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市場調査レポート

ゲーミフィケーションの世界市場 - 2015〜2019年

Global Gamification Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 256778
出版日 ページ情報 英文 63 Pages
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ゲーミフィケーションの世界市場 - 2015〜2019年 Global Gamification Market 2015-2019
出版日: 2015年12月23日 ページ情報: 英文 63 Pages
概要

ゲーミフィケーションの世界市場は指数関数的な伸びを示しており、2019年までに48%もの市場成長を遂げるものと見られます。顧客との相互連携性を改善する必要性の高まりがこの市場成長を支える重要な要素となっています。

当レポートでは、ゲーミフィケーションの世界市場を取り上げ、市場成長促進要因や市場が抱える課題、市場動向、また市場競争状況に関する詳細な調査を通じて、現在の市場シナリオの分析ならびに2015年から2019年までの市場予測を行っています。

第1章 エグゼクティブ・サマリー

第2章 当レポートのカバー範囲

  • ベンダー分類
  • 総和誤差
  • 主要ベンダー製品

第3章 市場調査手法

  • 調査手法
  • 経済指標

第4章 序論

  • 市場に関する重要事項

第5章 市場概要

  • ゲーミフィケーションの進化
  • ゲーミフィケーション手法
  • ゲーミフィケーションの適用分野
  • ゲーミフィケーションの用途
  • ゲーミフィケーションの利点

第6章 市場概況

  • 市場概要
  • 市場規模および将来予測
  • ファイブフォース分析

第7章 適用分野別市場分類

  • 適用分野別に見たゲーミフィケーションの世界市場
  • 一般消費者主体の適用分野におけるゲーミフィケーションの世界市場
  • 企業主体の適用分野におけるゲーミフィケーションの世界市場

第8章 エンドユーザ別市場分類

  • エンドユーザ別に見たゲーミフィケーションの世界市場
  • 企業向けゲーミフィケーションの世界市場
  • エンタテインメント向けゲーミフィケーションの世界市場
  • メディアおよび出版業向けゲーミフィケーションの世界市場
  • 小売業向けゲーミフィケーションの世界市場
  • 消費財業界向けゲーミフィケーションの世界市場
  • 医療向けゲーミフィケーションの世界市場
  • 教育向けゲーミフィケーションの世界市場

第9章 ニーズ別市場分類

  • ニーズ別に見たゲーミフィケーションの世界市場

第10章 地域別市場分類

  • 地域別に見たゲーミフィケーションの世界市場
  • 南北アメリカ地域のゲーミフィケーション市場
  • 欧州・中東・アフリカ地域のゲーミフィケーション市場
  • アジア太平洋地域のゲーミフィケーション市場

第11章 市場成長促進要因

  • 顧客との連関改善の必要性
  • 素早く市場の反応を捉える必要性
  • ビジネスプロセスを組織化する必要性
  • 顧客との関係向上の必要性

第12章 市場の課題

  • ソリューションの選定に関連した問題
  • 社内ゲーミフィケーションシステムの需要
  • トレーニングコストの高さ
  • さまざまな部門を支援しなければならない点に関わる課題
  • 投資が収益を生み出すまでの期間の長さ

第13章 市場動向

  • ソーシャルメディアの重要性の増大
  • モバイルデバイス導入の増加
  • 顧客中心のマーケティング重視の強化
  • 中小企業での導入の増加

第14章 ベンダー情勢

  • 市場競争シナリオ
  • その他の有力ベンダー

第15章 主要ベンダー分析

  • Badgeville
  • BigDoor Media
  • Bunchball
  • Gigya

第16章 付録

第17章 Technavioについて

付表・付図

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目次
Product Code: IRTNTR7576

Market outlook of the global gamification market

Gamification is the process of implementing game mechanics into a non-game context to drive user engagement. Points, badges, leader boards, challenges, and rewards are some examples of game mechanics. This market is expected to witness exponential growth during the forecast period and is envisaged to post a profound market growth rate of more than 48% by 2019. The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period.

Technavio market research analysts envisage the Americas to account for more than 52% of the total market share by 2019. High market share of this region can be attributed to its high adoption rate of gamification applications. As gamification allows companies to gain a competitive edge over their rivals, an increase in their investments will augment market growth during the forecast period.

Application-based segmentation of the gamification market

  • Consumer-driven applications
  • Enterprise-driven applications

In this market research report, Technavio's analyst has estimated the enterprise-driven applications segment to account for approximately 68% of the total revenue generated by this market during the forecast period. The increased awareness of gamification products and benefits is a critical factor that accounts for this segment's high revenue generating capacity during the forecast period.

End-user segmentation of the gamification market

  • Enterprise
  • Entertainment
  • Media and publishing
  • Retail
  • Consumer goods
  • Healthcare
  • Education
  • Others

The enterprises segment is envisaged to account for the largest market share during the forecast period. This segment is expected to account for close to 30% of the total market share by 2019 as increasing number of corporates find value proposition in deploying a gamification technique best suited for their business model.

Competitive landscape and key vendors

Since this market is still in its nascent stage, it offers tremendous growth opportunities to vendors during the forecast period. The scope for new entrants is high in this market as it is still in its growth stage, and there are many opportunities to improve the products. Additionally, the demand in developed countries is high because of the existence of numerous enterprises in need of gamification solutions.

Key vendors in this market are -

  • Badgeville
  • Big Door Media
  • Bunchball
  • Gigya

Other prominent vendors in this market are Cadalys, Gamify, IActionable, Lithium Technologies, Pug Pharm, Seriosity, and Spigit.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2019?
  • What are the key factors driving the global gamification market?
  • What are the key market trends impacting the global gamification market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global gamification market?
  • What are the market opportunities and threats faced by the vendors in the global gamification market?
  • What are the key outcomes of the five forces analysis of the global gamification market?

Technavio also offers customization on reports based on specific client requirement.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market description

  • Evolution of gamification
  • Process of gamification
  • Application areas of gamification
  • Uses of gamification
  • Advantages of gamification

PART 06: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 07: Market segmentation by application

  • Global gamification market by application
  • Global gamification market by consumer-driven applications
  • Global gamification market by enterprise-driven applications

PART 08: Market segmentation by end-user

  • Global gamification market by end-user
  • Global gamification market for enterprises
  • Global gamification market for entertainment
  • Global gamification market for media and publishing
  • Global gamification market for retail
  • Global gamification market for consumer goods
  • Global gamification market for healthcare
  • Global gamification market for education

PART 09: Market segmentation by need

  • Global gamification market by need

PART 10: Geographical segmentation

  • Global gamification market by geography
  • Gamification market in Americas
  • Gamification market in EMEA
  • Gamification market in APAC

PART 11: Market drivers

  • Need to improve customer interaction
  • Need for rapid market response
  • Need for coordination in business process
  • Need to improve customer relationships

PART 12: Market challenges

  • Issues related to solution selection
  • Demand for in-house gamification systems
  • High training costs
  • Issues related to supporting different departments
  • Delayed ROI

PART 13: Market trends

  • Increased importance of social media
  • Increased adoption of mobile devices
  • Increased focus on customer-centric marketing
  • Increased adoption in SMEs

PART 14: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 15: Key vendor analysis

  • Badgeville
  • BigDoor Media
  • Bunchball
  • Gigya

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Evolution of gamification
  • Exhibit 03: Process of gamification
  • Exhibit 04: Global gamification market segmentation
  • Exhibit 05: Global gamification market 2014-2019 ($ billions)
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global gamification market by application 2014-2019 ($ billions)
  • Exhibit 08: Global gamification market by application 2014-2019
  • Exhibit 09: Global gamification market by consumer-driven applications 2014-2019 ($ billions)
  • Exhibit 10: Global gamification market by enterprise-driven applications 2014-2019 ($ billions)
  • Exhibit 11: Global gamification market by end-user 2014
  • Exhibit 12: Global gamification market by end-user 2019
  • Exhibit 13: Global gamification market for enterprises 2014-2019 ($ billions)
  • Exhibit 14: Global gamification market for entertainment 2014-2019 ($ billions)
  • Exhibit 15: Global gamification market for media and publishing 2014-2019 ($ billions)
  • Exhibit 16: Global gamification market for retail 2014-2019 ($ millions)
  • Exhibit 17: Global gamification market for consumer goods 2014-2019 ($ millions)
  • Exhibit 18: Global gamification market for healthcare 2014-2019 ($ millions)
  • Exhibit 19: Global gamification market for education 2014-2019 ($ millions)
  • Exhibit 20: Global gamification market by need 2014
  • Exhibit 21: Global gamification market by geography 2014
  • Exhibit 22: Global gamification market by geography 2019
  • Exhibit 23: Gamification market in Americas 2014-2019 ($ billions)
  • Exhibit 24: Gamification market in EMEA 2014-2019 ($ billions)
  • Exhibit 25: Gamification market in APAC 2014-2019 ($ billions)
  • Exhibit 26: Badgeville: Product segmentation
  • Exhibit 27: BigDoor Media: Product segmentation
  • Exhibit 28: Gigya: Product portfolio
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