Global Gamification Market Size, Share, Development, Growth and Demand Forecast to 2022

  • ID: 3744019
  • Report
  • Region: Global
  • 116 pages
  • P&S Market Research
1 of 5

FEATURED COMPANIES

  • Badgeville Inc.
  • Bigdoor Inc.
  • Bunchball Inc.
  • Cisco Systems Inc.
  • Gigya Inc.
  • Knewton
  • MORE
The global gamification market is increasing, due to its growing application in corporate sector, increasing penetration of gadgets with display, and rapid uptake of social networks. The advantages of gamification including motivation, and customer engagement have been encouraging the organizations and individuals to utilize them.

There are several gamification technologies and strategies of customer engagement, including level progress, points and scores, real time performance feedback, progress bars, activity feeds, competition with friends, virtual gifts, being part of story, avatars, and virtual currencies. Approximately 30% of the gamification participants are observed to prefer level progress, among all other gamification techniques. Level progress refers to crossing the difficulty levels for reaching the next level.

Now-a-days, the corporates are becoming increasingly organized, and they are incorporating technologies for enhancing the learning process of their employees. The employees that are trained through gamification technology tend to learn at a faster pace, as compared to the traditional training methods. They also feel motivated to learn in such a way and do not witness boredom while learning. The educational institutions and universities are also using gamification for imparting learning to the students. These shifts from traditional to technical methods of teaching are driving the growth of the gamification market globally.

The display gadgets, such as laptops, tablets and smartphones are the popular mediums that connect the gamification technology with its target audiences. The increasing penetration of such gadgets is consequently driving the growth of the global gamification market. The automotive manufacturer Ford offers reward points, such as 100,000 oil-free EV miles, if the user reaches certain level in their MyFord Mobile application. The healthcare company Bayer has a glucose-monitoring program in the form of a gadget, Didget that helps children to manage their diabetes by rewarding them for building consistent blood glucose testing habits, in order to meet the personalized glucose targets.

The impact of gamification in learning over traditional methods has been increasing. The learners in industries and institutions feel more motivated by learning through points and rewards. According to a study conducted by the University of Colorado on the impact of simulations and games among adult learners, gamification techniques offer 14% higher skill-based knowledge, 11% higher factual knowledge, and 9% increase in knowledge retention rate, over the traditional methods of learning.

The population in Southeast Asia has high level of digital enthusiasm. The population in the region readily adopts digital entertainment. The swift growth rate of market for laptops, mobile phones and tablets is the key indicator for this. About 95% of the population in Singapore and Malaysia own a laptop or personal computer. About 64% of the internet users in Indonesia are also regular users of social media, which is much higher than the global average of 54%. Nearly half of the internet users in Southeast Asia play online games every week, of which every 6 out of 10 play them upon social networking websites. The growing population of Asia-Pacific and the interest of the region’s population towards gaming are expected to create opportunities in the gamification market during the forecast period.

Some of the major companies operating in the global gamification market include Badgeville Inc., Gigya Inc., Bunchball inc., Kuato Studios, SAP SE, Cisco Systems Inc., Microsoft Corporation, BigDoor Inc., Knewton, and Lithium Technologies Inc.
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Note: Product cover images may vary from those shown
2 of 5

FEATURED COMPANIES

  • Badgeville Inc.
  • Bigdoor Inc.
  • Bunchball Inc.
  • Cisco Systems Inc.
  • Gigya Inc.
  • Knewton
  • MORE
1. Research Scope & Methodology
1.1 Market Definition
1.2 Market Scope
1.2.1 Market Breakdown By Application
1.2.2 Market Breakdown By Deployment Type
1.2.3 Market Breakdown By Solution
1.2.4 Market Breakdown By End-User
1.2.5 Market Breakdown By Geography
1.3 Research Methodology And Sources

2. Executive Summary
2.1 Key Findings
2.2 Research Summary

3. Market Outlook
3.1 Introduction
3.2 Value Chain Analysis
3.3 Trends In The Gamification Market
3.3.1 Level Progress Emerging As The Most Popular Gamification Technique
3.3.2 Increasing Impact Of Gamification In Learning
3.4 Opportunities In The Gamification Market
3.4.1 Passion Of Gaming In Southeast Asia
3.4.2 Application Of Gamification In Consumer Survey And Opinion
3.5 Factors Driving The Growth Of Market And Its Impact On Market Forecast
3.5.1 Incorporation Of Gamification In Corporates
3.5.2 Increasing Penetration Of Gadgets With Display
3.5.3 Rapid Uptake Of Social Networks
3.5.4 Impact Analysis Of Drivers On Market Forecast
3.6 Factors Hindering The Growth Of Market And Its Impact On Market Forecast
3.6.1 Lack Of Awareness About Advantages Of Gamification
3.6.2 Impact Analysis Of Restraints On Market Forecast

4. Global Gamification Market Size And Forecast (2012-2022)
4.1 Global Gamification Market, By End-User
4.2.1 Enterprise
4.2.2 Entertainment
4.2.3 Media
4.2.4 Consumer Goods
4.2.5 Retail
4.2.6 Education
4.2.7 Financial Services
4.2.8 Healthcare
4.2.9 Others
4.2 Global Gamification Market, By Solution
4.2.1 Enterprise-Driven
4.2.2 Consumer-Driven
4.3 Global Gamification Market, By Application
4.3.1 Marketing
4.3.2 Sales
4.3.3 Product Development
4.3.4 Human Resources
4.3.5 Others
4.4 Global Gamification Market, By Deployment Type
4.4.1 On Premises
4.4.2 Cloud Based
4.5 Global Gamification Market, By Region

5. Global Gamification Market, By Geography
5.1 North America Gamification Market
5.1.1 North America Gamification Market, By Country
5.1.2 North America Gamification Market, By End-User
5.1.3 North America Gamification Market, By Solution
5.1.4 North America Gamification Market, By Application
5.1.5 North America Gamification Market, By Deployment Type
5.2 Latin America Gamification Market
5.2.1 Latin America Gamification Market, By Country
5.2.2 Latin America Gamification Market, By End-User
5.2.3 Latin America Gamification Market, By Solution
5.2.4 Latin America Gamification Market, By Application
5.2.5 Latin America Gamification Market, By Deployment Type
5.3 Western Europe Gamification Market
5.3.1 Western Europe Gamification Market, By Country
5.3.2 Western Europe Gamification Market, By End-User
5.3.3 Western Europe Gamification Market, By Solution
5.3.4 Western Europe Gamification Market, By Application
5.3.5 Western Europe Gamification Market, By Deployment Type
5.4 Central & Eastern Europe Gamification Market
5.4.1 Central & Eastern Europe Gamification Market, By Country
5.4.2 Central & Eastern Europe Gamification Market, By-End User
5.4.3 Central & Eastern Europe Gamification Market, By Solution
5.4.4 Central & Eastern Europe Gamification Market, By Application
5.4.5 Central & Eastern Europe Gamification Market, By Deployment Type
5.5 Asia-Pacific Gamification Market
5.5.1 Asia-Pacific Gamification Market, By Country
5.5.2 Asia-Pacific Gamification Market, By End-User
5.5.3 Asia-Pacific Gamification Market, By Solution
5.5.4 Asia-Pacific Gamification Market, By Application
5.5.5 Asia-Pacific Gamification Market, By Deployment Type
5.6 Mea Gamification Market
5.6.1 Mea Gamification Market, By Country
5.6.2 Mea Gamification Market, By End-User
5.6.3 Mea Gamification Market, By Solution
5.6.4 Mea Gamification Market, By Application
5.6.5 Mea Gamification Market, By Deployment Type

6. Competitive Analysis
6.1 Porter's Five Forces Of Competitive Position Analysis
6.1.1 Bargaining Power Of Buyers
6.1.2 Bargaining Power Of Suppliers
6.1.3 Threat Of New Entrants
6.1.4 Intensity Of Rivalry
6.1.5 Threat Of Substitutes
6.2 Competitive Positioning Of Global Gamification Market, By Application
6.3 Competitive Positioning Of Global Gamification Market, By End-User

7. Company Profiles And Strategic Developments
7.1 Company Profiles
7.1.2 Badgeville Inc.
7.1.2.1 Business Overview
7.1.2.2 Product And Service Offerings
7.1.3 Gigya Inc.
7.1.3.1 Business Overview
7.1.3.2 Product And Service Offerings
7.1.4 Bunchball Inc.
7.1.4.1 Business Overview
7.1.4.2 Product And Service Offerings
7.1.5 Kuato Studios
7.1.5.1 Business Overview
7.1.5.2 Product And Service Offerings
7.1.6 Sap Se
7.1.6.1 Business Overview
7.1.6.2 Product And Service Offerings
7.1.7 Cisco Systems Inc.
7.1.7.1 Business Overview
7.1.7.2 Product And Service Offerings
7.1.8 Microsoft Corporation
7.1.8.1 Business Overview
7.1.8.2 Product And Service Offerings
7.1.9 Bigdoor Inc.
7.1.9.1 Business Overview
7.1.9.2 Product And Service Offerings
7.1.10 Knewton
7.1.10.1 Business Overview
7.1.10.2 Product And Service Offerings
7.1.11 Lithium Technologies Inc.
7.1.11.1 Business Overview
7.1.11.2 Product And Service Offerings
7.2 Strategic Developments In The Gamification Market
7.2.1 Merger And Acquisition
7.2.2 Product/Service Launch

List Of Tables
Table 1 Pecific Primary And Secondary Sources Used For This Publication
Table 2 Market Snapshot
Table 3 Drivers For The Market: Impact Analysis
Table 4 Restraints For The Market: Impact Analysis
Table 5 Global Gamification Market, By End-User, $M (2012-2015)
Table 6 Global Gamification Market, By End-User, $M (2016-2022)
Table 7 Global Gamification Market, By Solution, $M (2012-2015)
Table 8 Global Gamification Market, By Solution, $M (2016-2022)
Table 9 Global Gamification Market, By Application, $M (2012-2015)
Table 10 Global Gamification Market, By Application, $M (2016-2022)
Table 11 Global Gamification Market, By Deployment Type, $M (2012-2015)
Table 12 Global Gamification Market, By Deployment Type, $M (2016-2022)
Table 13 Global Gamification Market, By Region, $M (2012-2015)
Table 14 Global Gamification Market, By Region, $M (2016-2022)
Table 15 North America Gamification Market, By Country, $M (2012-2015)
Table 16 North America Gamification Market, By Country, $M (2016-2022)
Table 17 North America Gamification Market, By End User, $M (2012-2015)
Table 18 North America Gamification Market, By End User, $M (2016-2022)
Table 19 North America Gamification Market, By Solution, $M (2012-2015)
Table 20 North America Gamification Market, By Solution, $M (2016-2022)
Table 21 North America Gamification Market, By Application, $M (2012-2015)
Table 22 North America Gamification Market, By Application, $M (2016-2022)
Table 23 North America Gamification Market, By Deployment Type, $M (2012-2015)
Table 24 North America Gamification Market, By Deployment Type, $M (2016-2022)
Table 25 Latin America Gamification Market, By Country, $M (2012-2015)
Table 26 Latin America Gamification Market, By Country, $M (2016-2022)
Table 27 Latin America Gamification Market, By End User, $M (2012-2015)
Table 28 Latin America Gamification Market, By End User, $M (2016-2022)
Table 29 Latin America Gamification Market, By Solution, $M (2012-2015)
Table 30 Latin America Gamification Market, By Solution, $M (2016-2022)
Table 31 Latin America Gamification Market, By Application, $M (2012-2015)
Table 32 Latin America Gamification Market, By Application, $M (2016-2022)
Table 33 Latin America Gamification Market, By Deployment Type, $M (2012-2015)
Table 34 Latin America Gamification Market, By Deployment Type, $M (2016-2022)
Table 35 Western Europe Gamification Market, By Country, $M (2012-2015)
Table 36 Western Europe Gamification Market, By Country, $M (2016-2022)
Table 37 Western Europe Gamification Market, By End User, $M (2012-2015)
Table 38 Western Europe Gamification Market, By End User, $M (2016-2022)
Table 39 Western Europe Gamification Market, By Solution, $M (2012-2015)
Table 40 Western Europe Gamification Market, By Solution, $M (2016-2022)
Table 41 Western Europe Gamification Market, By Application, $M (2012-2015)
Table 42 Western Europe Gamification Market, By Application, $M (2016-2022)
Table 43 Western Europe Gamification Market, By Deployment Type, $M (2012-2015)
Table 44 Western Europe Gamification Market, By Deployment Type, $M (2016-2022)
Table 45 Central & Eastern Europe Gamification Market, By Country, $M (2012-2015)
Table 46 Central & Eastern Europe Gamification Market, By Country, $M (2016-2022)
Table 47 Central & Eastern Europe Gamification Market, By End User, $M (2012-2015)
Table 48 Central & Eastern Europe Gamification Market, By End User, $M (2016-2022)
Table 49 Central & Eastern Europe Gamification Market, By Solution, $M (2012-2015)
Table 50 Central & Eastern Europe Gamification Market, By Solution, $M (2016-2022)
Table 51 Central & Eastern Europe Gamification Market, By Application, $M (2012-2015)
Table 52 Central & Eastern Europe Gamification Market, By Application, $M (2016-2022)
Table 53 Central & Eastern Europe Gamification Market, By Deployment Type, $M (2012-2015)
Table 54 Central & Eastern Europe Gamification Market, By Deployment Type, $M (2016-2022)
Table 55 Asia-Pacific Gamification Market, By Country, $M (2012-2015)
Table 56 Asia-Pacific Gamification Market, By Country, $M (2016-2022)
Table 57 Asia-Pacific Gamification Market, By End User, $M (2012-2015)
Table 58 Asia-Pacific Gamification Market, By End User, $M (2016-2022)
Table 59 Asia-Pacific Gamification Market, By Solution, $M (2012-2015)
Table 60 Asia-Pacific Gamification Market, By Solution, $M (2016-2022)
Table 61 Asia-Pacific Gamification Market, By Application, $M (2012-2015)
Table 62 Asia-Pacific Gamification Market, By Application, $M (2016-2022)
Table 63 Asia-Pacific Gamification Market, By Deployment Type, $M (2012-2015)
Table 64 Asia-Pacific Gamification Market, By Deployment Type, $M (2016-2022)
Table 65 Mea Gamification Market, By Country, $M (2012-2015)
Table 66 Mea Gamification Market, By Country, $M (2016-2022)
Table 67 Mea Gamification Market, By End User, $M (2012-2015)
Table 68 Mea Gamification Market, By End User, $M (2016-2022)
Table 69 Mea Gamification Market, By Solution, $M (2012-2015)
Table 70 Mea Gamification Market, By Solution, $M (2016-2022)
Table 71 Mea Gamification Market, By Application, $M (2012-2015)
Table 72 Mea Gamification Market, By Application, $M (2016-2022)
Table 73 Mea Gamification Market, By Deployment Type, $M (2012-2015)
Table 74 Mea Gamification Market, By Deployment Type, $M (2016-2022)
Table 75 Badgeville Inc.- Key Facts
Table 76 Gigya Inc.-Key Facts
Table 77 Bunchball Inc.-Key Facts
Table 78 Kuato Studios-Key Facts
Table 79 Sap Se-Key Facts
Table 80 Cisco Systems Inc.-Key Facts
Table 81 Microsoft Corporation-Key Facts
Table 82 Bigdoor Inc.- Key Facts
Table 83 Knewton-Key Facts
Table 84 Lithium Technologies Inc.-Key Facts

List Of Figures
Fig 1 Research Scope For Global Gamification Market
Fig 2 Research Methodology For Global Gamification Market
Fig 3 Value Chain Analysis Of Gamification Market
Fig 4 Global Gamification Market Size, By End-User, $M (2012-2022)
Fig 5 Global Gamification Market Size, By Solution, $M (2012-2022)
Fig 6 Global Gamification Market Size, By Application, $M (2012-2022)
Fig 7 Global Gamification Market, By Deployment Type (2012- 2022)
Fig 8 Global Gamification Market, By Region, $M (2012-2022)
Fig 9 Gamification Market In Major Countries
Fig 10 North America Gamification Market, By Country (2012- 2022)
Fig 11 North America Gamification Market, By End User, $M (2012-2022)
Fig 12 North America Gamification Market, By Solution, $M (2012-2022)
Fig 13 North America Gamification Market, By Application, $M (2012-2022)
Fig 14 North America Gamification Market, By Deployment Type, $M (2012-2022)
Fig 15 Latin America Gamification Market, By Country (2012- 2022)
Fig 16 Latin America Gamification Market, By End User, $M (2012-2022)
Fig 17 Latin America Gamification Market, By Solution, $M (2012-2022)
Fig 18 Latin America Gamification Market, By Application, $M (2012-2022)
Fig 19 Latin America Gamification Market, By Deployment Type, $M (2012-2022)
Fig 20 Western Europe Gamification Market, By Country (2012- 2022)
Fig 21 Western Europe Gamification Market, By End User, $M (2012-2022)
Fig 22 Western Europe Gamification Market, By Solution, $M (2012-2022)
Fig 23 Western Europe Gamification Market, By Application, $M (2012-2022)
Fig 24 Western Europe Gamification Market, By Deployment Type, $M (2012-2022)
Fig 25 Central & Eastern Europe Gamification Market, By Country (2012- 2022)
Fig 26 Central & Eastern Europe Gamification Market, By End User, $M (2012-2022)
Fig 27 Central & Eastern Europe Gamification Market, By Solution, $M (2012-2022)
Fig 28 Central & Eastern Europe Gamification Market, By Application, $M (2012-2022)
Fig 29 Central & Eastern Europe Gamification Market, By Deployment Type, $M (2012-2022)
Fig 30 Asia-Pacific Gamification Market, By Country (2012- 2022)
Fig 31 Asia-Pacific Gamification Market, By End User, $M (2012-2022)
Fig 32 Asia-Pacific Gamification Market, By Solution, $M (2012-2022)
Fig 33 Asia-Pacific Gamification Market, By Application, $M (2012-2022)
Fig 34 Asia-Pacific Gamification Market, By Deployment Type, $M (2012-2022)
Fig 35 Mea Gamification Market, By Country (2012- 2022)
Fig 36 Mea Gamification Market, By End User, $M (2012-2022)
Fig 37 Mea Gamification Market, By Solution, $M (2012-2022)
Fig 38 Mea Gamification Market, By Application, $M (2012-2022)
Fig 39 Mea Gamification Market, By Deployment Type, $M (2012-2022)
Fig 40 Porter’S Five Forces Of Competitive Position Analysis
Fig 41 Competitive Positioning Of Gamification Application Segments Across Various Regions
Fig 42 Competitive Positioning Of Gamification End-User Segments Across Various Regions
Note: Product cover images may vary from those shown
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4 of 5
- Badgeville Inc.
- Bigdoor Inc.
- Bunchball Inc.
- Cisco Systems Inc.
- Gigya Inc.
- Knewton
- KuaTo Studios
- Lithium Technologies Inc.
- Microsoft Corporation
- SAP SE
Note: Product cover images may vary from those shown
5 of 5
Note: Product cover images may vary from those shown
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