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表紙:ゲーミフィケーションの世界市場:2019年~2023年
市場調査レポート
商品コード
906359

ゲーミフィケーションの世界市場:2019年~2023年

Gamification Market by Application, End-users, Need, and Geography - Global Forecast and Analysis 2019-2023

出版日: | 発行: TechNavio (Infiniti Research Ltd.) | ページ情報: 英文 159 Pages | 納期: 即納可能 即納可能とは

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=109.20円
ゲーミフィケーションの世界市場:2019年~2023年
出版日: 2019年08月09日
発行: TechNavio (Infiniti Research Ltd.)
ページ情報: 英文 159 Pages
納期: 即納可能 即納可能とは
  • 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、eラーニングでのゲーミフィケーションの採用の増加、ゲーミフィケーションベースの企業内学習の採用の増加、顧客中心のビジネスモデルの実装の増加などが成長促進要因となり、予測期間中に30%以上のCAGRで拡大する見込みです。ただし、認識と一貫性の欠如、社内ゲーミフィケーションソリューションの可用性、およびITトレーニングモジュールの継続的な変更などの不安定要素が、予測期間中のゲーミフィケーション業界の成長を妨げる可能性があります。

当レポートでは、世界のゲーミフィケーション市場について調査分析し、市場規模および成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 調査範囲

  • イントロダクション1
  • イントロダクション2
  • 米ドルの通貨換算レート

第3章 市場状況

  • 市場のエコシステム
  • 市場の特徴
  • 市場セグメンテーション分析

第4章 市場規模

  • 市場の定義
  • 市場規模(2018年)
  • 市場規模および予測(2018年~2023年)

第5章 ファイブフォース分析

  • バイヤーの交渉力
  • サプライヤーの交渉力
  • 新規参入の脅威
  • 代用品の脅威
  • 競争相手の脅威
  • 市況

第6章 市場セグメンテーション:アプリケーション別

  • 市場セグメンテーション:アプリケーション別
  • アプリケーション別比較:市場規模および予測(2018年~2023年)
  • 消費者主導型アプリケーション
  • 企業主導型アプリケーション
  • 市場機会:アプリケーション別

第7章 顧客情勢

第8章 市場セグメンテーション:エンドユーザー別

  • 市場セグメンテーション:エンドユーザー別
  • エンドユーザー別比較:市場規模および予測(2018年~2023年)
  • ヘルスケア
  • エンターテイメント
  • 教育
  • 小売
  • 消費財
  • メディア
  • その他
  • 市場機会:エンドユーザー別

第9章 地域別情勢

  • 地域別セグメンテーション
  • 地域別比較:市場規模および予測(2018年~2023年)
  • 北米
  • 欧州
  • アジア太平洋地域
  • 南米
  • 中東・アフリカ地域
  • 主要国
  • 市場機会

第10章 市場セグメンテーション化:ニーズ別

  • 市場セグメンテーション:ニーズ別
  • ニーズ別比較:市場規模および予測(2018年~2023年)
  • ユーザーエンゲージメント
  • ブランド志向
  • ブランド認知度
  • 研修
  • 動機付け
  • 市場機会:ニーズ別

第11章 意思決定の枠組み

第12章 成長要因と課題

  • 市場成長要因
  • 市場の課題

第13章 市場動向

  • M&Aの増加
  • ゲーミフィケーションソリューションへの高度な技術の統合
  • 教育的ゲーミフィケーションソリューションでのARおよびVRの活用の増加

第14章 ベンダー情勢

  • 概要
  • 創造的破壊の状況

第15章 ベンダー分析

  • 対象ベンダー
  • ベンダー分類
  • ベンダーの市場ポジショニング
  • Ambition
  • BI WORLDWIDE
  • Hoopla Software Inc.
  • Microsoft Corp.
  • SAP SE

第16章 付録

  • 調査方法
  • 略語のリスト
  • ベンダーの市場ポジショニングの定義

第17章 TECHNAVIOについて

目次
Product Code: IRTNTR31828

About this market

Technavio's gamification market analysis considers sales from both consumer-driven application and enterprise-driven application. Our analysis also considers the sales of gamification in APAC, Europe, North America, South America, and MEA. In 2018, the consumer-driven application segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as customer engagement and satisfaction will play a significant role in the consumer-driven application segment to maintain its market position. Also, our global gamification market report also looks at factors such as increasing adoption of gamification in e-learning, increased adoption of gamification-based corporate learning, and increasing implementation of customer-centric business model. However, uncertainties in the lack of awareness and inconsistency, availability of in-house gamification solution, and continuous change in IT training modules may hamper the growth of the gamification industry over the forecast period.

Overview

Increasing adoption of gamification in e-learning

E-learning helps organizations to cut down on operating cost and increase profits. Gamification in e-learning evokes game-like reactions and increase learner engagement. It improves information retention, motivation, and productivity. This increase in adoption of gamification in e-learning will lead to the expansion of the global gamification market at a CAGR of over 30% during the forecast period.

Integration of Advanced Technologies in Gamification Solutions

Gamification solution providers are integrating advanced technologies, such as AI, into their software to provide real-time tracking of data and improve organizations' operational efficiency. This AI technology also helps in understanding the employee workflows, collect and use data about individual employees, and gather feedback via chatbots. This use of AI in gamification is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global gamification market during the forecast period 2019-2023, view our report.

Competitive Landscape

With the presence of several major players, the global gamification market is fragmented. Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gamification manufacturers, that include Ambition, BI WORLDWIDE, Hoopla Software Inc., Microsoft Corp., SAP SE.

Also, the gamification market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: MARKET SEGMENTATION BY APPLICATION

  • Market segmentation by application
  • Comparison by application
  • Consumer-driven application - Market size and forecast 2018-2023
  • Enterprise-driven application - Market size and forecast 2018-2023
  • Market opportunity by application

PART 07: CUSTOMER LANDSCAPE

PART 08: MARKET SEGMENTATION BY END-USER

  • Market segmentation by end-user
  • Comparison by end-user
  • Healthcare - Market size and forecast 2018-2023
  • Entertainment - Market size and forecast 2018-2023
  • Education - Market size and forecast 2018-2023
  • Retail - Market size and forecast 2018-2023
  • Consumer goods - Market size and forecast 2018-2023
  • Media - Market size and forecast 2018-2023
  • Others - Market size and forecast 2018-2023
  • Market opportunity by end-user

PART 09: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • APAC - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 10: MARKET SEGMENTATION BY NEED

  • Market segmentation by need
  • Comparison by need
  • User engagement - Market size and forecast 2018-2023
  • Brand loyalty - Market size and forecast 2018-2023
  • Brand awareness - Market size and forecast 2018-2023
  • Training - Market size and forecast 2018-2023
  • Motivation - Market size and forecast 2018-2023
  • Market opportunity by need

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 13: MARKET TRENDS

  • Rise in mergers and acquisitions
  • Integration of advanced technologies in gamification solutions
  • Increasing use of AR and VR in educational gamification solutions

PART 14: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 15: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Ambition
  • BI WORLDWIDE
  • Hoopla Software Inc.
  • Microsoft Corp.
  • SAP SE

PART 16: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 17: EXPLORE TECHNAVIO

List of Exhibits

  • Exhibit 01: Global information technology (IT) software market
  • Exhibit 02: Segments of global information technology (IT) software market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2018
  • Exhibit 07: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 09: Five forces analysis 2018
  • Exhibit 10: Five forces analysis 2023
  • Exhibit 11: Bargaining power of buyers
  • Exhibit 12: Bargaining power of suppliers
  • Exhibit 13: Threat of new entrants
  • Exhibit 14: Threat of substitutes
  • Exhibit 15: Threat of rivalry
  • Exhibit 16: Market condition - Five forces 2018
  • Exhibit 17: Application - Market share 2018-2023 (%)
  • Exhibit 18: Comparison by application
  • Exhibit 19: Consumer-driven application - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 20: Consumer-driven application - Year-over-year growth 2019-2023 (%)
  • Exhibit 21: Enterprise-driven application - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 22: Enterprise-driven application - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: Market opportunity by application
  • Exhibit 24: Customer landscape
  • Exhibit 25: End-user - Market share 2018-2023 (%)
  • Exhibit 26: Comparison by end-user
  • Exhibit 27: Healthcare - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 28: Healthcare - Year-over-year growth 2019-2023 (%)
  • Exhibit 29: Entertainment - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 30: Entertainment - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: Education - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 32: Education - Year-over-year growth 2019-2023 (%)
  • Exhibit 33: Retail - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 34: Retail - Year-over-year growth 2019-2023 (%)
  • Exhibit 35: Consumer goods - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: Challenges and their gamification solutions
  • Exhibit 37: Consumer goods - Year-over-year growth 2019-2023 (%)
  • Exhibit 38: Media - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 39: Media - Year-over-year growth 2019-2023 (%)
  • Exhibit 40: Others - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 41: Others - Year-over-year growth 2019-2023 (%)
  • Exhibit 42: Market opportunity by end-user
  • Exhibit 43: Market share by geography 2018-2023 (%)
  • Exhibit 44: Geographic comparison
  • Exhibit 45: North America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 46: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 47: Europe - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 48: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 49: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 50: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 51: South America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 52: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 53: MEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 54: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 55: Key leading countries
  • Exhibit 56: Market opportunity
  • Exhibit 57: Need - Market share 2018-2023 (%)
  • Exhibit 58: Comparison by need
  • Exhibit 59: User engagement - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 60: User engagement - Year-over-year growth 2019-2023 (%)
  • Exhibit 61: Brand loyalty - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 62: Brand loyalty - Year-over-year growth 2019-2023 (%)
  • Exhibit 63: Brand awareness - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 64: Brand awareness - Year-over-year growth 2019-2023 (%)
  • Exhibit 65: Training - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 66: Training - Year-over-year growth 2019-2023 (%)
  • Exhibit 67: Motivation - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 68: Motivation - Year-over-year growth 2019-2023 (%)
  • Exhibit 69: Market opportunity by need
  • Exhibit 70: Impact of drivers and challenges
  • Exhibit 71: Vendor landscape
  • Exhibit 72: Landscape disruption
  • Exhibit 73: Vendors covered
  • Exhibit 74: Vendor classification
  • Exhibit 75: Market positioning of vendors
  • Exhibit 76: Ambition - Vendor overview
  • Exhibit 77: Ambition - Key offerings
  • Exhibit 78: BI WORLDWIDE - Vendor overview
  • Exhibit 79: BI WORLDWIDE - Key offerings
  • Exhibit 80: Hoopla Software Inc. - Vendor overview
  • Exhibit 81: Hoopla Software Inc. - Key offerings
  • Exhibit 82: Microsoft Corp. - Vendor overview
  • Exhibit 83: Microsoft Corp. - Business segments
  • Exhibit 84: Microsoft Corp. - Organizational developments
  • Exhibit 85: Microsoft Corp. - Geographic focus
  • Exhibit 86: Microsoft Corp. - Segment focus
  • Exhibit 87: Microsoft Corp. - Key offerings
  • Exhibit 88: SAP SE - Vendor overview
  • Exhibit 89: SAP SE - Business segments
  • Exhibit 90: SAP SE - Organizational developments
  • Exhibit 91: SAP SE - Geographic focus
  • Exhibit 92: SAP SE - Segment focus
  • Exhibit 93: SAP SE - Key offerings
  • Exhibit 94: Validation techniques employed for market sizing
  • Exhibit 95: Definition of market positioning of vendors
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