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Global Gamification Market Analysis 2018 - Forecast to 2025

  • ID: 4761135
  • Report
  • Region: Global
  • 137 pages
  • Hoovers Research
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FEATURED COMPANIES

  • Arcaris Inc.
  • Bunchball
  • Faya Corporation
  • Gigya
  • Knewton
  • Leveleleven
  • MORE
This research analysis is one of the most accurate studies performed using the combinational analytical tools. The report contains up to date financial data derived from varied research sources to present unique and reliable analysis. Assessment of major trends with potential impact on the market during the next eight years, including a deep dive analysis of market segmentation which comprises of sub markets, regional and country level analysis. The report provides a comprehensive outlook about the market share along with strategic recommendations based on the emerging segments.

This research report analyzes the global markets with in-depth insights. The market assessment is performed through standard and the tailored research methodology approach. The market overview offers in depth analysis at the regional and country level, for instance North America (U.S., Canada and Mexico), Europe (Germany, France, Italy, U.K., Spain and ROE), Asia-Pacific (China, Japan, India, Australia, South Korea and Rest of APAC), South America (Argentina, Brazil, Venezuela, Chile, and Peru) and Middle East & Africa (UAE, Saudi Arabia, Qatar, Iran, South Africa, and Rest of MEA).

Annual estimations and forecasts are provided from the year 2016 to 2025 for each given segment and sub segments. Market data derived from the authenticated and reliable sources is subjected to validation from the industry experts. The report also analyzes the market by discussing market dynamics such as drivers, constraints, opportunities, threats, challenges and other market trends.

Competitive landscaping provides the recent activities performed by the active players in the market. Activities such as product launch, agreements, joint ventures, partnerships, acquisitions and mergers, and other activities.

This report provides:
  • Market Sizing estimations and forecasts across the given market segments
  • Identifying market dynamics (Drivers, Restraints, Opportunities, Threats, Challenges and Opportunities)
  • Strategic recommendations in key business segments based on the market estimations
  • Regional and country level market analysis
  • Competitive landscaping of major market players
  • Company profiling covering the financials, recent activities and the future strategies
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Note: Product cover images may vary from those shown
2 of 4

FEATURED COMPANIES

  • Arcaris Inc.
  • Bunchball
  • Faya Corporation
  • Gigya
  • Knewton
  • Leveleleven
  • MORE
1 Introduction
1.1 Scope of the Report
1.2 Report Description
1.3 Research Methodology
1.4 Research Sources
1.4.1 Secondary Research
1.4.2 Primary Research
1.4.3 Assumptions
1.5 List of Abbreviations

2 Executive Summary

3 Market Analysis
3.1 Market Segmentation
3.2 Market Size Estimation
3.3 Market Drivers
3.4 Market Constraints

4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Gamification Market by Platform
5.1 Introduction
5.2 Closed/ Enterprise Platform
5.3 Open Platform

6 Gamification Market by Deployment Mode
6.1 Introduction
6.2 On-cloud
6.3 On-premise
6.4 Hybrid

7 Gamification Market by Size
7.1 Introduction
7.2 Large Enterprises
7.3 Small and Medium Enterprises

8 Gamification Market by Customer Type
8.1 Introduction
8.2 Consumer-Driven Solution
8.3 Enterprise-Driven Solution

9 Gamification Market by Solution
9.1 Introduction
9.2 Open Source Providers
9.3 Mobile Software Development Kit (SDK)/Location Based Services (LBS)
9.4 Gamification Platform and Service Providers

10 Gamification Market by Service
10.1 Introduction
10.2 Social Connectors
10.3 Enterprise Apps Integrable Services

11 Gamification Market by Application
11.1 Introduction
11.2 Support
11.3 Human Resource
11.4 Marketing
11.5 Research & Product Development
11.6 Sales
11.7 Lifestyle
11.8 Other Applications

12 Gamification Market by End User
12.1 Introduction
12.2 Media and Publishing
12.3 Travel and Logistics
12.4 Healthcare/Pharmaceuticals & Life Sciences
12.5 Retail and Consumer Goods
12.6 Government
12.7 Banking, Financial Services, and Insurance
12.8 Entertainment
12.9 Education and Research
12.10 E-Commerce
12.11 IT and Telecom
12.12 Corporate Enterprises
12.13 Energy Power and Utilities
12.14 Other End Users

13 Geographical Segmentation
13.1 North America
13.1.1 US
13.1.2 Canada
13.1.3 Mexico
13.2 Europe
13.2.1 Germany
13.2.2 France
13.2.3 Italy
13.2.4 UK
13.2.5 Spain
13.2.6 Rest of Europe
13.3 Asia Pacific
13.3.1 Japan
13.3.2 China
13.3.3 India
13.3.4 Australia
13.3.5 New Zealand
13.3.6 Rest of Asia Pacific
13.4 South America
13.4.1 Argentina
13.4.2 Brazil
13.4.3 Venezuela
13.4.4 Chile
13.4.5 Peru
13.5 Middle East & Africa
13.5.1 UAE
13.5.2 Saudi Arabia
13.5.3 Qatar
13.5.4 Iran
13.5.5 South Africa
13.5.6 Rest of Middle East & Africa

14 Vendor Landscaping
14.1 Agreements, Partnerships, Collaborations and Joint Ventures
14.2 Acquisitions & Mergers
14.3 New Product Launch
14.4 Expansions
14.5 Other Key Strategies

15 Company Profiles
15.1 Microsoft Corporation
15.2 SAP SE
15.3 Gigya
15.4 Salesforce.Com
15.5 Bigdoor, Inc.
15.6 Bunchball
15.7 iActionable
15.8 Faya Corporation
15.9 Lithium Technologies Inc.
15.10 Arcaris Inc.
15.11 Cisco Systems Inc.
15.12 Leveleleven
15.13 Kuato Studios
15.14 Knewton
15.15 Gamify

16 Appendix

17 Disclaimer

List of Tables
Table 1 Global Gamification Market Analysis, by Region, (2017-2027) ($MN)
Table 2 Global Gamification Market Analysis, by Platform, (2017-2027) ($MN)
Table 3 Global Gamification Market Analysis, by Closed/ Enterprise Platform, (2017-2027) ($MN)
Table 4 Global Gamification Market Analysis, by Open Platform, (2017-2027) ($MN)
Table 5 Global Gamification Market Analysis, by Deployment Mode, (2017-2027) ($MN)
Table 6 Global Gamification Market Analysis, by On-cloud, (2017-2027) ($MN)
Table 7 Global Gamification Market Analysis, by On-premise, (2017-2027) ($MN)
Table 8 Global Gamification Market Analysis, by Hybrid, (2017-2027) ($MN)
Table 9 Global Gamification Market Analysis, by Size, (2017-2027) ($MN)
Table 10 Global Gamification Market Analysis, by Large Enterprises, (2017-2027) ($MN)
Table 11 Global Gamification Market Analysis, by Small and Medium Enterprises, (2017-2027) ($MN)
Table 12 Global Gamification Market Analysis, by Customer Type, (2017-2027) ($MN)
Table 13 Global Gamification Market Analysis, by Consumer-Driven Solution, (2017-2027) ($MN)
Table 14 Global Gamification Market Analysis, by Enterprise-Driven Solution, (2017-2027) ($MN)
Table 15 Global Gamification Market Analysis, by Solution, (2017-2027) ($MN)
Table 16 Global Gamification Market Analysis, by Open Source Providers, (2017-2027) ($MN)
Table 17 Global Gamification Market Analysis, by Mobile Software Development Kit (SDK)/Location Based Services (LBS), (2017-2027) ($MN)
Table 18 Global Gamification Market Analysis, by Gamification Platform and Service Providers, (2017-2027) ($MN)
Table 19 Global Gamification Market Analysis, by Service, (2017-2027) ($MN)
Table 20 Global Gamification Market Analysis, by Social Connectors, (2017-2027) ($MN)
Table 21 Global Gamification Market Analysis, by Enterprise Apps Integrable Services, (2017-2027) ($MN)
Table 22 Global Gamification Market Analysis, by Application, (2017-2027) ($MN)
Table 23 Global Gamification Market Analysis, by Support, (2017-2027) ($MN)
Table 24 Global Gamification Market Analysis, by Human Resource, (2017-2027) ($MN)
Table 25 Global Gamification Market Analysis, by Marketing, (2017-2027) ($MN)
Table 26 Global Gamification Market Analysis, by Research & Product Development, (2017-2027) ($MN)
Table 27 Global Gamification Market Analysis, by Sales, (2017-2027) ($MN)
Table 28 Global Gamification Market Analysis, by Lifestyle, (2017-2027) ($MN)
Table 29 Global Gamification Market Analysis, by Other Applications, (2017-2027) ($MN)
Table 30 Global Gamification Market Analysis, by End User, (2017-2027) ($MN)
Table 31 Global Gamification Market Analysis, by Media and Publishing, (2017-2027) ($MN)
Table 32 Global Gamification Market Analysis, by Travel and Logistics, (2017-2027) ($MN)
Table 33 Global Gamification Market Analysis, by Healthcare/Pharmaceuticals & Life Sciences, (2017-2027) ($MN)
Table 34 Global Gamification Market Analysis, by Retail and Consumer Goods, (2017-2027) ($MN)
Table 35 Global Gamification Market Analysis, by Government, (2017-2027) ($MN)
Table 36 Global Gamification Market Analysis, by Banking, Financial Services, and Insurance, (2017-2027) ($MN)
Table 37 Global Gamification Market Analysis, by Entertainment, (2017-2027) ($MN)
Table 38 Global Gamification Market Analysis, by Education and Research, (2017-2027) ($MN)
Table 39 Global Gamification Market Analysis, by E-Commerce, (2017-2027) ($MN)
Table 40 Global Gamification Market Analysis, by IT and Telecom, (2017-2027) ($MN)
Table 41 Global Gamification Market Analysis, by Corporate Enterprises, (2017-2027) ($MN)
Table 42 Global Gamification Market Analysis, by Energy Power and Utilities, (2017-2027) ($MN)
Table 43 Global Gamification Market Analysis, by Other End Users, (2017-2027) ($MN)

NOTE: Tables for North America, Europe, Asia Pacific, South America, and Middle East & Africa are represented in the same manner above
Note: Product cover images may vary from those shown
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  • Microsoft Corporation
  • SAP SE
  • Gigya
  • Salesforce.Com
  • Bigdoor, Inc.
  • Bunchball
  • iActionable
  • Faya Corporation
  • Lithium Technologies Inc.
  • Arcaris Inc.
  • Cisco Systems Inc.
  • Leveleleven
  • Kuato Studios
  • Knewton
  • Gamify
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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