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表紙:自動車産業におけるゲーミフィケーションの予測
市場調査レポート
商品コード
531694

自動車産業におけるゲーミフィケーションの予測

Gamification in the Automotive Industry, Forecast to 2025

出版日: | 発行: Frost & Sullivan | ページ情報: 英文 59 Pages | 納期: 即日から翌営業日

価格
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自動車産業におけるゲーミフィケーションの予測
出版日: 2017年07月14日
発行: Frost & Sullivan
ページ情報: 英文 59 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 目次
概要

世界のゲーミフィケーション市場は、2025年には145億米ドルに達すると見られています。市場は、2016年~2025年のCAGR (複合年間成長率) で、23.20%の成長が予測されています。

当レポートでは、自動車産業におけるゲーミフィケーション技術について調査分析し、技術の概要、地域別分析、自動車産業における技術分析など、体系的な情報を提供しています。

第1章 エグゼクティブサマリー

第2章 調査範囲・目的・背景・手法

第3章 自動車産業で使用するゲーミフィケーション技術:概要

  • デジタル技術が支えるゲーミフィケーション
  • 技術1:ウェアラブル
  • 技術2:AR・VR
  • 技術3:バイオメトリクス、ジェスチャー認識
  • 技術4:クラウドベースモバイル、Webアプリケーション
  • 技術5:モーターショー

第4章 自動車のデジタル化の柱におけるゲーミフィケーション

  • 自動車のデジタル化の柱で使用するゲーミフィケーション
  • 柱A:自動車のデジタル小売
  • 柱B:MaaS
  • 柱C:コネクテッドカー、自律走行車
  • 柱D:自動車産業4.0
  • 柱E:コネクテッドサプライチェーン

第5章 自動車のゲーミフィケーション:成長機会と行動する企業

  • 地域別の市場分析
  • 世界の市場予測
  • 産業分野別:概要
  • その他の産業分野に対する相互依存関係
  • 成長機会
  • 革新的技術と企業
  • 戦略的必須事項

第6章 自動車OEM、ティア1サプライヤー、技術企業のゲーミフィケーションイニシアティブ

  • 自動車OEMのゲーミフィケーションイニシアティブ
  • 自動車ティア1・技術企業のゲーミフィケーションイニシアティブ
  • Appleのゲーミフィケーションイニシアティブ
  • Alphabet Inc.

第7章 主要ベンダープロファイル:技術/新興企業

  • プロファイル1:Inglobe Technologies
  • プロファイル2:RE'FLEKT GmbH
  • プロファイル3:Badgeville
  • プロファイル4:Bunchball
  • プロファイル5:Playbasis

第8章 結論

第9章 付録

目次
Product Code: K0E8-18

The Global Gamification Market will Reach $14.5 Billion in 2025

Gamification technologies help businesses to drive sales, improve return on investment (ROI), support employee interaction, and provide high customer satisfaction, and they are preferred across major industry verticals such as healthcare and automotive. The increasing penetration of smartphones, customized services, tech-savvy customers, the growing digitalization, and technology advancements compel the automotive industry to integrate gamification technologies. Wearables, virtual reality (VR), augmented reality (AR), biometrics, gesture recognition, graffiti walls, rotoscope technology, QR codes, holographic projection, cloud-based mobile, and Web applications are the key gamification technologies used across the automotive digitalization pillars of digital retailing, mobility-as-a-service (MaaS), connected and autonomous cars, industry4.0, and connected supply chain. The market will record a CAGR of 23.20%, from $1.8 billion to $14.5 billion (2016-2025). Telematics and connected services, eco games and the growing social network, and OEM and technology companies' collaborative solutions and converging technologies, such as the advent of AI, machine learning, and biometrics, are the key trends driving gamification in the automotive industry. The convergence of gamification technologies in automotive provides an exciting space for OEMs and tier 1 suppliers to pursue different forms of products and services.

For example: Nissan's Nismo Watch and Bosch's Kuri digital assistant. Globally, NA and EU lead the way in terms of gamification across industry verticals. Gamification technologies are widely used for strategic maneuvering, social media engagements, training, marketing, and branding. Gamification deployment models include software-as-a-service (SaaS), custom software models (on-premise applications), and software and hardware-coupled deployment models (reward cards used in stores to redeem points). Business model adoption varies based on the application, platform, game mechanics, number of end users, components, and aesthetics. Pay Per View, Pay Per Click, subscription to access content, SaaS, platform-as-a-service (PaaS), long-term contracts, and fixed fees are some of the key business models. Scope: The aim of this study is to research and analyze the implications of gamification concepts and the influence of advanced technologies on the automotive industry. This study identifies how gamification technologies can be used across the key automotive digitalization pillars.

Objectives:

  • To provide an overview of the different types of gamification technologies, such as wearables, AR , VR, biometrics, and cloud-based applications.
  • To offer a geographical analysis of the market across various industries
  • To furnish a detailed analysis of the various gamification technologies used across the automotive digitalization pillars.
  • To provide an in-depth analysis of the key automotive OEM, tier 1 supplier, and technology companies' gamification initiatives

Table of Contents

1. EXECUTIVE SUMMARY

  • Gamification in the Automotive Industry-Key Findings
  • Global Gamification Market Forecast to 2025
  • Key Trends Driving Gamification in the Automotive Industry
  • Gamification across Automotive Digitalization Pillars
  • Key Automotive OEM and Tier 1 Initiatives in Gamification
  • Executive Summary-Comparison of 2016 and 2025

2. RESEARCH SCOPE, OBJECTIVES, BACKGROUND, AND METHODOLOGY

  • Research Scope
  • Research Aim and Objectives
  • Key Questions this Study will Answer
  • Research Background
  • Research Methodology
  • Frost & Sullivan-CES 2017 Interviews

3. GAMIFICATION TECHNOLOGIES USED IN THE AUTOMOTIVE INDUSTRY-AN OVERVIEW

  • Gamification is Underpinned by Digital Technologies
  • Technology 1-Wearables in Automotive Gamification
  • Technology 2-AR and VR in Automotive Gamification
  • Technology 3-Biometrics and Gesture Recognition
  • Biometrics Transforming the Automotive Industry
  • Technology 4-Cloud-based Mobile and Web Applications
  • Technology 5-Gamification Used in Auto Shows and Expos

4. GAMIFICATION ACROSS AUTOMOTIVE DIGITALIZATION PILLARS

  • Gamification Used across Automotive Digitalization Pillars
  • Pillar A-Gamification Technology Used in Automotive Digital Retailing
  • Pillar B-Gamification Technology Used in MaaS
  • Pillar C-Gamification Technology in Connected and Autonomous Cars
  • Pillar D-Gamification Technology Used in Automotive Industry 4.0
  • Role of Gamification across the Connected Supply Chain
  • Pillar E-Gamification Technology in the Connected Supply Chain

5. AUTOMOTIVE GAMIFICATION-GROWTH OPPORTUNITIES AND COMPANIES TO ACTION

  • Geographical Market Analysis across Industries
  • Global Gamification Market Forecast to 2025
  • Gamification across Industry Verticals-An Overview
  • Automotive Gamification-Interdependence on Other Industry Verticals
  • Growth Opportunity-Disruptive Technologies and Business Models
  • Automotive Gamification-Disruptive Technologies and Companies
  • Strategic Imperatives of Gamification for the Automotive Industry

6. AUTOMOTIVE OEM, TIER 1 SUPPLIER, AND TECHNOLOGY COMPANY GAMIFICATION INITIATIVES

  • Automotive OEMs' Gamification Initiatives
  • Automotive OEMs' Gamification Initiatives (continued)
  • Automotive Tier 1s and Technology Companies' Gamification Initiatives
  • Apple's Gamification Initiatives
  • Alphabet Inc. and Subsidiaries Related to Gamification

7. KEY VENDORS' PROFILING-TECHNOLOGY / START-UP COMPANIES

  • Profile 1-Inglobe Technologies
  • Profile 2-RE'FLEKT GmbH
  • Profile 3-Badgeville
  • Profile 4-Bunchball
  • Profile 5-Playbasis

8. KEY CONCLUSIONS

  • Key Conclusions
  • The Last Word-3 Big Predictions
  • Legal Disclaimer

9. APPENDIX

  • Market Engineering Methodology
  • Table of Acronyms Used
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