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市場調査レポート

世界のゲーミフィケーション市場の予測と分析:ソリューション別・用途別・導入モデル別・企業規模別・産業別・地域別の分析

Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020

発行 MarketsandMarkets 商品コード 273695
出版日 ページ情報 英文 129 Pages
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世界のゲーミフィケーション市場の予測と分析:ソリューション別・用途別・導入モデル別・企業規模別・産業別・地域別の分析 Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020
出版日: 2016年02月11日 ページ情報: 英文 129 Pages
概要

ゲーミフィケーションは、消費者の購買行動促進や見込み客の誘導だけでなく、従業員の動機づけや、企業戦略・タスク・行動規範などの周知による業績向上などの効果があります。ゲームの適切な設計や、企業文化・顧客ベースなどの正確な把握、ユーザー参加の継続的モニタリング、ゲームのメカニズムの改良などにより、長期的な目標(事業目標の実現、収益増大など)の達成が実現可能になります。

当レポートでは、全世界のゲーミフィケーション市場について分析し、市場全体の構造や各種影響要因、ソリューション別・サービス別・用途別・ユーザー別・地域別の詳細な市場規模動向(今後6年間の予測値)、ゲームのメカニズム・ユーザー行動の詳細、競争環境、主要企業のプロファイル(市場分析、概要、製品・サービス、財務指標、SWOT分析、企業戦略・考察)などを調査して、その結果をお届けします。

第1章 イントロダクション

第2章 調査方法

第3章 エグゼクティブ・サマリー

第4章 重要考察

第5章 市場概要

  • イントロダクション
  • 市場区分
  • 市場のダイナミクス
    • 市場の促進要因
    • 市場の抑制要因
    • 市場機会
    • 市場課題

第6章 産業動向

  • イントロダクション
  • バリューチェーン分析
  • ポーターのファイブフォース分析

第7章 市場分析:ソリューション別

  • イントロダクション
  • 企業主導型ソリューション
  • 消費者主導型ソリューション

第8章 市場分析:用途別

  • イントロダクション
  • マーケティング
  • 販売
  • サポート
  • 製品開発
  • 人事
  • その他

第9章 市場分析:導入モデル別

  • イントロダクション
  • オンプレミス
  • クラウド

第10章 企業規模別

  • イントロダクション
  • 中小企業
  • 大企業

第11章 市場分析:産業別

  • イントロダクション
  • 消費財・小売業
  • エンタテインメント
  • メディア・出版
  • 医療・製薬
  • 電子商取引(eコマース)
  • 銀行・金融サービス・保険(BFSI)
  • 教育
  • 旅行・ロジスティクス
  • ハイテク産業
  • 公共部門・政府
  • その他

第12章 市場分析:地域別

  • 概要・イントロダクション
  • 北米(NA)
  • 欧州(EU)
  • アジア太平洋地域(APAC)
  • 中東・アフリカ(MEA)
  • ラテンアメリカ(LA)

第13章 競合環境

  • 概要
  • 競合情勢および動向
    • 新製品の発表
    • 事業提携
    • 買収

第14章 企業プロファイル

  • イントロダクション
  • MICROSOFT CORPORATION
    • 事業概要
    • 製品およびサービス
    • 最新動向
    • M&Mの見解(SWOT分析/主要戦略)
  • SALESFORCE.COM
  • BADGEVILLE, INC.
  • BUNCHBALL
  • ARCARIS INC.
  • SAP SE
  • BIGDOOR, INC.
  • GIGYA
  • FAYA CORPORATION
  • LEVELELEVEN

第15章 付録

図表一覧

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目次
Product Code: TC 1445

The rising adoption of Bring Your Own Device (BYOD) among enterprises will help the gamification market grow significantly

MarketsandMarkets forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by 2020, at a CAGR of 46.3%. The speedy growth of social media is driving the gamification market. Social networks are fast becoming the norm of modern day technologies, which is evident across social media networks such as Facebook, Twitter, LinkedIn, and others and enterprise social networks. Users in regions such as North America and Europe prefer using social media websites to make purchases or to connect with the companies. This has encouraged organizations to provide online gamification techniques to customers as well as employees.

Increasing usage of gamified techniques among marketing and sales departments within organizations will create opportunities for the gamification market to grow

The usage of gamification technology has become the most important constituent for today's organizations. For marketing activities such as advertising, marketing campaign, and branding of products as well as services, companies are providing employees with progressive marketing solutions that can help them in improving their marketing and sales programs. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate the marketing personnel. This helps them in increasing the number of prospective clients for the company.

Asia-Pacific (APAC) is expected to become one of the major adopters of gamification techniques by 2020

APAC is growing at a higher rate in comparison to other regions. Moreover, countries in the region, mainly Australia, Japan, China, and India, are prominently adopting technologies and solutions within the organizations for increasing profits along with employee satisfaction. Gamification can help companies in this region by providing them techniques to build goodwill in the market. The solutions such as virtual badges, reward points, and club cards are building loyalty among the customers towards the brand. Furthermore, the adoption of emerging technologies and the economic growth of countries such as India and China are driving the adoption of gamification.

Breakdown of profile of primaries.

  • By Company: Tier 1(17%), Tier 2 (33%) and Tier 3 (50%)
  • By Designation: C-level (50%), Director Level (20%), and other executives (30%)
  • By Region: North America (57%), Europe (14%), and APAC (29%)

The companies profiled in this report include:

  • Microsoft
  • Salesforce
  • Badgeville
  • Bunchball
  • Arcaris
  • SAP
  • Bigdoor Media
  • Gigya
  • FAYA
  • Levelelven

Introduction of Software as a Service (SaaS)-based solutions will create new opportunities in this market

In the coming five years, the growing demand of SaaS-based solutions in the gamification market will improve the offerings and create huge opportunities for growth. Many developing countries in the APAC region are showing interest and demanding SaaS-based solutions for implementing gamification solutions in their organizations.

The report will help the market leaders/new entrants in this market in the following ways:

  • 1. This report segments the market into solutions, application market, deployment type, user type, industry verticals, and region covering this market comprehensively. The report provides the closest approximations of the revenue numbers for the overall market and the subsegments. The market numbers are further split across the different users and regions.
  • 2. This report will help them better understand the competitors and gain more insights to better position ones business. There is a separate section on competitive landscape, including end user analysis, mergers and acquisition and expansions. Besides this, there are company profiles of the ten major players in this market. In this section, market internals are provided that can help place one's company ahead of the competitors.
  • 3. The report helps them understand the pulse of the market. The report provides information on key market drivers, restraints, challenges, and opportunities.

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. OBJECTIVES OF THE STUDY
  • 1.2. MARKET DEFINITION
  • 1.3. MARKET SCOPE
    • 1.3.1. MARKETS COVERED
    • 1.3.2. YEAR
  • 1.4. CURRENCY
  • 1.5. LIMITATIONS
  • 1.6. STAKEHOLDERS

2. RESEARCH METHODOLOGY

  • 2.1. RESEARCH DATA
    • 2.1.1. KEY DATA TAKEN FROM SECONDARY SOURCES
    • 2.1.2. KEY DATA TAKEN FROM PRIMARY SOURCES
  • 2.2. MARKET SIZE ESTIMATION
    • 2.2.1. BOTTOM-UP APPROACH
    • 2.2.2. TOP-DOWN APPROACH
  • 2.3. MARKET BREAKDOWN AND DATA TRIANGULATION
    • 2.3.1. KEY INDUSTRY INSIGHTS
  • 2.4. ASSUMPTIONS

3. EXECUTIVE SUMMARY

4. PREMIUM INSIGHTS

  • 4.1. ATTRACTIVE MARKET OPPORTUNITIES IN THE GAMIFICATION MARKET
  • 4.2. GAMIFICATION MARKET
  • 4.3. GAMIFICATION MARKET POTENTIAL
  • 4.4. GAMIFICATION DEPLOYMENT TYPE MARKET (2015)
  • 4.5. GAMIFICATION SOLUTION MARKET
  • 4.6. LIFECYCLE ANALYSIS, BY REGION, 2015

5. MARKET OVERVIEW

  • 5.1. INTRODUCTION
  • 5.2. MARKET SEGMENTATION
    • 5.2.1. MARKET, BY SOLUTION
    • 5.2.2. MARKET, BY APPLICATION
    • 5.2.3. MARKET, BY DEPLOYMENT TYPE
    • 5.2.4. MARKET, BY USER TYPE
    • 5.2.5. MARKET, BY INDUSTRY
    • 5.2.6. MARKET, BY REGION
  • 5.3. MARKET DYNAMICS
    • 5.3.1. DRIVERS
      • 5.3.1.1. Increasing ROI
      • 5.3.1.2. Enhanced overall user experience
      • 5.3.1.3. Increased need of gamification solutions and applications in enterprise and consumer brands
    • 5.3.2. RESTRAINTS
      • 5.3.2.1. Low level of awareness about gamification
      • 5.3.2.2. Unclear effects on user attitudes and behavior
    • 5.3.3. OPPORTUNITIES
      • 5.3.3.1. Growing impetus of digitization
      • 5.3.3.2. Growth of social media
      • 5.3.3.3. Growth of BYOD penetration
    • 5.3.4. CHALLENGES
      • 5.3.4.1. Lack of improvement in game designs

6. INDUSTRY TRENDS

  • 6.1. INTRODUCTION
  • 6.2. GAMIFICATION MARKET: VALUE CHAIN ANALYSIS
  • 6.3. PORTER'S FIVE FORCES ANALYSIS
    • 6.3.1. THREAT OF NEW ENTRANTS
    • 6.3.2. THREAT OF SUBSTITUTES
    • 6.3.3. BARGAINING POWER OF SUPPLIERS
    • 6.3.4. BARGAINING POWER OF BUYERS
    • 6.3.5. INTENSITY OF COMPETITIVE RIVALRY

7. GAMIFICATION MARKET ANALYSIS, BY SOLUTION

  • 7.1. INTRODUCTION
  • 7.2. ENTERPRISE-DRIVEN SOLUTION
  • 7.3. CONSUMER-DRIVEN SOLUTION

8. GAMIFICATION MARKET ANALYSIS, BY APPLICATION

  • 8.1. INTRODUCTION
  • 8.2. MARKETING
  • 8.3. SALES
  • 8.4. SUPPORT
  • 8.5. PRODUCT DEVELOPMENT
  • 8.6. HUMAN RESOURCE
  • 8.7. OTHERS

9. GAMIFICATION MARKET ANALYSIS, BY DEPLOYMENT TYPE

  • 9.1. INTRODUCTION
  • 9.2. ON PREMISES
  • 9.3. CLOUD

10. GAMIFICATION MARKET ANALYSIS, BY USER TYPE

  • 10.1. INTRODUCTION
  • 10.2. SMALL AND MEDIUM BUSINESSES
  • 10.3. LARGE ENTERPRISE

11. GAMIFICATION MARKET ANALYSIS, BY INDUSTRY

  • 11.1. INTRODUCTION
  • 11.2. RETAIL AND CONSUMER GOODS
  • 11.3. ENTERTAINMENT
  • 11.4. MEDIA AND PUBLISHING
  • 11.5. HEALTHCARE
  • 11.6. E-COMMERCE
  • 11.7. BANKING, FINANCIAL SERVICES, AND INSURANCE
  • 11.8. EDUCATION
  • 11.9. TRAVEL AND LOGISTICS
  • 11.10. GOVERNMENT
  • 11.11. OTHERS

12. GEOGRAPHIC ANALYSIS

  • 12.1. INTRODUCTION
  • 12.2. NORTH AMERICA
  • 12.3. EUROPE
  • 12.4. ASIA-PACIFIC
  • 12.5. MIDDLE EAST AND AFRICA
  • 12.6. LATIN AMERICA

13. COMPETITIVE LANDSCAPE

  • 13.1. OVERVIEW
  • 13.2. COMPETITIVE SITUATION AND TRENDS
    • 13.2.1. NEW PRODUCT LAUNCHES
    • 13.2.2. PARTNERSHIPS
    • 13.2.3. ACQUISITIONS

14. COMPANY PROFILE (Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*

  • 14.1. INTRODUCTION
  • 14.2. MICROSOFT CORPORATION
  • 14.3. SALESFORCE.COM
  • 14.4. BADGEVILLE, INC.
  • 14.5. BUNCHBALL
  • 14.6. ARCARIS INC.
  • 14.7. SAP SE
  • 14.8. BIGDOOR, INC.
  • 14.9. GIGYA
  • 14.10. FAYA CORPORATION
  • 14.11. LEVELELEVEN

*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.

15. APPENDIX

  • 15.1. INDUSTRY EXCERPTS
  • 15.2. DISCUSSION GUIDE
  • 15.3. INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE
  • 15.4. AVAILABLE CUSTOMIZATIONS
  • 15.5. RELATED REPORTS

LIST OF TABLES

  • TABLE 1: GLOBAL GAMIFICATION MARKET SIZE AND GROWTH RATE, 2013-2020 (USD MILLION, Y-O-Y%)
  • TABLE 2: GAMIFICATION MARKET: ANALYSIS OF DRIVERS
  • TABLE 3: GAMIFICATION MARKET: ANALYSIS OF RESTRAINTS
  • TABLE 4: GAMIFICATION MARKET: ANALYSIS OF OPPORTUNITIES
  • TABLE 5: GAMIFICATION MARKET: ANALYSIS OF CHALLENGES
  • TABLE 6: GAMIFICATION MARKET, BY SOLUTION, 2013-2020 (USD MILLION)
  • TABLE 7: ENTERPRISE-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 8: ENTERPRISE-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 9: CONSUMER-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 10: CONSUMER-DRIVEN SOLUTION MARKET: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 11: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 12: MARKETING: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 13: MARKETING: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 14: SALES MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 15: SALES: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 16: SUPPORT MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 17: SUPPORT MARKET: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 18: PRODUCT DEVELOPMENT MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 19: PRODUCT DEVELOPMENT: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 20: HUMAN RESOURCES MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 21: HUMAN RESOURCES: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 22: OTHERS MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 23: OTHERS: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 24: GAMIFICATION MARKET, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION)
  • TABLE 25: ON-PREMISES MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 26: ON-PREMISES MARKET: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 27: CLOUD MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 28: CLOUD MARKET: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 29: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 30: SMALL AND MEDIUM BUSINESSES MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 31: SMALL AND MEDIUM BUSINESSES MARKET : GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 32: LARGE ENTERPRISES MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 33: LARGE ENTERPRISES MARKET: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 34: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 35: RETAIL AND CONSUMER GOODS MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 36: ENTERTAINMENT MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 37: MEDIA AND PUBLISHING MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 38: HEALTHCARE MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 39: E-COMMERCE MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 40: BFSI MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 41: EDUCATION MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 42: TRAVEL AND LOGISTICS MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 43: GOVERNMENT: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 44: OTHERS MARKET: GAMIFICATION MARKET SIZE, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 45: GAMIFICATION MARKET, BY REGION, 2013-2020 (USD MILLION)
  • TABLE 46: NORTH AMERICA: GAMIFICATION MARKET SIZE, BY SOLUTION, 2013-2020 (USD MILLION)
  • TABLE 47: NORTH AMERICA: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 48: NORTH AMERICA: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 49: NORTH AMERICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION)
  • TABLE 50: NORTH AMERICA : GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 51: EUROPE: GAMIFICATION MARKET SIZE, BY SOLUTION, 2013-2020 (USD MILLION)
  • TABLE 52: EUROPE: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 53: EUROPE: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 54: EUROPE: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION)
  • TABLE 55: EUROPE: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 56: ASIA-PACIFIC : GAMIFICATION MARKET SIZE, BY SOLUTION, 2013-2020 (USD MILLION)
  • TABLE 57: ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 58: ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 59: ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION)
  • TABLE 60: ASIA-PACIFIC: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 61: MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY SOLUTION, 2013-2020 (USD MILLION)
  • TABLE 62: MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 63: MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 64: MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION)
  • TABLE 65: MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 66: LATIN AMERICA: GAMIFICATION MARKET SIZE, BY SOLUTION, 2013-2020 (USD MILLION)
  • TABLE 67: LATIN AMERICA: GAMIFICATION MARKET SIZE, BY APPLICATION, 2013-2020 (USD MILLION)
  • TABLE 68: LATIN AMERICA: GAMIFICATION MARKET SIZE, BY USER TYPE, 2013-2020 (USD MILLION)
  • TABLE 69: LATIN AMERICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT TYPE, 2013-2020 (USD MILLION)
  • TABLE 70: LATIN AMERICA: GAMIFICATION MARKET SIZE, BY INDUSTRY, 2013-2020 (USD MILLION)
  • TABLE 71: NEW PRODUCT LAUNCHES, 2012-2016
  • TABLE 72: PARTNERSHIPS, 2012-2015
  • TABLE 73: ACQUISITION, 2011-2015

LIST OF FIGURES

  • FIGURE 1: RESEARCH DESIGN
  • FIGURE 2: BREAKDOWN OF PRIMARY INTERVIEW: BY COMPANY TYPE, DESIGNATION, AND REGION
  • FIGURE 3: MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
  • FIGURE 4: MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
  • FIGURE 5: DATA TRIANGULATION
  • FIGURE 6: GAMIFICATION MARKET SIZE, APPLICATIONS SNAPSHOT (2015-2020): MARKET FOR SALES EXPECTED TO DOUBLE DURING THE FORECAST PERIOD
  • FIGURE 7: GAMIFICATION MARKET SIZE, INDUSTRY SNAPSHOT (2015-2020): MEDIA AND PUBLISHING AND ENTERTAINMENT ARE EXPECTED TO DOMINATE THE MARKET
  • FIGURE 8: GLOBAL GAMIFICATION MARKET SHARE: NORTH AMERICA WILL EXHIBIT THE HIGHEST MARKET SHARE IN 2015
  • FIGURE 9: GROWING USAGE OF SMARTPHONE GAMIFICATION APPLICATIONS IS DRIVING THE MARKET
  • FIGURE 10: MEDIA AND PUBLISHING, ENTERTAINMENT AND E-COMMERCE ARE THE TOP THREE APPLICATIONS GAINING THE HIGHEST TRACTION IN TERMS OF MARKET SHARE IN 2015
  • FIGURE 11: ASIA-PACIFIC EXPECTED TO HAVE THE HIGHEST MARKET GROWTH POTENTIAL DURING THE FORECAST PERIOD
  • FIGURE 12: ON-PREMISES WILL CONTINUE TO DOMINATE THE GAMIFICATION MARKET DURING THE FORECAST PERIOD
  • FIGURE 13: CONSUMER DRIVEN MARKET TO GROW AT A HIGHER RATE THAN ENTERPRISE DRIVEN
  • FIGURE 14: REGIONAL LIFECYCLE: EUROPE AND ASIA-PACIFIC EXPECTED TO BE IN THE GROWTH PHASE FOR THE YEAR 2015
  • FIGURE 15: GAMIFICATION MARKET SEGMENTATION: BY SOLUTION
  • FIGURE 16: GAMIFICATION MARKET SEGMENTATION: BY APPLICATION
  • FIGURE 17: GAMIFICATION MARKET SEGMENTATION: BY DEPLOYMENT TYPE
  • FIGURE 18: GAMIFICATION MARKET SEGMENTATION: BY USER TYPE
  • FIGURE 19: GAMIFICATION MARKET SEGMENTATION: BY INDUSTRY
  • FIGURE 20: GAMIFICATION MARKET SEGMENTATION: BY REGION
  • FIGURE 21: GAMIFICATION MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 22: VALUE CHAIN ANALYSIS
  • FIGURE 23: PORTER'S FIVE FORCES ANALYSIS: GAMIFICATION MARKET
  • FIGURE 24: ENTERPRISE-DRIVEN SOLUTION EXPECTED TO CONTRIBUTE HIGHEST TO THE GAMIFICATION MARKET
  • FIGURE 25: NORTH AMERICA AND EUROPE ARE EXPECTED TO BE THE LARGEST ENTERPRISE-DRIVEN SOLUTION MARKET
  • FIGURE 26: CONSUMER-DRIVEN SOLUTIONS EXPECTED TO GROW WITH THE HIGHEST RATE IN ASIA-PACIFIC DURING THE FORECAST PERIOD
  • FIGURE 27: SALES AND HUMAN RESOURCE APPLICATIONS HAVE ADOPTED GAMIFICATION SOLUTIONS AT A CONSIDERABLE RATE IN 2015
  • FIGURE 28: MARKETING APPLICATION TO IMPLEMENT GAMIFICATION AT A FASTER PACE IN NORTH AMERICA
  • FIGURE 29: EUROPE TO ADOPT GAMIFICATION SOLUTIONS FOR SUPPORT APPLICATION
  • FIGURE 30: ON-PREMISES CONTRIBUTING HIGHEST TO THE GAMIFICATION MARKET IN 2015
  • FIGURE 31: ON-PREMISES DEPLOYMENT TYPE WILL GROW SUBSTANTIALLY IN ASIA-PACIFIC
  • FIGURE 32: GAMIFICATION CLOUD DEPLOYMENT WILL GROW EXTENSIVELY IN EUROPE
  • FIGURE 33: LARGE ENTERPRISES EXPECTED TO CONTRIBUTE HIGHEST REVENUE TO THE GAMIFICATION MARKET
  • FIGURE 34: NORTH AMERICA HAS A CONSIDERABLE AMOUNT OF ADOPTIONS OF GAMIFICATION SOLUTION AMONG SMBS
  • FIGURE 35: LARGE ENTERPRISES IN EUROPE ARE ADOPTING GAMIFICATION SOLUTIONS FOR BETTER PRODUCTIVITY
  • FIGURE 36: ENTERTAINMENT SECTOR IS GROWING SIGNIFICANTLY AMONG OTHER INDUSTRY IN THE GAMIFICATION MARKET
  • FIGURE 37: ENTERTAINMENT IS THE LARGEST CONTRIBUTOR IN THE GAMIFICATION MARKET IN 2015
  • FIGURE 38: MEDIA AND PUBLISHING INDUSTRY IS ADOPTING GAMIFICATION SOLUTIONS SUBSTANTIVELY IN NORTH AMERICA
  • FIGURE 39: E-COMMERCE SECTOR ADOPTS GAMIFICATION SOLUTIONS CONSIDERABLY IN ASIA-PACIFIC
  • FIGURE 40: GEOGRAPHICAL ANALYSIS OF REGIONS
  • FIGURE 41: NORTH AMERICA MARKET SNAPSHOT: ON-PREMISES DEPLOYMENT TO CONTRIBUTE MAXIMUM TO THE MARKET
  • FIGURE 42: ASIA-PACIFIC MARKET SNAPSHOT: HEALTHCARE INDUSTRY EXPECTED TO GAIN POPULARITY AMONG THE USERS
  • FIGURE 43: COMPANIES ADOPTED NEW PRODUCT LAUNCHES AS THE KEY GROWTH STRATEGY (2013-2015)
  • FIGURE 44: MARKET EVALUATION FRAMEWORK
  • FIGURE 45: BATTLE FOR MARKET SHARE: PARTNERSHIPS AND NEW PRODUCT LAUNCHES WERE THE KEY STRATEGIES IN (2012-2015)
  • FIGURE 46: GEOGRAPHIC REVENUE MIX OF TOP 3 MARKET PLAYERS
  • FIGURE 47: MICROSOFT CORPORATION: COMPANY SNAPSHOT
  • FIGURE 48: MICROSOFT CORPORATION: SWOT ANALYSIS
  • FIGURE 49: SALESFORCE.COM: COMPANY SNAPSHOT
  • FIGURE 50: SALESFORCE.COM : SWOT ANALYSIS
  • FIGURE 51: BADGEVILLE, INC. : SWOT ANALYSIS
  • FIGURE 52: BUNCHBALL : SWOT ANALYSIS
  • FIGURE 53: ARCARIS: SWOT ANALYSIS
  • FIGURE 54: SAP SE: COMPANY SNAPSHOT
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