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Explore gamification market in corporate training sector expected to grow at a 9.99% CAGR by 2022

IT Market Research

Gamification is the application of gaming elements to a company’s training curriculum to promote competitiveness and engagement among the employees.

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The analysts forecast Global Gamification Market in Corporate Training Sector to grow at a CAGR of 9.99% during the period 2018-2022.

The report covers the present scenario and the growth prospects of the gamification market in corporate training sector.

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To calculate the market size, the report considers the revenue generated from the sales of gamification market in corporate training sector.

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The market is divided into the following segments based on geography: Americas, APAC & EMEA

The report, gamification market in corporate training sector 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years.

The report also includes a discussion of the key vendors operating in this market.

Key vendors:

  1. BUNCHBALL
  2. Badgeville
  3. Designing Digitally
  4. Gameeffective

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Market driver: Increased adoption of digitally designed solutions in corporate training.

Market challenge: High capital investments and low chances of profitability.

Market trend: Increased integration of social learning and micro-learning in corporate training.

Key questions answered in this report

  1. What will the market size be in 2022 and what will the growth rate be?
  2. What are the key market trends?
  3. What is driving this market?
  4. What are the challenges to market growth?
  5. Who are the key vendors in this market space?- What are the market opportunities and threats faced by the key vendors?
  6. What are the strengths and weaknesses of the key vendors?

Major Points from List of Exhibits:

Exhibit 1: Parent market

Exhibit 2: Global gamification market

Exhibit 3: Market characteristics

Exhibit 4: Market segments

Exhibit 5: Market definition - Inclusions and exclusions checklist

Exhibit 6: Market size 2017

Exhibit 7: Validation techniques employed for market sizing 2017

Exhibit 8: Global – Market size and forecast 2017-2022 ($ bn)

Exhibit 9: Global – Year-over-year growth 2018-2022 (%)

Exhibit 10: Five forces analysis 2017

Exhibit 11: Five forces analysis 2022

Exhibit 12: Bargaining power of buyers

Exhibit 13: Bargaining power of suppliers

Exhibit 14: Threat of new entrants

Exhibit 15: Threat of substitutes

Exhibit 16: Threat of rivalry

Exhibit 17: Market condition - Five forces 2017

Exhibit 18: Application – Market share 2017-2022 (%)

Exhibit 19: Comparison by application

Exhibit 20: Structure-based gamification – Market size and forecast 2017-2022 ($ bn)

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