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Global Gamification Market 2012-2016 Product Image

Global Gamification Market 2012-2016

  • Published: November 2012
  • Region: Global
  • 40 pages
  • TechNavio

Gamification is the use of game design strategies in non-game applications to optimize user engagement. It encourages consumers to engage in a particular behavior by taking advantage of the psychological susceptibility of humans to engage in gaming. Gamification is increasingly used in applications such as loyalty programs, social networks, and financial service websites. It is also used in employee training programs.

01. Executive Summary
02. Introduction
03. Market Coverage
Market Overview
Key Offerings
04. Market Landscape
04.1 Market Size and Forecast
04.2 Segmentation based on Application
04.3 Segmentation based on End-users
04.4 Five Forces Analysis
05. Geographical Segmentation
06. Key Leading Countries
07. Vendor Landscape
08. Buying Criteria
09. Market Growth Drivers
10. Drivers and their Impact
11. Market Challenges
12. Impact of Drivers and Challenges
13. Market Trends
14. Key Vendor Analysis
14.1 Badgeville Inc.
Business Overview
SWOT Analysis
14.2 Gigya Inc.
Business Overview
SWOT Analysis
14.3 Bunchball Inc.
Business Overview
SWOT Analysis
14.4 BigDoor Media Inc.
Business Overview
SWOT Analysis
15. Other Reports in this Series

List of Exhibits:
Exhibit 1: Global Gamification Market 2012-2016 (US$ million)
Exhibit 2: Global Gamification Market by Category Segmentation 2012
Exhibit 3: Global Gamification Market by End-user Segmentation 2012
Exhibit 4: Global Gamification Market by Geographical Segmentation 2012
Exhibit 5: Global Gamification Market by Geographical Segmentation: Comparison between 2012 and 2016 (unit percentage)

TechNavio Announces the Publication of its Research Report - Global Gamification Market 2012-2016

TechNavio today launched its report, Global Gamification Market 2012-2016, based on an in-depth analysis covering North Americas, Europe, and the APAC region. The report aims to aid decision makers' understanding of the present and future landscape of the market.

Commenting on the report, an analyst from TechNavio's Enterprise Computing team said: ''Social media and networking sites are expected to maintain their significance in the near future. Recently, the trend of socialization, including personalization, collaboration, and content sharing has been gaining traction in the Global Gamification market. As a result, social media marketing is gaining more importance over time, and social networks are considered to be the next marketing platform that many enterprises would prefer to move to. Thus, the market is witnessing the integration of social networks with gamification applications in a manner that is expected to help engage customers in a collaborative and meaningful conversation in real time, benefiting both companies and customers.''

According to the report, one of the major drivers in this market is the need of enterprises to optimize consumer engagement. Gamification provides an insight into the purchasing-related demand for various products. This insight is then used by marketers to formulate marketing strategies for greater sales visibility of their products and also to encourage increased consumer engagement.

Further, the report reveals that the difficulty in selecting the right solution from the wide variety of options available is one of the major challenges confronting this market.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Badgeville Inc., Gigya Inc., Bunchball Inc., BigDoor Media Inc., PunchTab Inc., IActionable Inc., Gamify Inc., PugPharm Productions Inc.

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