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ゲーミフィケーション:世界市場の展望(2018年~2027年)

Gamification - Global Market Outlook (2018-2027)

出版日: | 発行: Stratistics Market Research Consulting | ページ情報: 英文 156 Pages | 納期: 2-3営業日

価格
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本日の銀行送金レート: 1USD=109.72円
ゲーミフィケーション:世界市場の展望(2018年~2027年)
出版日: 2020年04月01日
発行: Stratistics Market Research Consulting
ページ情報: 英文 156 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、2018年に56億米ドルとなりました。同市場は、予測期間中に25.4%のCAGRで成長する見通しで、2027年には429億9,000万米ドルに達すると予測されています。市場成長を促進する主な要因には、通信プロセスの強化と顧客・消費者への有益な提供が挙げられます。ただし、計画・戦略の不足は市場成長を抑制する要因です。

当レポートは世界のゲーミフィケーション市場について調査しており、市場機会や動向、成長および抑制要因、コンポーネント・展開・組織規模・プラットフォーム・用途・エンドユーザー・地域別の市場分析、競合情勢、主要企業のプロファイル等の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 イントロダクション

第3章 市場動向分析

  • イントロダクション
  • 成長要因
  • 抑制要因
  • 市場機会
  • 脅威
  • 用途分析
  • エンドユーザー分析
  • 新興市場
  • 新型コロナウイルス感染症の影響

第4章 ポーターのファイブフォース分析

第5章 世界市場:コンポーネント別

  • イントロダクション
  • ソリューション
    • プラットフォームとサービスプロバイダー
    • オープンソースプロバイダー
    • モバイルSDK / LBSプロバイダー
  • サービス
    • エンタープライズアプリ統合サービス
    • ソーシャルコネクター

第6章 世界市場:展開

  • イントロダクション
  • クラウド
  • オンプレミス
  • ハイブリッド

第7章 世界市場:組織規模別

  • イントロダクション
  • 中小企業
  • 大企業

第8章 世界市場:プラットフォーム別

  • イントロダクション
  • オープンプラットフォーム
  • クローズド/エンタープライズプラットフォーム

第9章 世界市場:用途別

  • イントロダクション
  • 分析
  • eコマース
  • 人事
  • マーケティング
  • 製品開発
  • 売上高
  • サポート

第10章 世界市場:エンドユーザー別

  • イントロダクション
  • 消費者主導
  • 企業主導
  • 銀行、金融サービス、保険
  • 教育・調査
  • ヘルスケア・医薬品
  • おもてなし
  • 情報技術・情報技術対応サービス
  • 製造
  • メディア・エンターテイメント
  • 小売り
  • 通信
  • 公共部門・政府
  • 旅行・物流
  • エネルギー・電力・公益事業
  • ハイテク

第11章 世界市場: 地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋地域
  • 南米
  • 中東・アフリカ

第12章 主な発展

  • 契約、提携、協業、合弁事業
  • 買収と合併
  • 新製品の発売
  • 拡張
  • その他の主な戦略

第13章 企業プロファイル

  • AON (CUT-E GMBH)
  • SAP
  • Bi Worldwide (Bunchball)
  • Verint
  • Hoopla
  • Centrical
  • Mambo.Io
  • Mps Interactive Systems
  • Influitive
  • Leveleleven
  • Ambition
  • Axonify
  • Gamifier
  • Iactionable
  • Khoros
  • Scrimmage
  • Xoxoday
  • Tango Card
  • Microsoft
図表

List of Tables

  • Table 1 Global Gamification Market Outlook, By Region (2017-2027) ($MN)
  • Table 2 Global Gamification Market Outlook, By Component (2017-2027) ($MN)
  • Table 3 Global Gamification Market Outlook, By Solution (2017-2027) ($MN)
  • Table 4 Global Gamification Market Outlook, By Gamification Platform and Service Providers (2017-2027) ($MN)
  • Table 5 Global Gamification Market Outlook, By Open Source Providers (2017-2027) ($MN)
  • Table 6 Global Gamification Market Outlook, By Mobile SDK/LBS Providers (2017-2027) ($MN)
  • Table 7 Global Gamification Market Outlook, By Services (2017-2027) ($MN)
  • Table 8 Global Gamification Market Outlook, By Enterprise Apps Integrable Services (2017-2027) ($MN)
  • Table 9 Global Gamification Market Outlook, By Social Connectors (2017-2027) ($MN)
  • Table 10 Global Gamification Market Outlook, By Deployment (2017-2027) ($MN)
  • Table 11 Global Gamification Market Outlook, By Cloud (2017-2027) ($MN)
  • Table 12 Global Gamification Market Outlook, By On-Premises (2017-2027) ($MN)
  • Table 13 Global Gamification Market Outlook, By Hybrid (2017-2027) ($MN)
  • Table 14 Global Gamification Market Outlook, By Organization Size (2017-2027) ($MN)
  • Table 15 Global Gamification Market Outlook, By Small and Medium-Sized Enterprises (2017-2027) ($MN)
  • Table 16 Global Gamification Market Outlook, By Large Enterprises (2017-2027) ($MN)
  • Table 17 Global Gamification Market Outlook, By Platform (2017-2027) ($MN)
  • Table 18 Global Gamification Market Outlook, By Open Platform (2017-2027) ($MN)
  • Table 19 Global Gamification Market Outlook, By Closed/ Enterprise Platform (2017-2027) ($MN)
  • Table 20 Global Gamification Market Outlook, By Application (2017-2027) ($MN)
  • Table 21 Global Gamification Market Outlook, By Analytics (2017-2027) ($MN)
  • Table 22 Global Gamification Market Outlook, By E-Commerce (2017-2027) ($MN)
  • Table 23 Global Gamification Market Outlook, By Human Resources (2017-2027) ($MN)
  • Table 24 Global Gamification Market Outlook, By Marketing (2017-2027) ($MN)
  • Table 25 Global Gamification Market Outlook, By Product Development (2017-2027) ($MN)
  • Table 26 Global Gamification Market Outlook, By Sales (2017-2027) ($MN)
  • Table 27 Global Gamification Market Outlook, By Support (2017-2027) ($MN)
  • Table 28 Global Gamification Market Outlook, By End-User (2017-2027) ($MN)
  • Table 29 Global Gamification Market Outlook, By Consumer-Driven (2017-2027) ($MN)
  • Table 30 Global Gamification Market Outlook, By Enterprise-Driven (2017-2027) ($MN)
  • Table 31 Global Gamification Market Outlook, By Banking, Financial Services, and Insurance (2017-2027) ($MN)
  • Table 32 Global Gamification Market Outlook, By Education and Research (2017-2027) ($MN)
  • Table 33 Global Gamification Market Outlook, By Healthcare and Pharmaceuticals (2017-2027) ($MN)
  • Table 34 Global Gamification Market Outlook, By Hospitality (2017-2027) ($MN)
  • Table 35 Global Gamification Market Outlook, By Information Technology and Information Technology Enabled (2017-2027) ($MN)
  • Table 36 Global Gamification Market Outlook, By Manufacturing (2017-2027) ($MN)
  • Table 37 Global Gamification Market Outlook, By Media and Entertainment (2017-2027) ($MN)
  • Table 38 Global Gamification Market Outlook, By Retail (2017-2027) ($MN)
  • Table 39 Global Gamification Market Outlook, By Telecom (2017-2027) ($MN)
  • Table 40 Global Gamification Market Outlook, By Public Sector and Government (2017-2027) ($MN)
  • Table 41 Global Gamification Market Outlook, By Travel and Logistics (2017-2027) ($MN)
  • Table 42 Global Gamification Market Outlook, By Energy, Power and Utilities (2017-2027) ($MN)
  • Table 43 Global Gamification Market Outlook, By High-Tech (2017-2027) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

目次

According to Stratistics MRC, the Global Gamification market is accounted for $5.60 billion in 2018 and is expected to reach $42.99 billion by 2027 growing at a CAGR of 25.4% during the forecast period. Some of the key factors propelling the market growth are rising in strengthens communication processes and providing profitable offers to the customers and consumers. However, short of planning and strategy is the restraining factor for the growth of the market.

Gamification is the application of game-design elements and game principles in non-game contexts. It can also be define as a set of activities and processes to solve problems by using or applying the characteristics of game elements. Gamification commonly employs game design elements to develop user engagement, organizational productivity, flow, learning, crowd sourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist.

By end user, telecom segment is expected to grow at the significant market share during the forecast period due to which the adoption of a customer-centric approach has become very crucial. Increasing the number of subscribers with consistent experiences across all channels is the main goal of companies, which can be achieved only through customer-focused offerings. Since the customer has become highly informed and is likely to avail multiple services, companies have to incorporate gamification in their business models. On the basis of geography, North America is anticipated to hold considerable market share during the forecast period due to high degree of awareness about the method among companies in the region alongside the high degree of digitization. Going forward too, the regions are expected to remain dominant markets on account of the aforementioned reasons and also because of the presence of many key players in the region. Currently, the North America market is mostly being powered by the U.S. where enterprise-based gamification solutions are much sought after because of a well-developed gamification ecosystem.

Some of the key players in Gamification Market include AON (CUT-E GMBH), SAP, Bi Worldwide (Bunchball), Verint, Hoopla, Centrical, Mambo.Io, Mps Interactive Systems, Influitive, Leveleleven , Ambition, Axonify, Gamifier, Iactionable, Khoros, Scrimmage, Xoxoday,

Tango Card and Microsoft.

Components Covered:

  • Solution
  • Services

Deployments Covered:

  • Cloud
  • On-Premises
  • Hybrid

Organization Sizes Covered:

  • Small and Medium-Sized Enterprises
  • Large Enterprises

Platforms Covered:

  • Open Platform
  • Closed/ Enterprise Platform

Applications Covered:

  • Analytics
  • E-Commerce
  • Human Resources
  • Marketing
  • Product Development
  • Sales
  • Support

End Users Covered:

  • Consumer-Driven
  • Enterprise-Driven
  • Banking, Financial Services, and Insurance
  • Education and Research
  • Healthcare and Pharmaceuticals
  • Hospitality
  • Information Technology and Information Technology Enabled Services
  • Manufacturing
  • Media and Entertainment
  • Retail
  • Telecom
  • Public Sector and Government
  • Travel and Logistics
  • Energy, Power and Utilities
  • High-Tech

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • Italy
    • UK
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter's five forces analysis, SWOT analysis, etc.
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking

Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 End User Analysis
  • 3.8 Emerging Markets
  • 3.9 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Gamification Market, By Component

  • 5.1 Introduction
  • 5.2 Solution
    • 5.2.1 Gamification Platform and Service Providers
    • 5.2.2 Open Source Providers
    • 5.2.3 Mobile SDK/LBS Providers
  • 5.3 Services
    • 5.3.1 Enterprise Apps Integrable Services
    • 5.3.2 Social Connectors

6 Global Gamification Market, By Deployment

  • 6.1 Introduction
  • 6.2 Cloud
  • 6.3 On-Premises
  • 6.4 Hybrid

7 Global Gamification Market, By Organization Size

  • 7.1 Introduction
  • 7.2 Small and Medium-Sized Enterprises
  • 7.3 Large Enterprises

8 Global Gamification Market, By Platform

  • 8.1 Introduction
  • 8.2 Open Platform
  • 8.3 Closed/ Enterprise Platform

9 Global Gamification Market, By Application

  • 9.1 Introduction
  • 9.2 Analytics
  • 9.3 E-Commerce
  • 9.4 Human Resources
  • 9.5 Marketing
  • 9.6 Product Development
  • 9.7 Sales
  • 9.8 Support

10 Global Gamification Market, By End User

  • 10.1 Introduction
  • 10.2 Consumer-Driven
  • 10.3 Enterprise-Driven
  • 10.4 Banking, Financial Services, and Insurance
  • 10.5 Education and Research
  • 10.6 Healthcare and Pharmaceuticals
  • 10.7 Hospitality
  • 10.8 Information Technology and Information Technology Enabled Services
  • 10.9 Manufacturing
  • 10.10 Media and Entertainment
  • 10.11 Retail
  • 10.12 Telecom
  • 10.13 Public Sector and Government
  • 10.14 Travel and Logistics
  • 10.15 Energy, Power and Utilities
  • 10.16 High-Tech

11 Global Gamification Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 AON (CUT-E GMBH)
  • 13.2 SAP
  • 13.3 Bi Worldwide (Bunchball)
  • 13.4 Verint
  • 13.5 Hoopla
  • 13.6 Centrical
  • 13.7 Mambo.Io
  • 13.8 Mps Interactive Systems
  • 13.9 Influitive
  • 13.10 Leveleleven
  • 13.11 Ambition
  • 13.12 Axonify
  • 13.13 Gamifier
  • 13.14 Iactionable
  • 13.15 Khoros
  • 13.16 Scrimmage
  • 13.17 Xoxoday
  • 13.18 Tango Card
  • 13.19 Microsoft
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