市場調査レポート
商品コード
1416458
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 |
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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
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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。
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)。
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。
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]:
Gamification Market by Deployment Mode [Shipment Analysis by Value from 2018 to 2030]:
Gamification Market by Enterprise Size [Shipment Analysis by Value from 2018 to 2030]:
Gamification Market by End Use [Shipment Analysis by Value from 2018 to 2030]:
Gamification Market by Region [Shipment Analysis by Value from 2018 to 2030]:
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-
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:
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.