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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

  • ID: 3618296
  • February 2016
  • Region: Global
  • 129 Pages
  • Markets and Markets
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The Gamification Market is Estimated to Grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020

FEATURED COMPANIES

  • Arcaris Inc.
  • Badgeville, Inc.
  • Bigdoor, Inc.
  • Bunchball
  • Faya Corporation
  • Gigya
  • MORE

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 READ MORE >

Note: Product cover images may vary from those shown
2 of 4

FEATURED COMPANIES

  • Arcaris Inc.
  • Badgeville, Inc.
  • Bigdoor, Inc.
  • Bunchball
  • Faya Corporation
  • Gigya
  • MORE

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
14.1 Introduction
(Business Overview, Products & Services, Key Insights, Recent Developments, Swot Analysis, Mnm View)*
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

Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Arcaris Inc.
  • Badgeville, Inc.
  • Bigdoor, Inc.
  • Bunchball
  • Faya Corporation
  • Gigya
  • MORE

The gamification market is estimated to grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020. The is expected to grow at an impressive Compound Annual Growth Rate (CAGR) of 46.3% because of increasing need of gamification solutions and applications in consumer and enterprise brands. Other significant factors driving this market are increasing Return on Investment (ROI) and enhanced overall user experience.

The enterprise driven gamification solution market size is expected to hold the largest market share and dominate the market from 2015 to 2020, as the need to retain the employee as well as to keep them satisfied at the workplace is boosting the growth of the market. These solutions are termed as flexible and user-friendly tools that are focused on augmenting employee motivation as well as customer loyalty towards the products across all industries. Improved employee motivation helps in driving the overall employee productivity in enterprise driven gamification solutions.

Marketing is one such field in which gamification is being implemented rigorously. It is the fastest-growing application type in the gamification applications market as it benefits organizations with a foolproof roadmap to maintain and uphold the brand name and image by various methods. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate individuals who are doing marketing for their organizations. This helps them in increasing the prospective clients for the company. A significant part of marketing remains gamifying the overall consumer experience. Smart gamification elements motivate consumers and ensure consumer loyalty that brands look out for to sustain in this competition.

The gamification solutions are being increasingly adopted in various verticals, such as media and publishing, entertainment, and e-commerce, which have led to the growth of the Gamification market across the globe. The media and publishing sector is expected to grow at the highest CAGR from 2015 to 2020.

North America is expected to hold the largest market share and dominate the gamification market from 2015 to 2020. The higher adoption rates are expected to streamline business operations in North America. Asia-Pacific (APAC) offers potential growth opportunities, as there is a rise in the adoption of Bring Your Own Device (BYOD) among small and medium enterprises (SMEs) and enterprises to enhance employee satisfaction and consumer retention.

However, the low level of awareness regarding the advantages of gamification restricts the market growth. The gamification market also needs a common framework or platform on which all services and devices can interoperate and scale, and be efficient and widely available across diverse spectrum of industries. The major vendors in the market include Microsoft, Salesforce, Badgeville, Bunchball, Arcaris, Gigya, SAP SE, Bigdoor Media, LevelEleven, and Faya Corporation. These players adopted various strategies such as new product developments, mergers, partnerships, collaborations, and business expansions to cater to the needs of the market.

Exteneded Description

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

This report 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.

Note: Product cover images may vary from those shown
4 of 4

- Faya Corporation
- Leveleleven
- Arcaris Inc.
- Badgeville, Inc.
- Bigdoor, Inc.
- Bunchball
- Gigya
- Microsoft Corporation
- Salesforce.Com
- Sap Se

Note: Product cover images may vary from those shown
5 of 4
Note: Product cover images may vary from those shown

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