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ゲーミフィケーション市場レポート:2030年までの動向、予測、競合分析

Gamification Market Report: Trends, Forecast and Competitive Analysis to 2030

出版日: | 発行: Lucintel | ページ情報: 英文 150 - page report | 納期: 3営業日

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ゲーミフィケーション市場レポート:2030年までの動向、予測、競合分析
出版日: 2024年01月29日
発行: Lucintel
ページ情報: 英文 150 - page report
納期: 3営業日
ご注意事項 :
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。
  • 全表示
  • 概要
  • 目次
概要

ゲーミフィケーションの動向と予測

世界のゲーミフィケーション市場は、2024年から2030年までのCAGRが23.9%となり、2030年までに推定574億米ドルに達すると予想されています。この市場の主な促進要因は、インセンティブ・成功・競争力への志向の高まり、デジタル化の進展とタブレット・スマートフォンなどのガジェットの普及、興味深く楽しい学習を生み出すための企業部門での幅広い活用などがあります。世界のゲーミフィケーション市場の将来性は明るく、BFSI、小売業、教育、IT・通信、製造、メディア・エンターテイメントの分野で市場機会が見込まれます。

ゲーミフィケーション市場に関する洞察

Lucintelは、インセンティブ、バッジ、課題、リーダーボード、没入型の物語などのゲーム要素を使用して、望ましい行動と結果を促す魅力的なエクスペリエンスを生み出すため、ソリューションが予測期間を通じて引き続き大きなセグメントになると予測しています。

北米は、最新テクノロジーによるエコシステムの優位性と、最先端テクノロジーの広範な利用により、複数の業界にわたるソリューションの統合に強力な基盤を提供するため、予測期間を通じて最大の地域であり続けるでしょう。

よくある質問

Q1.市場規模は?

A1.世界のゲーミフィケーション市場は、2030年までに推定574億米ドルに達すると予想されています。

Q2.市場の成長予測は?

A2.世界のゲーミフィケーション市場は、2024年から2030年にかけて23.9%のCAGRで成長すると予想されています。

Q3.市場の成長に影響を与える主な促進要因は?

A3.この市場の主な促進要因は、インセンティブ・成功・競争力への志向の高まり、デジタル化の進展とタブレット・スマートフォンなどのガジェットの普及、興味深く楽しい学習を生み出すための企業部門での幅広い活用です。

Q4.市場の主要セグメントは?

A4.世界のゲーミフィケーション市場の将来性は有望で、BFSI、小売業、教育、IT・通信、製造、メディア・エンターテイメント市場で機会があります。

Q5.市場の主要企業は?

A5.主要なゲーミフィケーション企業は次のとおりです(一部)。

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Q6.今後、最大となる市場セグメントは?

A6.Lucintelは、ソリューションが、インセンティブ、バッジ、課題、リーダーボード、没入型の物語などのゲーム要素を使用して、望ましい行動と結果を促す魅力的なエクスペリエンスを生み出すため、予測期間を通じて引き続き大きなセグメントになると予測しています。

Q7.市場において、今後5年間に最大になると予想される地域は?

A7.北米は、最新テクノロジーによるエコシステムの優位性と、最先端テクノロジーの広範な利用により、複数の業界にわたるソリューションの統合に強力な基盤を提供するため、予測期間を通じて最大の地域であり続けるでしょう。

Q8.レポートのカスタマイズは可能か?

A8.はい、Lucintelは追加費用なしで10%のカスタマイズを提供します。

目次

第1章 エグゼクティブサマリー

第2章 世界のゲーミフィケーション市場:市場力学

  • イントロダクション、背景、分類
  • サプライチェーン
  • 業界の促進要因と課題

第3章 2018年から2030年までの市場動向と予測分析

  • マクロ経済動向(2018~2023年)と予測(2024~2030年)
  • 世界のゲーミフィケーション市場動向(2018~2023年)と予測(2024~2030年)
  • コンポーネント別の世界のゲーミフィケーション市場
    • ソリューション
    • サービス
  • 導入モード別の世界のゲーミフィケーション市場
    • オンプレミス
    • オンクラウド
  • 企業規模別の世界のゲーミフィケーション市場
    • 中小企業
    • 大企業
  • エンドユース別の世界のゲーミフィケーション市場
    • 銀行・金融サービス・保険 (BFSI)
    • 小売業
    • 教育
    • IT・通信
    • 製造業
    • メディア・エンターテイメント
    • その他

第4章 2018年から2030年までの地域別の市場動向と予測分析

  • 地域別の世界のゲーミフィケーション市場
  • 北米のゲーミフィケーション市場
  • 欧州のゲーミフィケーション市場
  • アジア太平洋のゲーミフィケーション市場
  • その他の地域 (ROW) のゲーミフィケーション市場

第5章 競合の分析

  • 製品ポートフォリオ分析
  • 運用上の統合
  • ポーターのファイブフォース分析

第6章 成長機会と戦略的分析

  • 成長機会分析
    • コンポーネント別の世界のゲーミフィケーション市場の成長機会
    • 導入モード別の世界のゲーミフィケーション市場の成長機会
    • 企業規模別の世界のゲーミフィケーション市場の成長機会
    • エンドユース別の世界のゲーミフィケーション市場の成長機会
    • 地域別の世界のゲーミフィケーション市場の成長機会
  • 世界のゲーミフィケーション市場における新たな動向
  • 戦略的分析
    • 新製品の開発
    • 世界のゲーミフィケーション市場の生産能力拡大
    • 世界のゲーミフィケーション市場における合併、買収、合弁事業
    • 認証とライセンシング

第7章 有力企業の企業プロファイル

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems
目次

Gamification Trends and Forecast

The future of the global gamification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets. The global gamification market is expected to reach an estimated $57.4 billion by 2030 with a CAGR of 23.9% from 2024 to 2030. The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

A more than 150-page report is developed to help in your business decisions.

Gamification by Segment

The study includes a forecast for the global gamification by component, deployment mode, enterprise size, end use, and region.

Gamification Market by Component [Shipment Analysis by Value from 2018 to 2030]:

  • Solutions
  • Services

Gamification Market by Deployment Mode [Shipment Analysis by Value from 2018 to 2030]:

  • On-Premises
  • On-Cloud

Gamification Market by Enterprise Size [Shipment Analysis by Value from 2018 to 2030]:

  • Small and Medium-Sized Enterprises
  • Large Enterprises

Gamification Market by End Use [Shipment Analysis by Value from 2018 to 2030]:

  • BFSI
  • Retail
  • Education
  • IT and Telecom
  • Manufacturing
  • Media and Entertainment
  • Others

Gamification Market by Region [Shipment Analysis by Value from 2018 to 2030]:

  • North America
  • Europe
  • Asia Pacific
  • The Rest of the World

List of Gamification Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies gamification companies cater increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the gamification companies profiled in this report include-

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Gamification Market Insights

Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Features of the Global Gamification Market

Market Size Estimates: Gamification market size estimation in terms of value ($B).

Trend and Forecast Analysis: Market trends (2018 to 2023) and forecast (2024 to 2030) by various segments and regions.

Segmentation Analysis: Gamification market size by various segments, such as by component, deployment mode, enterprise size, end use, and region in terms of value ($B).

Regional Analysis: Gamification market breakdown by North America, Europe, Asia Pacific, and Rest of the World.

Growth Opportunities: Analysis of growth opportunities in different component, deployment mode, enterprise size, end use, and regions for the gamification market.

Strategic Analysis: This includes M&A, new product development, and competitive landscape of the gamification market.

Analysis of competitive intensity of the industry based on Porter's Five Forces model.

FAQ

Q1. What is the gamification market size?

Answer: The global gamification market is expected to reach an estimated $57.4 billion by 2030.

Q2. What is the growth forecast for gamification market?

Answer: The global gamification market is expected to grow with a CAGR of 23.9% from 2024 to 2030.

Q3. What are the major drivers influencing the growth of the gamification market?

Answer: The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

Q4. What are the major segments for gamification market?

Answer: The future of the global gamification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets.

Q5. Who are the key gamification market companies?

Answer: Some of the key gamification companies are as follows:

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Q6. Which gamification market segment will be the largest in future?

Answer: Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

Q7. In gamification market, which region is expected to be the largest in next 5 years?

Answer: North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Q.8 Do we receive customization in this report?

Answer: Yes, Lucintel provides 10% customization without any additional cost.

This report answers following 11 key questions:

  • Q.1. What are some of the most promising, high-growth opportunities for the gamification market by component (solutions and services), deployment mode (on-premises and on-cloud), enterprise size (small and medium-sized enterprises and large enterprises), end use (BFSI, retail, education, IT and telecom, manufacturing, media and entertainment, and others), and region (North America, Europe, Asia Pacific, and the Rest of the World)?
  • Q.2. Which segments will grow at a faster pace and why?
  • Q.3. Which region will grow at a faster pace and why?
  • Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?
  • Q.5. What are the business risks and competitive threats in this market?
  • Q.6. What are the emerging trends in this market and the reasons behind them?
  • Q.7. What are some of the changing demands of customers in the market?
  • Q.8. What are the new developments in the market? Which companies are leading these developments?
  • Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?
  • Q.10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?
  • Q.11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

Table of Contents

1. Executive Summary

2. Global Gamification Market : Market Dynamics

  • 2.1: Introduction, Background, and Classifications
  • 2.2: Supply Chain
  • 2.3: Industry Drivers and Challenges

3. Market Trends and Forecast Analysis from 2018 to 2030

  • 3.1. Macroeconomic Trends (2018-2023) and Forecast (2024-2030)
  • 3.2. Global Gamification Market Trends (2018-2023) and Forecast (2024-2030)
  • 3.3: Global Gamification Market by Component
    • 3.3.1: Solutions
    • 3.3.2: Services
  • 3.4: Global Gamification Market by Deployment Mode
    • 3.4.1: On-premises
    • 3.4.2: On-Cloud
  • 3.5: Global Gamification Market by Enterprise Size
    • 3.5.1: Small and Medium-sized Enterprises
    • 3.5.2: Large Enterprises
  • 3.6: Global Gamification Market by End Use
    • 3.6.1: BFSI
    • 3.6.2: Retail
    • 3.6.3: Education
    • 3.6.4: IT and Telecom
    • 3.6.5: Manufacturing
    • 3.6.6: Media and Entertainment
    • 3.6.7: Others

4. Market Trends and Forecast Analysis by Region from 2018 to 2030

  • 4.1: Global Gamification Market by Region
  • 4.2: North American Gamification Market
    • 4.2.2: North American Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.3: European Gamification Market
    • 4.3.1: European Gamification Market by Component: Solutions and Services
    • 4.3.2: European Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.4: APAC Gamification Market
    • 4.4.1: APAC Gamification Market by Component: Solutions and Services
    • 4.4.2: APAC Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.5: ROW Gamification Market
    • 4.5.1: ROW Gamification Market by Component: Solutions and Services
    • 4.5.2: ROW Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others

5. Competitor Analysis

  • 5.1: Product Portfolio Analysis
  • 5.2: Operational Integration
  • 5.3: Porter's Five Forces Analysis

6. Growth Opportunities and Strategic Analysis

  • 6.1: Growth Opportunity Analysis
    • 6.1.1: Growth Opportunities for the Global Gamification Market by Component
    • 6.1.2: Growth Opportunities for the Global Gamification Market by Deployment Mode
    • 6.1.3: Growth Opportunities for the Global Gamification Market by Enterprise Size
    • 6.1.4: Growth Opportunities for the Global Gamification Market by End Use
    • 6.1.5: Growth Opportunities for the Global Gamification Market by Region
  • 6.2: Emerging Trends in the Global Gamification Market
  • 6.3: Strategic Analysis
    • 6.3.1: New Product Development
    • 6.3.2: Capacity Expansion of the Global Gamification Market
    • 6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Gamification Market
    • 6.3.4: Certification and Licensing

7. Company Profiles of Leading Players

  • 7.1: Ambition
  • 7.2: Aon
  • 7.3: Axonify
  • 7.4: Cognizant
  • 7.5: Lactionable
  • 7.6: Microsoft Corporation
  • 7.7: Verint Systems