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市場調査レポート
商品コード
1452919

ゲーミフィケーションの世界市場、2024-2031年

Global Gamification Market 2024-2031

出版日: | 発行: Orion Market Research | ページ情報: 英文 200 Pages | 納期: 2~3営業日

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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=160.88円
ゲーミフィケーションの世界市場、2024-2031年
出版日: 2024年01月25日
発行: Orion Market Research
ページ情報: 英文 200 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のゲーミフィケーション市場は、予測期間(2024-2031年)にCAGR 24.2%で成長すると予測されます。同市場の成長の背景には、世界のインターネット普及率の向上に対する需要の高まりがあります。インターネットへのアクセスが世界的に拡大したことで、ゲーミフィケーションプラットフォームの利用範囲も広がっています。これは、ICEの360°Inspireウェブサイトのような、あらゆる年齢層の個人がゲーミフィケーションされた情報にアクセスし、活用できるようにする教育的取り組みにとって特に重要です。例えば、2022年11月、ICE Inspireウェブサイトはゲーミフィケーションのアップデートを開始しました。

セグメント別の見通し

世界のゲーミフィケーション市場では、販売サブセグメントが大きなシェアを占めると予想される

アプリケーションの中でも、販売サブセグメントが世界のゲーミフィケーション市場でかなりのシェアを占めると予想されています。このセグメントの成長の背景には、従業員の効率性を重視する需要の高まりがあります。企業は、従業員のパフォーマンスと企業全体の成功との関連性に気づいています。2022年5月、LeadSquaredは、ゲーミフィケーションを活用した企業の売上向上を支援するため、Aceを発表しました。

地域別展望

世界のゲーミフィケーション市場は、北米(米国、カナダ)、欧州(英国、イタリア、スペイン、ドイツ、フランス、その他欧州地域)、アジア太平洋地域(インド、中国、日本、韓国、その他アジア地域)、世界のその他の地域(中東とアフリカ、ラテンアメリカ)を含む地域別にさらに細分化されています。このうち、アジア太平洋地域は、ゲームソリューションの需要が増加するため、ゲーミフィケーション市場には、ユーザーのエンゲージメントとリテンションを向上させる技術が必要であり、世界全体で顕著なシェアを占めると予想されます。企業は、製品の成長と成功を促進するために、これらの要素に焦点を当てることができます。例えば、2021年11月、Parimatch社は新しいツールを追加し、ユーザーのゲーム体験を強化することで、製品のゲーミフィケーションを強化します。

北米地域は世界のゲーミフィケーション市場において大きなCAGRで成長する見込み

すべての地域の中で、北米地域は予測期間中にかなりのCAGRで成長すると予測されています。この地域の成長は、AIを活用したインタラクションのカスタマイズに起因しています。AIを使用することで、従業員一人ひとりの嗜好、生産性、学習スタイルに応じてゲーミフィケーションのコンポーネントをカスタマイズすることが可能になります。ゲーミフィケーション体験は、個々の従業員にとってより適切で楽しいものであるため、パーソナライゼーションは関与の度合いを高める。2023年7月の国立衛生研究所(gov.)によると、AI、仮想現実、メタバース、ブロックチェーン、拡張現実、協働ロボットなどの新技術の採用の増加は、ゲーミフィケーションと労働市場に影響を与える可能性があります。インダストリー4.0からインダストリー5.0への移行を認識することは不可欠であり、これらのテクノロジーは世界的にビジネスと経営のデジタル化を促進する基盤を提供するものだからです。しかし、近年、シリアスゲームやゲーミフィケーションの利用が人気を博しており、AIを含むこれらの新技術の一部は、雇用、人事、ビジネスライフに悪影響を及ぼす可能性があることは注目に値します。

目次

第1章 レポート概要

  • 業界の現状分析と成長ポテンシャルの展望
  • 調査方法とツール
  • 市場内訳
    • セグメント別
    • 地域別

第2章 市場概要と洞察

  • 調査範囲
  • アナリストの洞察と現在の市場動向
    • 主な調査結果
    • 推奨事項
    • 結論

第3章 競合情勢

  • 主要企業分析
  • Ambition
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Aon plc
    • 会社概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • BI WORLDWIDE
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • 主要戦略分析

第4章 市場セグメンテーション

  • ゲーミフィケーションの世界市場:展開モード別
    • オンプレミス
    • クラウド
  • ゲーミフィケーションの世界市場:コンポーネント別
    • ソリューション
    • コンポーネント
  • ゲーミフィケーションの世界市場:アプリケーション別
    • マーケティング
    • 販売
    • サポート
    • 製品開発
    • HR
    • その他(教育・学習、健康・ウェルネス)
  • ゲーミフィケーションの世界市場:エンドユーザー別
    • 小売
    • 銀行
    • 政府・公共部門
    • ヘルスケア
    • 教育・研究
    • IT・通信
    • その他(旅行・ホスピタリティ、スポーツ・エンターテインメント)

第5章 地域分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • イタリア
    • スペイン
    • フランス
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋地域
  • 世界のその他の地域

第6章 企業プロファイル

  • Axonify Inc.
  • Cognizant Technology Solution Corp.
  • G-Cube Webwide Software Pvt Ltd
  • IActionable, Inc.
  • IBM Corp.
  • Mambo
  • Microsoft Corp.
  • MPS Ltd.
  • NSoft
  • OnMobile
  • Oracle
  • Parimatch
  • Salesforce, Inc.
  • SAP SE
図表

LIST OF TABLES

  • 1.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 2.GLOBAL GAMIFICATION BASED ON-PREMISES MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 3.GLOBAL GAMIFICATION BASED ON CLOUD MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 4.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 5.GLOBAL GAMIFICATION BY SOLUTION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 6.GLOBAL GAMIFICATION BY SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 7.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 8.GLOBAL GAMIFICATION IN MARKETING MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 9.GLOBAL GAMIFICATION IN SALE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 10.GLOBAL GAMIFICATION IN SUPPORT MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 11.GLOBAL GAMIFICATION IN PRODUCT DEVELOPMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 12.GLOBAL GAMIFICATION IN HUMAN RESOURCE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 13.GLOBAL GAMIFICATION IN OTHER APPLICATIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 14.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 15.GLOBAL GAMIFICATION FOR RETAIL MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 16.GLOBAL GAMIFICATION FOR BANKING MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 17. GLOBAL GAMIFICATION FOR GOVERNMENT AND PUBLIC SECTOR MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 18.GLOBAL GAMIFICATION FOR HEALTHCARE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 19.GLOBAL GAMIFICATION FOR EDUCATION AND RESEARCH MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 20.GLOBAL GAMIFICATION FOR IT AND TELECOM MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 21.GLOBAL GAMIFICATION FOR OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 22.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 23.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 24.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 25.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 26.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 27.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 28.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 29.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 30.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 31.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 32.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 33.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 34.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 35.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 36.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 37.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 38.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 39.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 40.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 41.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 42.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)

LIST OF FIGURES

  • 1.GLOBAL GAMIFICATION MARKET SHARE BY DEPLOYMENT MODE, 2023 VS 2031 (%)
  • 2.GLOBAL GAMIFICATION BASED ON-PREMISE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 3.GLOBAL GAMIFICATION BASED ON CLOUD MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 4.GLOBAL GAMIFICATION MARKET SHARE BY COMPONENT, 2023 VS 2031 (%)
  • 5.GLOBAL GAMIFICATION BY SOLUTION COMPONENTS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 6.GLOBAL GAMIFICATION BY SERVICES MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 7.GLOBAL GAMIFICATION MARKET SHARE BY APPLICATION, 2023 VS 2031 (%)
  • 8.GLOBAL GAMIFICATION IN MARKETING MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 9.GLOBAL GAMIFICATION IN SALE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 10.GLOBAL GAMIFICATION IN SUPPORT MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 11.GLOBAL GAMIFICATION IN PRODUCT DEVELOPMENT MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 12.GLOBAL GAMIFICATION IN HUMAN RESOURCE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 13.GLOBAL GAMIFICATION IN OTHER APPLICATIONS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 14.GLOBAL GAMIFICATION MARKET SHARE BY END-USER, 2023 VS 2031 (%)
  • 15.GLOBAL GAMIFICATION FOR RETAIL MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 16.GLOBAL GAMIFICATION FOR BANKING MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 17. GLOBAL GAMIFICATION FOR GOVERNMENT AND PUBLIC SECTOR MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 18.GLOBAL GAMIFICATION FOR HEALTHCARE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 19.GLOBAL GAMIFICATION FOR EDUCATION AND RESEARCH MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 20.GLOBAL GAMIFICATION FOR IT AND TELECOM MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 21.GLOBAL GAMIFICATION FOR OTHERS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 22.GLOBAL GAMIFICATION MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 23.US GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 24.CANADA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 25.UK GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 26.FRANCE GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 27.GERMANY GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 28.ITALY GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 29.SPAIN GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 30.REST OF EUROPE GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 31.INDIA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 32.CHINA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 33.JAPAN GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 34.SOUTH KOREA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 35.REST OF ASIA-PACIFIC GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 36.LATIN AMERICA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 37.THE MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
目次
Product Code: OMR2028107

Global Gamification Market Size, Share & Trends Analysis Report by Deployment Mode (On-Premise, and Cloud) by Organization size (Large Enterprises, and Small and Medium-sized Enterprises) By Application (Marketing, Sale, Support, Product Development, Human Resources, and Others) and by End-User (Retail, Banking, Government and Public Sector, Healthcare, Education and Research, IT and Telecom, and Others (Travel and Hospitality, and Sports and Entertainment)) Forecast Period (2024-2031)

The global gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). The market's growth is attributed to the growing demand for increased internet penetration across the globe. The global expansion in internet accessibility has extended the scope of gamified platforms. This is particularly significant for educational efforts such as ICE's 360° Inspire website, which allows individuals of all ages to access and utilize gamified information. For instance, in November 2022, the ICE Inspire website launched a gamification update. The ICE's 360° Inspire website has been enhanced with gamification features, enabling young individuals to explore civil engineering through films, projects, age-specific advice, and virtual interactions with the company's members.

Segmental Outlook

The global gamification market is segmented on the deployment mode, component, application, and end-user. Based on the deployment mode, the market is sub-segmented into on-premise and cloud. Based on the component, the market is sub-segmented into solutions and services. Based on the application, the market is sub-segmented into marketing, sales, support, product development, human resources, and others (education and learning, and health and wellness). Furthermore, based on end-user, the market is sub-segmented into enterprise driven, and consumer-driven. The cloud subcategory is expected to capture a significant portion of the market share within the deployment segment. The growth can be attributed to the owing to the growing demand for dependable and secure solutions among SMEs. However, as technology advances, companies are more disposed to implement cloud-based gamification solutions.

The Sale Sub-Segment is Anticipated to Hold a Considerable Share of the global Gamification Market

Among the applications, the sale sub-segment is expected to hold a considerable share of the global gamification market. The segmental growth is attributed to the growing demand for increased emphasis on employee efficiency. Businesses have realized the connection between employee performance and overall company success. Gamification in sales, as applied by Ace, can be used as a motivator, motivating sales teams to satisfy and exceed expectations. in May 2022, LeadSquared introduced Ace to help businesses improve their sales using gamification. The Ace is a sales performance management suite that utilizes psychological and analytical tactics, offering Goals, a no-code setup, and scalable architecture for businesses of all sizes.

Regional Outlook

The global gamification market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to the demand for gaming solutions increases, the gamification market needs technologies that improve user engagement and retention. The companies can focus on these elements to drive product growth and success. For instance, in November 2021, Parimatch Launched new tools to bolster product gamification by adding new tools and enhancing the gaming experience for its users.

The North America Region is Expected to Grow at a Significant CAGR in the global Gamification Market

Among all regions, the North American region is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to the AI-powered customization for interaction. The use of AI enables it possible to customize gamification components according to the preferences, productivity, and learning styles of each individual employee. Since gamified experiences are more relevant and entertaining for individual employees, personalization encourages an increased degree of involvement. According to the National Institute of Health (gov.) in July 2023, The increasing adoption of new technologies, such as AI, virtual reality, metaverse, blockchain, augmented reality, and collaborative robots, has a potential influence on gamification and the labor market. It is essential to acknowledge the transition from Industry 4.0 to Industry 5.0, as these technologies provide the foundation for increased digitization in business and management globally. However, it is worth noting that the use of serious games and gamification has gained popularity in recent years, and some of these emerging technologies, including AI, can have an adverse influence on hiring, HR, and business life.

Market Players Outlook

The major companies serving the global gamification market include IBM Corp., Microsoft Corp., Oracle, Salesforce, Inc., SAP SE, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in March 2022, NSoft partnered with Ziqni to enhance its gamification offerings and engagement strategy by providing a robust, user-friendly, and customizable betting solution for its iGaming and casino partners.

The Report Covers:

  • Market value data analysis of 2023 and forecast to 2031.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global gamification market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies. Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1.Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1.Research Methods and Tools
  • 1.2.Market Breakdown
    • 1.2.1.By Segments
    • 1.2.2.By Region

2.Market Overview and Insights

  • 2.1.Scope of the Report
  • 2.2.Analyst Insight & Current Market Trends
    • 2.2.1.Key Findings
    • 2.2.2.Recommendations
    • 2.2.3.Conclusion

3.Competitive Landscape

  • 3.1.Key Company Analysis
  • 3.2.Ambition
    • 3.2.1.Overview
    • 3.2.2.Financial Analysis
    • 3.2.3.SWOT Analysis
    • 3.2.4.Recent Developments
  • 3.3.Aon plc
    • 3.3.1.Overview
    • 3.3.2.Financial Analysis
    • 3.3.3.SWOT Analysis
    • 3.3.4.Recent Developments
  • 3.4.BI WORLDWIDE
    • 3.4.1.Overview
    • 3.4.2.Financial Analysis
    • 3.4.3.SWOT Analysis
    • 3.4.4.Recent Developments
  • 3.5.Key Strategy Analysis

4.Market Segmentation

  • 4.1.Global Gamification Market by Deployment Mode
    • 4.1.1.On-Premise
    • 4.1.2.Cloud
  • 4.2.Global Gamification Market by Component
    • 4.2.1.Solution
    • 4.2.2.Components
  • 4.3.Global Gamification Market by Application
    • 4.3.1.Marketing
    • 4.3.2.Sale
    • 4.3.3.Support
    • 4.3.4.Product Development
    • 4.3.5.Human Resource
    • 4.3.6.Others (Education and Learning, and Health and Wellness)
  • 4.4.Global Gamification Market by End-User
    • 4.4.1.Retail
    • 4.4.2.Banking
    • 4.4.3.Government and Public Sector
    • 4.4.4.Healthcare
    • 4.4.5.Education and Research
    • 4.4.6.IT and Telecom
    • 4.4.7.Others (Travel and Hospitality, and Sports and Entertainment)

5.Regional Analysis

  • 5.1.North America
    • 5.1.1.United States
    • 5.1.2.Canada
  • 5.2.Europe
    • 5.2.1.UK
    • 5.2.2.Germany
    • 5.2.3.Italy
    • 5.2.4.Spain
    • 5.2.5.France
    • 5.2.6.Rest of Europe
  • 5.3.Asia-Pacific
    • 5.3.1.China
    • 5.3.2.India
    • 5.3.3.Japan
    • 5.3.4.South Korea
    • 5.3.5.Rest of Asia-Pacific
  • 5.4.Rest of the World

6.Company Profiles

  • 6.1.Axonify Inc.
  • 6.2.Cognizant Technology Solution Corp.
  • 6.3.G-Cube Webwide Software Pvt Ltd
  • 6.4.IActionable, Inc.
  • 6.5.IBM Corp.
  • 6.6.Mambo
  • 6.7.Microsoft Corp.
  • 6.8.MPS Ltd.
  • 6.9.NSoft
  • 6.10.OnMobile
  • 6.11.Oracle
  • 6.12.Parimatch
  • 6.13.Salesforce, Inc.
  • 6.14.SAP SE