, a large number of established companies are rushing in to tap into the market with carefully-considered alliance and expansion strategies. The market also holds out a lot of promise for new players with opportunities to innovate new solutions and applications.
The demand for gamification in developed countries is particularly high on account of the concentration of numerous organizations in them aware of various gamification solutions.
Market research analysts forecast the global gamification market to decline at a CAGR of +30% during the period 2017-2021.
The report presents a fundamental description of the Gamification market. It includes specification and descriptions of products and services, and segmentation on the basis of type, applications, and regions in the market.
The study includes an industry chain analysis along with an industry overview of the key regions and their position and share in the market.
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Key Operating Players:
Actapi, Badgeville , Bankerslab, Belly, Bennu , Bigdoor, Bitoon Digita, Bizpart Engage, Blue Telescope, Boombox, Brandgame
Factors majorly contributing to the global gamification market are the pressing need for customer and employee engagement. With badges and points failing to have a long lasting impact on consumer engagement, for example, gamification techniques such as a rewarding system and effective use of graphics, among others, have started to gain traction.
It has significantly helped in preventing consumers from switch brands. It has also helped to stem employee attrition levels by upping their motivation levels through various gamified applications.
The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period.
The next section of the report analyzes the development plans and policies, manufacturing process, and product cost structure of the Gamification market. The report specifically focuses on the leading regions and manufacturers engaged in the production of consumer devices along with the analysis of the competitive landscape, development trends, and prime regions status of development.
The report also contains information such as company profiles, product specification and picture, production capacity, cost, revenue, and gross profit margin.
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Table Of Content:
Chapter 1 Gamification Market Overview
Chapter 2 Global Economic Impact on Industry
Chapter 3 Global Market Competition by Manufacturers
Chapter 4 Global Production, Revenue (Value) by Region
Chapter 5 Global Supply (Production), Consumption, Export, Import by Regions
Chapter 6 Global Production, Revenue (Value), Price Trend by Type
Chapter 7 Global Market Analysis by Application
Chapter 8 Manufacturing Cost Analysis
Chapter 9 Industrial Chain, Sourcing Strategy and Downstream Buyers
Chapter 10 Marketing Strategy Analysis, Distributors/Traders
Chapter 11 Market Effect Factors Analysis
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