Gamification in the Automotive Industry, Forecast to 2025
発行: Frost & Sullivan
ページ情報: 英文 59 Pages
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。
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.