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市場調査レポート
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1370400

ゲーミフィケーション市場:世界の産業動向、シェア、規模、成長、機会、2023-2028年予測

Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 146 Pages | 納期: 2~3営業日

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価格
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=156.76円
ゲーミフィケーション市場:世界の産業動向、シェア、規模、成長、機会、2023-2028年予測
出版日: 2023年10月15日
発行: IMARC
ページ情報: 英文 146 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

概要

市場概要:

世界のゲーミフィケーション市場規模は2022年に153億米ドルに達しました。今後、IMARC Groupは、2023年から2028年の間に21.9%の成長率(CAGR)を示し、2028年までに532億米ドルに達すると予測しています。

ゲーミフィケーションとは、効果的なユーザーエンゲージメントに重点を置き、非ゲーム環境にゲームの仕組みやデザイン要素を導入することを指します。このソフトウェアは、従業員に目標達成を促すタスクベースの対話型プログラムを提供することを可能にし、さらに健全なコミュニティ交流やチームビルディング環境の構築、従業員の動機の曖昧さの解消に貢献します。また、デジタルプラットフォーム上のゲームデザイン要素は、ポイント、リーダーシップボード、バッジ、ロイヤリティプログラムを統合することにより、ユーザーに報酬を与え、より懸命に働く意欲を高める。ゲーミフィケーションがもたらす主なメリットには、顧客体験の充実、従業員の積極的な関与、組織的な報奨プログラムなどがあります。その結果、ゲーミフィケーションはヘルスケア、小売、BFSI、eラーニングなど、幅広い業界で応用されています。

ゲーミフィケーション市場の動向:

市場の主な原動力は、AIベースのゲーミフィケーションソリューションが大企業や中小企業に広く採用されていることです。この背景には、スマートフォンやスマートデバイスの利用者数の増加や、BYOD(Bring Your Own Device:自分のデバイスを持ち込む)傾向の普及があります。これに伴い、従業員のエンゲージメントを高めるための報奨・表彰プログラムの利用が増加していることも、市場の成長に拍車をかけています。さらに、クラウドベースの技術、クラウドソーシング、ソーシャル・ネットワーキング・プラットフォームとの統合などの継続的な技術革新が、市場に有利な成長機会を生み出しています。さらに、モバイルベースのSaaS(Software as a Service)プラットフォームの登場により、組織が直接データを収集できるようになったことも市場を牽引しています。また、オンプレミスからクラウドベースのビジネス・ソリューションへのパラダイムシフトも、市場の前向きな見通しを生み出しています。その他、ゲーミフィケーションのROIの高さ、急速なデジタル化、5Gネットワークの導入拡大、インダストリー4.0の登場なども、市場に貢献している要因のひとつです。

本レポートで扱う主な質問

  • 世界のゲーミフィケーション市場はこれまでどのように推移し、今後どのように推移するのか?
  • COVID-19が世界のゲーミフィケーション市場に与えた影響は?
  • 主要な地域市場は?
  • コンポーネント別の市場内訳は?
  • 展開モードに基づく市場内訳は?
  • 企業規模別の市場内訳は?
  • 業界別の市場内訳は?
  • 業界のバリューチェーンにおける様々な段階とは?
  • 業界の主な促進要因と課題は何か?
  • 世界のゲーミフィケーション市場の構造と主要プレイヤーは?
  • 業界の競合の程度は?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主な業界動向

第5章 世界のゲーミフィケーション市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場予測

第6章 市場内訳:コンポーネント別

  • ソリューション
    • 市場動向
    • 市場予測
  • サービス
    • 市場動向
    • 市場予測

第7章 市場内訳:展開モード別

  • オンプレミス
    • 市場動向
    • 市場予測
  • オンクラウド
    • 市場動向
    • 市場予測

第8章 市場内訳:企業規模別

  • 中小企業
    • 市場動向
    • 市場予測
  • 大企業
    • 市場動向
    • 市場予測

第9章 市場内訳:業界別

  • BFSI
    • 市場動向
    • 市場予測
  • 小売
    • 市場動向
    • 市場予測
  • 教育市場
    • 市場動向
    • 市場予測
  • IT・通信
    • 市場動向
    • 市場予測
  • 製造業
    • 市場動向
    • 市場予測
  • メディアとエンターテイメント
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第10章 市場内訳:地域別

  • 北米
    • 米国
      • 市場動向
      • 市場予測
    • カナダ
      • 市場動向
      • 市場予測
  • アジア太平洋
    • 中国
      • 市場動向
      • 市場予測
    • 日本
      • 市場動向
      • 市場予測
    • インド
      • 市場動向
      • 市場予測
    • 韓国
      • 市場動向
      • 市場予測
    • オーストラリア
      • 市場動向
      • 市場予測
    • インドネシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 欧州
    • ドイツ
      • 市場動向
      • 市場予測
    • フランス
      • 市場動向
      • 市場予測
    • 英国
      • 市場動向
      • 市場予測
    • イタリア
      • 市場動向
      • 市場予測
    • スペイン
      • 市場動向
      • 市場予測
    • ロシア
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • ラテンアメリカ
    • ブラジル
      • 市場動向
      • 市場予測
    • メキシコ
      • 市場動向
      • 市場予測
    • その他
      • 市場動向
      • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 市場内訳:国別
    • 市場予測

第11章 SWOT分析

  • 概要
  • 強み
  • 弱み
  • 機会
  • 脅威

第12章 バリューチェーン分析

第13章 ポーターのファイブフォース分析

  • 概要
  • 買い手の交渉力
  • 供給企業の交渉力
  • 競合の程度
  • 新規参入業者の脅威
  • 代替品の脅威

第14章 価格分析

第15章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Ambition
    • Aon PLC
    • Axonify Inc.
    • BI WORLDWIDE
    • Cognizant
    • Iactionable
    • Microsoft Corporation
    • MPS Limited
    • NIIT Limited
    • SAP SE
    • Verint Systems Inc.
図表

List of Figures

  • Figure 1: Global: Gamification Market: Major Drivers and Challenges
  • Figure 2: Global: Gamification Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Gamification Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Gamification Market: Breakup by Component (in %), 2022
  • Figure 5: Global: Gamification Market: Breakup by Deployment Mode (in %), 2022
  • Figure 6: Global: Gamification Market: Breakup by Enterprise Size (in %), 2022
  • Figure 7: Global: Gamification Market: Breakup by Industry Vertical (in %), 2022
  • Figure 8: Global: Gamification Market: Breakup by Region (in %), 2022
  • Figure 9: Global: Gamification (Solution) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 10: Global: Gamification (Solution) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 11: Global: Gamification (Service) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Gamification (Service) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Gamification (On-premises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Gamification (On-premises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Gamification (On-cloud) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Gamification (On-cloud) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Gamification (Small and Medium-sized Enterprises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Gamification (Small and Medium-sized Enterprises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Gamification (Large Enterprises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Gamification (Large Enterprises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Gamification (BFSI) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Gamification (BFSI) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Gamification (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Gamification (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: Global: Gamification (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: Global: Gamification (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Global: Gamification (IT and Telecom) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Global: Gamification (IT and Telecom) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Global: Gamification (Manufacturing) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Global: Gamification (Manufacturing) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Global: Gamification (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Global: Gamification (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Global: Gamification (Other Industry Verticals) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Global: Gamification (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 35: North America: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 36: North America: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 37: United States: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 38: United States: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 39: Canada: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 40: Canada: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 41: Asia-Pacific: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 42: Asia-Pacific: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 43: China: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 44: China: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 45: Japan: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 46: Japan: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 47: India: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 48: India: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 49: South Korea: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 50: South Korea: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 51: Australia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 52: Australia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 53: Indonesia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 54: Indonesia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 55: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 56: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 57: Europe: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 58: Europe: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 59: Germany: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 60: Germany: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 61: France: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 62: France: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 63: United Kingdom: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 64: United Kingdom: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 65: Italy: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 66: Italy: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 67: Spain: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 68: Spain: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 69: Russia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 70: Russia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 71: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 72: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 73: Latin America: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 74: Latin America: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 75: Brazil: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 76: Brazil: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 77: Mexico: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 78: Mexico: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 79: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 80: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 81: Middle East and Africa: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 82: Middle East and Africa: Gamification Market: Breakup by Country (in %), 2022
  • Figure 83: Middle East and Africa: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 84: Global: Gamification Industry: SWOT Analysis
  • Figure 85: Global: Gamification Industry: Value Chain Analysis
  • Figure 86: Global: Gamification Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Gamification Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Gamification Market Forecast: Breakup by Component (in Million US$), 2023-2028
  • Table 3: Global: Gamification Market Forecast: Breakup by Deployment Mode (in Million US$), 2023-2028
  • Table 4: Global: Gamification Market Forecast: Breakup by Enterprise Size (in Million US$), 2023-2028
  • Table 5: Global: Gamification Market Forecast: Breakup by Industry Vertical (in Million US$), 2023-2028
  • Table 6: Global: Gamification Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 7: Global: Gamification Market: Competitive Structure
  • Table 8: Global: Gamification Market: Key Players
目次
Product Code: SR112023A5827

Abstract

Market Overview:

The global gamification market size reached US$ 15.3 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 53.2 Billion by 2028, exhibiting a growth rate (CAGR) of 21.9% during 2023-2028.

Gamification refers to the implementation of game mechanics and design elements in non-gaming environments with an enhanced focus on effective user engagement. The software enables organizations to provide task-based interactive programs that encourage employees to achieve target goals, further helping create healthy community interactions, team building environment, and eliminate employee motive ambiguity. The game design elements on digital platforms also reward the users by integrating points, leadership boards, badges, and loyalty programs, which motivates them to work harder. The major benefits provided by gamification include customer experience enrichment, active employee engagement, and organized rewarding program. As a result, gamification finds extensive applications across a wide range of industry verticals, such as healthcare, retail, BFSI, and e-learning.

Gamification Market Trends:

The market is primarily driven by the widespread adoption of AI-based gamification solutions by large organizations and small and medium enterprises (SMEs). This can be attributed to the rising number of smartphone and smart device users and the widespread preference for the bring your own device (BYOD) trend. In line with this, the rising utilization of rewards and recognition programs to boost employee engagement is also providing an impetus to the market growth. Moreover, continual technological innovations, such as the adaptation of cloud-based technologies, crowdsourcing, and integration with social networking platforms, are creating lucrative growth opportunities in the market. The market is further driven by the advent of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data. The paradigm shift toward cloud-based business solutions from on-premises is also creating a positive market outlook. Some of the other factors contributing to the market include the higher ROI yield of gamification, rapid digitization, increasing deployments of 5G networks, and the advent of industry 4.0.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global gamification market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on component, deployment mode, enterprise size and industry vertical.

Breakup by Component:

Solution

Service

Breakup by Deployment Mode:

On-premises

On-Cloud

Breakup by Enterprise Size:

Small and Medium-sized Enterprises

Large Enterprises

Breakup by Industry Vertical:

BFSI

Retail

Education

IT and Telecom

Manufacturing

Media and Entertainment

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Ambition, Aon PLC, Axonify Inc., BI WORLDWIDE, Cognizant, Iactionable, Microsoft Corporation, MPS Limited, NIIT Limited, SAP SE and Verint Systems Inc.

Key Questions Answered in This Report:

  • How has the global gamification market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global gamification market?
  • What are the key regional markets?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the deployment mode?
  • What is the breakup of the market based on the enterprise size?
  • What is the breakup of the market based on the industry vertical?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global gamification market and who are the key players?
  • What is the degree of competition in the industry?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gamification Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Component

  • 6.1 Solution
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Service
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Deployment Mode

  • 7.1 On-premises
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 On-cloud
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Enterprise Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Large Enterprises
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Industry Vertical

  • 9.1 BFSI
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Retail
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Education
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 IT and Telecom
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Manufacturing
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Media and Entertainment
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Others
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Ambition
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Aon PLC
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
      • 15.3.2.3 Financials
      • 15.3.2.4 SWOT Analysis
    • 15.3.3 Axonify Inc.
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 BI WORLDWIDE
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 Cognizant
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
      • 15.3.5.3 Financials
      • 15.3.5.4 SWOT Analysis
    • 15.3.6 Iactionable
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Microsoft Corporation
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
      • 15.3.7.3 Financials
      • 15.3.7.4 SWOT Analysis
    • 15.3.8 MPS Limited
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
      • 15.3.8.3 Financials
    • 15.3.9 NIIT Limited
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
    • 15.3.10 SAP SE
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
      • 15.3.10.4 SWOT Analysis
    • 15.3.11 Verint Systems Inc.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
      • 15.3.11.3 Financials
      • 15.3.11.4 SWOT Analysis