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表紙:ゲーミフィケーションの世界市場:ソリューション(企業主導型、消費者主導型)、導入タイプ(オンプレミス、クラウド)、組織規模(中小企業、大企業)、用途、エンドユーザー産業、地域別
市場調査レポート
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816970

ゲーミフィケーションの世界市場:ソリューション(企業主導型、消費者主導型)、導入タイプ(オンプレミス、クラウド)、組織規模(中小企業、大企業)、用途、エンドユーザー産業、地域別

Global Gamification Market By Solution(Enterprise Driven & Consumer Driven), By Deployment(On-premise & Cloud), Organization Size(SME/Large Enterprise), Application, End-User Vertical, Region, Competition, Forecast & Opportunities, 2024

出版日: | 発行: TechSci Research | ページ情報: 英文 120 Pages | 納期: お問合せ

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ゲーミフィケーションの世界市場:ソリューション(企業主導型、消費者主導型)、導入タイプ(オンプレミス、クラウド)、組織規模(中小企業、大企業)、用途、エンドユーザー産業、地域別
出版日: 2019年03月19日
発行: TechSci Research
ページ情報: 英文 120 Pages
納期: お問合せ
  • 全表示
  • 概要
  • 図表
  • 目次
概要

当レポートでは、世界のゲーミフィケーション市場について調査し、市場の概要、ソリューション・導入タイプ・組織規模・用途・エンドユーザー産業・地域別の市場規模の推移と予測、市場の成長要因および阻害要因の分析、市場機会、競合情勢、主要企業のプロファイルなど、包括的な情報を提供しています。

第1章 市場の定義と範囲

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場力学

  • 成長見通し
    • 成長要因
    • 阻害要因
    • 市場機会
  • 産業分析
    • ファイブフォース分析
    • PEST分析
    • バリューチェーン分析
  • アナリストの提言と総論

第5章 市場概要

  • 市場規模と予測
  • 市場シェアと予測:セグメント別
    • ソリューション別
      • 企業主導型
      • 消費者主導型
    • 導入タイプ別
      • オンプレミス
      • クラウド
    • 組織規模別
      • 中小企業
      • 大企業
    • 用途別
      • 人事
      • マーケティング
      • 営業
      • 製品開発
      • 支援
      • その他
    • エンドユーザー産業別
      • 小売
      • ヘルスケア
      • 政府
      • 銀行
      • IT・通信
      • 教育
      • その他
    • 地域別
      • 北米
      • 欧州
      • アジア太平洋
      • 南米
      • 中東・アフリカ
    • 企業別
  • 市場魅力分析

第6章 北米のゲーミフィケーション市場

  • 市場規模と予測
  • 市場シェアと予測
    • セグメント別
    • 国別(米国、カナダ、メキシコ)

第7章 欧州のゲーミフィケーション市場

  • 市場規模と予測
  • 市場シェアと予測
    • セグメント別
    • 国別(英国、ドイツ、オランダ、スペイン、フランス)

第8章 アジア太平洋地域のゲーミフィケーション市場

  • 市場規模と予測
  • 市場シェアと予測
    • セグメント別
    • 国別(インド、中国、マレーシア、日本、オーストラリア)

第9章 南米のゲーミフィケーション市場

  • 市場規模と予測
  • 市場シェアと予測
    • セグメント別
    • 国別(ブラジル、アルゼンチン、コロンビア)

第10章 中東・アフリカのゲーミフィケーション市場

  • 市場規模と予測
  • 市場シェアと予測
    • セグメント別
    • 国別(エジプト、南アフリカ、サウジアラビア、ナイジェリア)

第11章 市場力学

  • 成長要因
  • 課題

第12章 市場動向

第13章 競合情勢

  • 企業シェア
  • 企業プロファイル
    • Microsoft Corporation
    • SAP SE
    • Salesforce.com, Inc.
    • Leveleleven LLC
    • Quickspin AB
    • Badgeville, Inc.
    • G-Cube Solutions
    • BigDoor Media Inc
    • Bunchball inc.
    • Arcaris Inc

第14章 戦略提言

表リスト

図表

List of Figures

Figure 1. Global Gamification, by Preferred mode of Deployment

Figure 2. Do you believe you will be more productive in a more game-like work culture

Figure 3. Employees Attitude towards Gamification

Figure 4. Frequency of Game vs Gamification Attitude

Figure 5. Age of Respondents vs Gamification Attitude

Figure 6. Specific game element that employees find most motivating (where 1 is highest ranking 3 is neutral and 5 is lowest ranking)

Figure 7. Global Gamification Market Size, By Value (USD Million), 2014-2018

Figure 8. Global Gamification Market Size, By Value (USD Million), 2019E-2024F

Figure 9. Global Gamification Market Share, By Solution, By Value, 2014-2024F

Figure 10. Global Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 11. Global Gamification Market Share, By Application, By Value, 2014-2024F

Figure 12. Global Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 13. Global Gamification Market Share, By Region, By Value, 2018

Figure 14. Global Gamification Market Share, By Company, By Value, 2018 & 2024F

Figure 15. Global Gamification Market Attractiveness Index, By Solution, By Value, 2019E-2024F

Figure 16. Global Gamification Market Attractiveness Index, By Deployment, By Value, 2019E-2024F

Figure 17. Global Gamification Market Attractiveness Index, By Organization Size, By Value, 2019E-2024F

Figure 18. Global Gamification Market Attractiveness Index, By Application, By Value, 2019E-2024F

Figure 19. Global Gamification Market Attractiveness Index, By End-User Vertical, By Value, 2019E-2024F

Figure 20. Global Gamification Market Attractiveness Index, By Region, By Value, 2019E-2024F

Figure 21. North America Gamification Market Size, By Value (USD Million), 2014-2018

Figure 22. North America Gamification Market Size, By Value (USD Million), 2019E-2024F

Figure 23. North America Gamification Market Share, By Solution, By Value, 2014-2024F

Figure 24. North America Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 25. North America Gamification Market Share, By Application, By Value, 2014-2024F

Figure 26. North America Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 27. North America Gamification Market Share, By Country, By Value, 2014-2024F

Figure 28. United States' Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 29. United States Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 30. United States Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 31. Canada's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 32. Canada Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 33. Canada Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 34. Mexico's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 35. Mexico Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 36. Mexico Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 37. Europe Gamification Market Size, By Value (USD Million), 2014-2018

Figure 38. Europe Gamification Market Size, By Value (USD Million), 2019E-2024F

Figure 39. Europe Gamification Market Share, By Application, By Value, 2014-2024F

Figure 40. Europe Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 41. Europe Gamification Market Share, By Country, By Value, 2014-2024F

Figure 42. United Kingdom's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 43. United Kingdom Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 44. United Kingdom Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 45. Germany's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 46. Germany Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 47. Germany Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 48. Netherlands' Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 49. Netherlands Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 50. Netherlands Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 51. Spain's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 52. Spain Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 53. Spain Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 54. France's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 55. France Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 56. France Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 57. Asia-Pacific Gamification Market Size, By Value (USD Million), 2014-2018

Figure 58. Asia-Pacific Gamification Market Size, By Value (USD Million), 2019E-2024F

Figure 59. Asia-Pacific Gamification Market Share, By Application, By Value, 2014-2024F

Figure 60. Asia-Pacific Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 61. Asia-Pacific Gamification Market Share, By Country, By Value, 2014-2024F

Figure 62. India's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 63. India Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 64. India Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 65. China's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 66. China Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 67. China Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 68. Malaysia's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 69. Malaysia Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 70. Malaysia Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 71. Japan's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 72. Japan Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 73. Japan Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 74. Australia's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 75. Australia Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 76. Australia Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 77. South America Gamification Market Size, By Value (USD Million), 2014-2018

Figure 78. South America Gamification Market Size, By Value (USD Million), 2019E-2024F

Figure 79. South America Gamification Market Share, By Application, By Value, 2014-2024F

Figure 80. South America Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 81. South America Gamification Market Share, By Country, By Value, 2014-2024F

Figure 82. Brazil's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 83. Brazil Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 84. Brazil Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 85. Argentina's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 86. Argentina Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 87. Argentina Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 88. Colombia's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 89. Colombia Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 90. Colombia Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Middle East & Africa Gamification Market Size, By Value (USD Million), 2014-2018

Figure 91. Middle East & Africa Gamification Market Size, By Value (USD Million), 2019E-2024F

Figure 92. Middle East & Africa Gamification Market Share, By Application, By Value, 2014-2024F

Figure 93. Middle East & Africa Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 94. Middle East & Africa Gamification Market Share, By Country, By Value, 2014-2024F

Figure 95. Egypt's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 96. Egypt Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 97. Egypt Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 98. South Africa's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 99. South Africa Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 100. South Africa Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 101. Saudi Arabia's Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 102. Saudi Arabia Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 103. Saudi Arabia Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

Figure 104. Nigeria' Share in North America Gamification Market, By Value, 2018 & 2024F

Figure 105. Nigeria Gamification Market Share, By Deployment, By Value, 2014-2024F

Figure 106. Nigeria Gamification Market Share, By End-User Vertical, By Value, 2014-2024F

List of Tables

Table 1. United States Gamification Market Size, By Value (USD Million), 2014-2024F

Table 2. Canada Gamification Market Size, By Value (USD Million), 2014-2024F

Table 3. Mexico Gamification Market Size, By Value (USD Million), 2014-2024F

Table 4. United Kingdom Gamification Market Size, By Value (USD Million), 2014-2024F

Table 5. Germany Gamification Market Size, By Value (USD Million), 2014-2024F

Table 6. Netherlands Gamification Market Size, By Value (USD Million), 2014-2024F

Table 7. Spain Gamification Market Size, By Value (USD Million), 2014-2024F

Table 8. France Gamification Market Size, By Value (USD Million), 2014-2024F

Table 9. India Gamification Market Size, By Value (USD Million), 2014-2024F

Table 10. China Gamification Market Size, By Value (USD Million), 2014-2024F

Table 11. Malaysia Gamification Market Size, By Value (USD Million), 2014-2024F

Table 12. Japan Gamification Market Size, By Value (USD Million), 2014-2024F

Table 13. Australia Gamification Market Size, By Value (USD Million), 2014-2024F

Table 14. Brazil Gamification Market Size, By Value (USD Million), 2014-2024F

Table 15. Argentina Gamification Market Size, By Value (USD Million), 2014-2024F

Table 16. Colombia Gamification Market Size, By Value (USD Million), 2014-2024F

Table 17. Egypt Gamification Market Size, By Value (USD Million), 2014-2024F

Table 18. South Africa Gamification Market Size, By Value (USD Million), 2014-2024F

Table 19. Saudi Arabia Gamification Market Size, By Value (USD Million), 2014-2024F

Table 20. Nigeria Gamification Market Size, By Value (USD Million), 2014-2024F

目次
Product Code: 3892

Title:
Global Gamification Market By Solution (Enterprise Driven & Consumer Driven), By Deployment (On-premise & Cloud), By Organization Size (SME & Large Enterprise), By Application (Human Resource, Marketing, Sales & Others), By End-User Vertical (Retail, Banking & Others), By Region, Competition, Forecast & Opportunities, 2024.

Global gamification market was valued at $ 6.8 billion in 2018 and is projected to grow at an impressive CAGR of 32% to reach $ 40 billion by 2024 on account of growing demand for customer experience enrichment and improved engagement of employees. In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform.

Global gamification market can be categorized based on the solution, deployment, organization size, application, end-user vertical and regional analysis. In terms of solution, the market for gamification can be bifurcated into enterprise driven and consumer driven. The demand for consumer driven solution is increasing as companies catering to various field are introducing various gamification techniques such as discounts and loyalty point in order to retain consumers, due to which the segment is expected to witness fastest growth during forecast period. Based on the deployment, cloud segment is expected to grow at the fastest pace as it allows small and medium enterprises to implement gamification without incurring extra cost.

The market for gamification is gaining traction and expanding to various regions including Asia-Pacific, North America, Europe, South America and Middle East & Africa. North America and Europe are the leaders in global gamification market owing to early adoption by economies such as US and UK to enrich their marketing activities with better customer interaction and advertising.

Major players operating in global gamification market include Microsoft Corporation, SAP SE, Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market. For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.

Years considered for this report:

  • Historical Years: 2014-2017
  • Base Year: 2018
  • Estimated Year: 2019
  • Forecast Period: 2020-2024

Objective of the Study:

  • To analyze and forecast the market size of global gamification market.
  • To classify and forecast global gamification market based on solution, deployment, organization size, end-user, application and regional distribution.
  • To identify drivers and challenges for global gamification market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in global gamification market.
  • To identify and analyze the profile of leading players operating in global gamification market.

Some of the leading players in the global gamification market are: Microsoft Corporation, SAP SE, Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc.

TechSci Research performed both primary as well as exhaustive secondary research for this study. Initially, TechSci Research sourced a list of service providers across the globe. Subsequently, TechSci Research conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, TechSci Research could include the service providers which could not be identified due to the limitations of secondary research. TechSci Research analyzed the service offerings, distribution channels and presence of all major service providers across the globe.

TechSci Research calculated the market size of global gamification market using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. TechSci Research sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied by TechSci Research.

Key Target Audience:

  • Gamification solution providers
  • Research organizations and consulting companies
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to gamification

The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers and partners, end users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Report Scope:

In this report, global gamification market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

Market, By Solution:

  • Enterprise Driven
  • Consumer Driven

Market, By Deployment:

  • Cloud
  • On-premise

Market, By Organization Size:

  • SME
  • Large Enterprise

Market, By Application:

  • Human Resources
  • Marketing
  • Sales
  • Product Development
  • Support
  • Others

Market, By End-User Vertical:

  • Retail
  • Healthcare
  • Government
  • Banking
  • IT and Telecom
  • Education
  • Others

Market, By Region:

  • North America
    • United States
    • Mexico
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • Netherlands
    • Spain
    • France
    • Rest of Europe
  • Asia-Pacific
    • India
    • China
    • Malaysia
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • South America
    • Brazil
    • Argentina
    • Colombia
    • Rest of South America
  • Middle East & Africa
    • Egypt
    • South Africa
    • Saudi Arabia
    • Nigeria
    • Rest of Middle East & Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in global gamification market.

Available Customizations:

With the given market data, TechSci Research offers customizations according the company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

2. Research Methodology

3. Executive Summary

4. Voice of Customer

5. Global Gamification Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Solution (Enterprise Driven and Consumer Driven)
    • 5.2.2. By Deployment (On-premise and Cloud)
    • 5.2.3. By Organization Size (SME and Large Enterprise)
    • 5.2.4. By Application (Human Resource, Marketing, Sales, Product Development, Support and Others)
    • 5.2.5. By End-User Vertical (Retail, Healthcare, Government, Banking, IT & Telecom, Education and Others)
    • 5.2.6. By Region (North America; Europe; Asia Pacific; South America and Middle East & Africa)
    • 5.2.7. By Company (2018)
  • 5.3. Market Attractiveness Index

6. North America Gamification Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Solution
    • 6.2.2. By Deployment
    • 6.2.3. By Application
    • 6.2.4. By End-User Vertical
    • 6.2.5. By Country (United States; Canada; Mexico)
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Gamification Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Deployment
        • 6.3.1.2.2. By End User
    • 6.3.2. Canada Gamification Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Deployment
        • 6.3.2.2.2. By End User
    • 6.3.3. Mexico Gamification Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Deployment
        • 6.3.3.2.2. By End User

7. Europe Gamification Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Solution
    • 7.2.2. By Deployment
    • 7.2.3. By Application
    • 7.2.4. By End-User Vertical
    • 7.2.5. By Country (UK; Netherlands; Spain; Germany; France; and Rest of Europe)
  • 7.3. Europe: Country Analysis
    • 7.3.1. United Kingdom Gamification Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Deployment
        • 7.3.1.2.2. By End User
    • 7.3.2. Germany Gamification Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Deployment
        • 7.3.2.2.2. By End User
    • 7.3.3. Netherlands Gamification Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Deployment
        • 7.3.3.2.2. By End User
    • 7.3.4. Spain Gamification Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Deployment
        • 7.3.4.2.2. By End User
    • 7.3.5. France Gamification Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Deployment
        • 7.3.5.2.2. By End User

8. Asia-Pacific Gamification Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Solution
    • 8.2.2. By Deployment
    • 8.2.3. By Application
    • 8.2.4. By End-User Vertical
    • 8.2.5. By Country (India, China, Malaysia, Japan, Australia and Rest of Asia Pacific)
  • 8.3. Asia-Pacific: Country Analysis
    • 8.3.1. India Gamification Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Deployment
        • 8.3.1.2.2. By Application
    • 8.3.2. China Gamification Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Deployment
        • 8.3.2.2.2. By End User
    • 8.3.3. Malaysia Gamification Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Deployment
        • 8.3.3.2.2. By End User
    • 8.3.4. Japan Gamification Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Deployment
        • 8.3.4.2.2. By End User
    • 8.3.5. Australia Gamification Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Deployment
        • 8.3.5.2.2. By End User

9. South America Gamification Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Solution
    • 9.2.2. By Deployment
    • 9.2.3. By Application
    • 9.2.4. By End-User Vertical
    • 9.2.5. By Country (Brazil; Argentina; Colombia; and Rest of South America)
  • 9.3. South America: Country Analysis
    • 9.3.1. Brazil Gamification Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Deployment
        • 9.3.1.2.2. By End User
    • 9.3.2. Argentina Gamification Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Deployment
        • 9.3.2.2.2. By End User
    • 9.3.3. Colombia Gamification Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Deployment
        • 9.3.3.2.2. By End User

10. Middle East and Africa Gamification Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Solution
    • 10.2.2. By Deployment
    • 10.2.3. By Application
    • 10.2.4. By End-User Vertical
    • 10.2.5. By Country (Egypt, South Africa, Saudi Arabia, Nigeria and Rest of Middle East & Africa)
  • 10.3. MEA: Country Analysis
    • 10.3.1. Egypt Gamification Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Deployment
        • 10.3.1.2.2. By End User
    • 10.3.2. South Africa Gamification Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Deployment
        • 10.3.2.2.2. By End User
    • 10.3.3. Saudi Arabia Gamification Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Deployment
        • 10.3.3.2.2. By End User
    • 10.3.4. Nigeria Gamification Market Outlook
      • 10.3.4.1. Market Size & Forecast
        • 10.3.4.1.1. By Value
      • 10.3.4.2. Market Share & Forecast
        • 10.3.4.2.1. By Deployment
        • 10.3.4.2.2. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

13. Competitive Landscape

  • 13.1. Competition Outlook
  • 13.2. Company Profiles (Partial List of Leading Companies)
    • 13.2.1. Microsoft Corporation
    • 13.2.2. SAP SE
    • 13.2.3. Salesforce.com, Inc.
    • 13.2.4. Leveleleven LLC
    • 13.2.5. Quickspin AB
    • 13.2.6. Badgeville, Inc.
    • 13.2.7. G-Cube Solutions
    • 13.2.8. BigDoor Media Inc
    • 13.2.9. Bunchball inc.
    • 13.2.10. Arcaris Inc

14. Strategic Recommendations

(Note: The companies list can be customized based on the client requirements.)

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