デフォルト表紙
市場調査レポート
商品コード
1243256

ゲーミフィケーションの世界市場

Gamification

出版日: | 発行: Global Industry Analysts, Inc. | ページ情報: 英文 352 Pages | 納期: 即日から翌営業日

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価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=151.55円
ゲーミフィケーションの世界市場
出版日: 2023年03月01日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 352 Pages
納期: 即日から翌営業日
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本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
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  • 概要
  • 目次
概要

ゲーミフィケーションの世界市場は2030年に1,543億米ドルに達する

COVID-19後の変化したビジネス環境において、2022年に240億米ドルと推定されるゲーミフィケーションの世界市場は、2022年から2030年にかけてCAGR26.2%の成長を遂げ、2030年までに1,543億米ドルに達すると予測されます。本レポートで分析したセグメントの一つであるコンシューマー主導型は、CAGR27.2%を記録し、分析期間終了時には1,077億米ドルに達すると予測されます。パンデミック後の回復を考慮し、エンタープライズ主導型セグメントの成長は、今後8年間のCAGRが24.1%に修正されました。

米国市場は75億米ドル、中国はCAGR25.4%の成長予測

米国のゲーミフィケーション市場は、2022年に75億米ドルと推定されます。世界第2位の経済大国である中国は、2022年から2030年にかけてのCAGRが25.4%となり、2030年には261億米ドルの市場規模に達すると予測されています。その他の注目すべき地域市場としては、日本とカナダがあり、2022年から2030年にかけてそれぞれ23.4%と22.2%の成長が予測されています。欧州では、ドイツがCAGR18.2%で成長すると予測されています。

調査対象企業の例

  • Bigdoor, Inc.
  • Bunchball Inc.
  • Callidus Software Inc.
  • Faya Corp.
  • Gigya, Inc.
  • LevelEleven LLC.
  • Microsoft Corporation
  • Playvox Inc.
  • Salesforce.com, Inc.
  • SAP SE

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • 世界のその他の地域

第4章 競合

目次
Product Code: MCP12118

What`s New for 2023?

»Special coverage on Russia-Ukraine war; global inflation; easing of "zero-Covid" policy in China and its `bumpy` reopening; supply chain disruptions, global trade tensions; and risk of recession.

»Global competitiveness and key competitor percentage market shares

» Market presence across multiple geographies - Strong/Active/Niche/Trivial

»Online interactive peer-to-peer collaborative bespoke updates

»Access to our digital archives and MarketGlass Research Platform

»Complimentary updates for one year

Looking Ahead to 2023

The global economy is at a critical crossroads with a number of interlocking challenges and crises running in parallel. The uncertainty around how Russia`s war on Ukraine will play out this year and the war`s role in creating global instability means that the trouble on the inflation front is not over yet. Food and fuel inflation will remain a persistent economic problem. Higher retail inflation will impact consumer confidence and spending. As governments combat inflation by raising interest rates, new job creation will slowdown and impact economic activity and growth. Lower capital expenditure is in the offing as companies go slow on investments, held back by inflation worries and weaker demand. With slower growth and high inflation, developed markets seem primed to enter into a recession. Fears of new COVID outbreaks and China's already uncertain post-pandemic path poses a real risk of the world experiencing more acute supply chain pain and manufacturing disruptions this year. Volatile financial markets, growing trade tensions, stricter regulatory environment and pressure to mainstream climate change into economic decisions will compound the complexity of challenges faced. Year 2023 is expected to be tough year for most markets, investors and consumers. Nevertheless, there is always opportunity for businesses and their leaders who can chart a path forward with resilience and adaptability.

Global Gamification Market to Reach $154.3 Billion by 2030

In the changed post COVID-19 business landscape, the global market for Gamification estimated at US$24 Billion in the year 2022, is projected to reach a revised size of US$154.3 Billion by 2030, growing at aCAGR of 26.2% over the period 2022-2030. Consumer Driven, one of the segments analyzed in the report, is projected to record 27.2% CAGR and reach US$107.7 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the Enterprise Driven segment is readjusted to a revised 24.1% CAGR for the next 8-year period.

The U.S. Market is Estimated at $7.5 Billion, While China is Forecast to Grow at 25.4% CAGR

The Gamification market in the U.S. is estimated at US$7.5 Billion in the year 2022. China, the world`s second largest economy, is forecast to reach a projected market size of US$26.1 Billion by the year 2030 trailing a CAGR of 25.4% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 23.4% and 22.2% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 18.2% CAGR.

Select Competitors (Total 253 Featured) -

  • Bigdoor, Inc.
  • Bunchball Inc.
  • Callidus Software Inc.
  • Faya Corp.
  • Gigya, Inc.
  • LevelEleven LLC.
  • Microsoft Corporation
  • Playvox Inc.
  • Salesforce.com, Inc.
  • SAP SE

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Gamification - Global Key Competitors Percentage Market Share in 2022 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
    • Impact of Covid-19 and a Looming Global Recession
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Recent Past, Current & Future Analysis for Gamification by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 2: World 8-Year Perspective for Gamification by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2023 & 2030
    • TABLE 3: World Recent Past, Current & Future Analysis for Consumer Driven by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 4: World 8-Year Perspective for Consumer Driven by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Enterprise Driven by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 6: World 8-Year Perspective for Enterprise Driven by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 7: World Recent Past, Current & Future Analysis for Sales by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 8: World 8-Year Perspective for Sales by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 9: World Recent Past, Current & Future Analysis for Human Resource by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 10: World 8-Year Perspective for Human Resource by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Marketing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 12: World 8-Year Perspective for Marketing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 13: World Recent Past, Current & Future Analysis for Product Development by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 14: World 8-Year Perspective for Product Development by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 15: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 16: World 8-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 17: World Gamification Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for eCommerce by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 19: World 8-Year Perspective for eCommerce by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Media & Publishing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 21: World 8-Year Perspective for Media & Publishing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 23: World 8-Year Perspective for Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Retail & Consumer Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 25: World 8-Year Perspective for Retail & Consumer Goods by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Other End-Uses by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 27: World 8-Year Perspective for Other End-Uses by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2023 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
    • TABLE 28: USA Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 29: USA 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 30: USA Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 31: USA 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 33: USA 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • CANADA
    • TABLE 34: Canada Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 35: Canada 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 36: Canada Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 37: Canada 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 39: Canada 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • JAPAN
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
    • TABLE 40: Japan Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 41: Japan 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 42: Japan Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 43: Japan 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 44: Japan Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 45: Japan 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • CHINA
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
    • TABLE 46: China Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 47: China 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 48: China Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 49: China 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 50: China Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 51: China 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • EUROPE
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
    • TABLE 52: Europe Recent Past, Current & Future Analysis for Gamification by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
    • TABLE 53: Europe 8-Year Perspective for Gamification by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2023 & 2030
    • TABLE 54: Europe Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 55: Europe 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 56: Europe Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 57: Europe 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 58: Europe Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 59: Europe 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • FRANCE
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
    • TABLE 60: France Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 61: France 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 62: France Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 63: France 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 64: France Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 65: France 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • GERMANY
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
    • TABLE 66: Germany Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 67: Germany 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 68: Germany Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 69: Germany 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 70: Germany Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 71: Germany 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • ITALY
    • TABLE 72: Italy Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 73: Italy 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 74: Italy Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 75: Italy 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 76: Italy Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 77: Italy 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • UNITED KINGDOM
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
    • TABLE 78: UK Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 79: UK 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 80: UK Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 81: UK 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 82: UK Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 83: UK 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • REST OF EUROPE
    • TABLE 84: Rest of Europe Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 85: Rest of Europe 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 86: Rest of Europe Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 87: Rest of Europe 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 88: Rest of Europe Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 89: Rest of Europe 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • ASIA-PACIFIC
    • Gamification Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
    • TABLE 90: Asia-Pacific Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 91: Asia-Pacific 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 92: Asia-Pacific Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 93: Asia-Pacific 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 94: Asia-Pacific Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 95: Asia-Pacific 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030
  • REST OF WORLD
    • TABLE 96: Rest of World Recent Past, Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 97: Rest of World 8-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2023 & 2030
    • TABLE 98: Rest of World Recent Past, Current & Future Analysis for Gamification by Application - Marketing, Sales, Human Resource, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 99: Rest of World 8-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Marketing, Sales, Human Resource, Product Development and Other Applications for the Years 2023 & 2030
    • TABLE 100: Rest of World Recent Past, Current & Future Analysis for Gamification by End-Use - eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
    • TABLE 101: Rest of World 8-Year Perspective for Gamification by End-Use - Percentage Breakdown of Value Sales for eCommerce, Media & Publishing, Entertainment, Retail & Consumer Goods and Other End-Uses for the Years 2023 & 2030

IV. COMPETITION