Gamification Market by Solutions(Gamification Platform and Service Providers, Open Source Providers, Mobile SDK/LBS Providers) by Services(Enterprise, Apps, Integrable, Services, Social Connectors), by Application(Marketing, Sales, Product Development, Human Resources, and Others), By Industry Verticals(Public Sector and Government, Banking, Financial Services and Insurance (BFSI), Consumer Goods and Retail, High-Tech, Media and Publishing, Energy, Power and Utilities, Healthcare and Pharmaceuticals, Entertainment, Travel and Logistics, Education), By End-users (Consumer Gamification, Enterprise Gamification): Opportunities and Forecasts, 2021-2027

ID: VPR/ICT/202 Publishing Year: January 2021 Pages: 72 Format:   


Market Overview:

The Gamification Market was valued at $XXX billion in2019, and it is expected to reach $XXX billion by 2027, registering a CAGR of XX% from 2021 to2027. Gamification is the use of game attributes for learning. Gamification makes use of the human tendency of enhancing their behavior through their own experiences, it improves the thinking process through games which leads to helping in problem-solving and completion of tasks. Gamification has various benefits to facilitate most learning needs such as induction and onboarding, customer support, product sales, soft skills, generating awareness, and compliance. Due to lack of knowledge of new emerging products and a shortage of new and unique designs by the designer is slowing the growth of gamification market. Despite the obstacles , the gamification market is anticipated to massively grow in the coming years due to increasing digitalization. Major factors in driving gamification market share is the need of customer and employee engagement. Gamification is increasing online marketing by helping businesses to promote their product or services effectively.

Segment Overview:

The Gamification Market is segmented by solutions, services, applications, industry verticals, and End-users.

Solutions Insights:

 The Segment Solutions is classified into platform & service providers, open-source developers, and mobile SDK/LBS providers. The service and platform providers are gaining an immense share of the gamification market. Open-source developers and mobile applications are fueling the growth of the Gamification Market.

Services Insights:

This segment is classified into enterprise apps integrable services and social connectors. The social connectors and playing a significant role in engaging people through engagement activities.

Application Insights:

The application segment is divided into marketing, sales, product development, human resources, and others. Currently, Gamification is more used in the fields of marketing and human resources to increase customer and employee engagement.

Industry Vertical Insights:

This segment is categorized into public sector & government, BFSI, consumer goods & retail, high-tech, media & publishing, energy, power & utilities, healthcare & pharmaceuticals, entertainment, travel & logistics, education, and others. Mostly, gamification is used in media services for advertisement purpose but it is anticipated that the use of the gamification market will be driven by health care, retail, and pharmaceuticals.

End-User Insights:

End User segment is broadly segmented into consumer Gamification and enterprise Gamification. Consumer Gamification is in the lead today but enterprise Gamification is expected to take over due to gain in competitors.

Key Market Segments:

 
MARKET BY SOLUTIONS

  • Gamification Platform and Service Providers
  • Open Source Providers
  • Mobile SDK/LBS Providers

MARKET BY SERVICES

  • Enterprise Apps Integrable Services
  • Social Connectors

MARKET BY APPLICATIONS

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

MARKET BY VERTICALS

  • Public Sector and Government
  • Banking, Financial Services and Insurance (BFSI)
  • Consumer Goods and Retail
  • High-Tech
  • Media and Publishing
  • Energy, Power and Utilities
  • Healthcare and Pharmaceuticals
  • Entertainment
  • Travel and Logistics
  • Education
  • Others

MARKET BY END USERS

  • Consumer Gamification
  • Enterprise Gamification

MARKET BY GEOGRAPHIES

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Others

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