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Global Gamification Market 2017 - Industry Analysis, Size, Share and Forecast to 2022

Global Market Research Report on Gamification Market 2017 is a professional and in-depth complete study on the current state of the Gamification worldwide.

 

Deerfield Beach, FL -- (SBWIRE) -- 07/20/2017 -- New report on Major factors driving Gamification market are increased need for customer & employee engagement, user experience enrichment, etc. The market faces limitations due to factors such as inappropriate game designs and lack of awareness regarding gamification merits. However, the market can sense opportunities due to explosion of information in digital world and increasing adoption of BYOD by companies. Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world. Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies and overview of market's ecosystem in order to facilitate business planning.

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Based on solutions type, market is classified into platform & service providers, open source developers and mobile SDK/LBS providers. The platform and service providers hold the largest share of the Gamification market. Open source platform providers are expected to fuel market growth in the future due to cost efficiency and increased acceptance from industry stakeholders. According to services perspectives, market is segmented into enterprise apps integrable services and social connectors. As social connector, gamification assists in peer engagement activities. With increasing need of engagement activities, gamification is serving the purpose as a social connector.
From applications viewpoint, the market is segmented according to marketing, sales, product development, human resources and others. In today's scenario, gamification is commonly used in marketing and human resources management applications due to ability of the technology to improve customer experience and employee skills enhancement.

Based on verticals catered, the market is categorized into public sector & government, BFSI, consumer goods & retail, high-tech, media & publishing, energy, power & utilities, healthcare & pharmaceuticals, entertainment, travel & logistics, education and others. Gamification was commonly used in entertainment industry; however, its presence in retail, health and pharmaceuticals, BFSI, education and high-tech verticals is continuously improving due to the need of peer engagement and experience enhancement needs. Among all verticals, retail and healthcare & pharmaceuticals are expected to drive the market in future.

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MARKET BY SOLUTIONS

Gamification Platform and Service Providers
Open Source Providers
Mobile SDK/LBS Providers

MARKET BY APPLICATIONS

Marketing
Sales
Product Development
Human Resources
Others

MARKET BY END USERS

Consumer Gamification
Enterprise Gamification
MARKET BY USER DEPLOYMENT

On-Premise
On-Demand
Hybrid

MARKET BY GEOGRAPHIES

North America
Europe
Asia Pacific
Middle East and Africa
Others