Global Gamification Market in Corporate Training Sector 2018-2022 - Product Image

Global Gamification Market in Corporate Training Sector 2018-2022

  • ID: 4564530
  • Report
  • Region: Global
  • 105 pages
  • TechNavio
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FEATURED COMPANIES

  • Badgeville
  • BUNCHBALL
  • Designing Digitally
  • Gameeffective
  • MORE
About Gamification Market in Corporate Training Sector

Gamification is the application of gaming elements to a company’s training curriculum to promote competitiveness and engagement among the employees.

The analysts forecast the Global Gamification Market in Corporate Training Sector to grow at a CAGR of 9.99% during the period 2018-2022.

Covered in this report

The report covers the present scenario and the growth prospects of the gamification market in corporate training sector. To calculate the market size, the report considers the revenue generated from the sales of gamification market in corporate training sector.

The market is divided into the following segments based on geography:
  • Americas
  • APAC
  • EMEA
The report, gamification market in corporate training sector 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • BUNCHBALL
  • Badgeville
  • Designing Digitally
  • Gameeffective
Market drivers
  • Increased adoption of digitally designed solutions in corporate training
  • For a full, detailed list, view the full report
Market challenges
  • High capital investments and low chances of profitability
  • For a full, detailed list, view the full report
Market trends
  • Increased integration of social learning and micro-learning in corporate training
  • For a full, detailed list, view the full report
Key questions answered in this report
  • What will the market size be in 2022 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?
You can request one free hour of the analyst’s time when you purchase this market report. Details are provided within the report.
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FEATURED COMPANIES

  • Badgeville
  • BUNCHBALL
  • Designing Digitally
  • Gameeffective
  • MORE
PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE
  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis
PART 05: MARKET SIZING
  • Market definition
  • Market sizing 2017
  • Market size and forecast 2017-2022
PART 06: FIVE FORCES ANALYSIS
  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition
PART 07: MARKET SEGMENTATION BY APPLICATION
  • Comparison by application
  • Structure-based gamification - Market size and forecast 2017-2022
  • Content-based gamification - Market size and forecast 2017-2022
  • Market opportunity by application
PART 08: CUSTOMER LANDSCAPE

PART 09: REGIONAL LANDSCAPE
  • Geographical segmentation
  • Regional comparison
  • Americas - Market size and forecast 2017-2022
  • EMEA - Market size and forecast 2017-2022
  • APAC - Market size and forecast 2017-2022
  • Market opportunity
PART 10: DECISION FRAMEWORK

PART 11: DRIVERS AND CHALLENGES
  • Market drivers
  • Market challenges
PART 12: MARKET TRENDS

PART 13: VENDOR LANDSCAPE
  • Overview
  • Landscape disruption
PART 14: VENDOR ANALYSIS
  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • BUNCHBALL
  • Badgeville
  • Designing Digitally
  • Gameeffective
PART 15: APPENDIX
  • List of abbreviations
List of Exhibits
Exhibit 01: Parent market
Exhibit 02: Global gamification market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition - Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global - Market size and forecast 2017-2022 ($ bn)
Exhibit 09: Global - Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2017
Exhibit 18: Application - Market share 2017-2022 (%)
Exhibit 19: Comparison by application
Exhibit 20: Structure-based gamification - Market size and forecast 2017-2022 ($ bn)
Exhibit 21: Structure-based gamification - Year-over-year growth 2018-2022 (%)
Exhibit 22: Content-based gamification - Market size and forecast 2017-2022 ($ bn)
Exhibit 23: Content-based gamification - Year-over-year growth 2018-2022 (%)
Exhibit 24: Market opportunity by application
Exhibit 25: Customer landscape
Exhibit 26: Global - Market share by geography 2017-2022 (%)
Exhibit 27: Regional comparison
Exhibit 28: Americas - Market size and forecast 2017-2022 ($ bn)
Exhibit 29: Key leading countries
Exhibit 30: Americas - Year-over-year growth 2018-2022 (%)
Exhibit 31: EMEA - Market size and forecast 2017-2022 ($ bn)
Exhibit 32: Key leading countries
Exhibit 33: EMEA - Year-over-year growth 2018-2022 (%)
Exhibit 34: APAC - Market size and forecast 2017-2022 ($ bn)
Exhibit 35: Key leading countries
Exhibit 36: APAC - Year-over-year growth 2018-2022 (%)
Exhibit 37: Market opportunity
Exhibit 38: Vendor landscape
Exhibit 39: Landscape disruption
Exhibit 40: Vendors covered
Exhibit 41: Vendor classification
Exhibit 42: Market positioning of vendors
Exhibit 43: BUNCHBALL: Overview
Exhibit 44: BUNCHBALL - Organizational developments
Exhibit 45: BUNCHBALL - Geographic focus
Exhibit 46: BUNCHBALL- Key offerings
Exhibit 47: Badgeville: Overview
Exhibit 48: Badgeville - Organizational developments
Exhibit 49: Badgeville - Geographic focus
Exhibit 50: Badgeville - Key offerings
Exhibit 51: Designing Digitally: Overview
Exhibit 52: Designing Digitally - Organizational developments
Exhibit 53: Designing Digitally - Geographic focus
Exhibit 54: Designing Digitally- Key offerings
Exhibit 55: Gameeffective: Overview
Exhibit 56: Gameeffective - Organizational developments
Exhibit 57: Exhibit 56: Gameeffective - Geographic focus
Exhibit 58: Exhibit 56: Gameeffective - Key offerings
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FEATURED COMPANIES

  • Badgeville
  • BUNCHBALL
  • Designing Digitally
  • Gameeffective
  • MORE
New Report Released: - Gamification Market in Corporate Training Sector 2018-2022.

The author of the report recognizes the following companies as the key players in the gamification market in corporate training sector: BUNCHBALL, Badgeville, Designing Digitally, Gameeffective.

Commenting on the report, an analyst from the research team said: “One trend affecting this market is the increased integration of social learning and micro-learning in corporate training”. Social learning collaborated with social media and its associated technologies, which in turn, drives the demand for gamification and serious games in the market.

According to the report, one driver influencing this market is the increased adoption of digitally designed solutions in corporate training. The adoption of various digitally designed curriculum for corporate training programs by various sectors is driving the market. Organizations are inculcating technologies like virtual reality, online serious games, and customized training solutions in their systems.

Further, the report states that one challenge affecting this market is the high capital investments and low chances of profitability. Corporate companies demand customized services for the planning of gamification corporate training programs as per the requirement. The customization ensures better implication and outcomes of the training program.

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.
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  • BUNCHBALL
  • Badgeville
  • Designing Digitally
  • Gameeffective
Note: Product cover images may vary from those shown
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