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FEATURED COMPANIES
- Allen Interactions Inc.
- Aon Plc
- Axonify Inc.
- Classcraft Studios Inc.
- Gamification Ltd.
- Influitive Corp.
1h Free Analyst Time
Speak directly to the analyst to clarify any post sales queries you may have.
The publisher has been monitoring the gamification market and it is poised to grow by $27.77 bn during 2022-2026 progressing at a CAGR of 29.15% during the forecast period. The report on the gamification market provides a holistic analysis, of market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current global market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing adoption of gamification in e-learning, increased adoption of gamification-based corporate training, and increasing implementation of a customer-centric business model.
The gamification market analysis includes application and end-user segments and geographic landscape.
This study identifies the rise in mergers and acquisitions as one of the prime reasons driving the gamification market growth during the next few years. Also, the integration of advanced technologies in gamification solutions, and increasing use of AR and VR in educational gamification solutions will lead to sizable demand in the market.
The publisher's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gamification market vendors that include Allen Interactions Inc., Ambition, Aon Plc, Ascent Cloud LLC, Axonify Inc., BI WORLDWIDE, Classcraft Studios Inc., Cognizant Technology Solutions Corp., Designing Digitally Inc., Gamification Ltd., ImmersionOne Inc., Influitive Corp., Learning Technologies Group Plc, Microsoft Corp., MPS Interactive Systems Ltd., MRCC Group, Paradigm Learning Inc., PUG Interactive Inc., Raydiant Inc., and SAP SE. Also, the gamification market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
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 an analysis of the key vendors.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
The report offers an up-to-date analysis regarding the current global market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing adoption of gamification in e-learning, increased adoption of gamification-based corporate training, and increasing implementation of a customer-centric business model.
The gamification market analysis includes application and end-user segments and geographic landscape.
The gamification market is segmented as below:
By Application
- Consumer-driven application
- Enterprise-driven application
By End-user
- Healthcare
- Entertainment
- Retail
- Education
- Others
By Geographical Landscape
- North America
- Europe
- APAC
- South America
- The Middle East and Africa
This study identifies the rise in mergers and acquisitions as one of the prime reasons driving the gamification market growth during the next few years. Also, the integration of advanced technologies in gamification solutions, and increasing use of AR and VR in educational gamification solutions will lead to sizable demand in the market.
The report on the gamification market covers the following areas:
- Gamification market sizing
- Gamification market forecast
- Gamification market industry analysis
The publisher's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gamification market vendors that include Allen Interactions Inc., Ambition, Aon Plc, Ascent Cloud LLC, Axonify Inc., BI WORLDWIDE, Classcraft Studios Inc., Cognizant Technology Solutions Corp., Designing Digitally Inc., Gamification Ltd., ImmersionOne Inc., Influitive Corp., Learning Technologies Group Plc, Microsoft Corp., MPS Interactive Systems Ltd., MRCC Group, Paradigm Learning Inc., PUG Interactive Inc., Raydiant Inc., and SAP SE. Also, the gamification market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
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 an analysis of the key vendors.
The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
FEATURED COMPANIES
- Allen Interactions Inc.
- Aon Plc
- Axonify Inc.
- Classcraft Studios Inc.
- Gamification Ltd.
- Influitive Corp.
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Five Forces Analysis
5 Market Segmentation by Application
6 Market Segmentation by End-user
7 Market Segmentation by Objective
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
List of Exhibits
FEATURED COMPANIES
- Allen Interactions Inc.
- Aon Plc
- Axonify Inc.
- Classcraft Studios Inc.
- Gamification Ltd.
- Influitive Corp.
The publisher recognizes the following companies as the key players in the global gamification market: Allen Interactions Inc., Ambition, Aon Plc, Ascent Cloud LLC, Axonify Inc., BI WORLDWIDE, Classcraft Studios Inc., Cognizant Technology Solutions Corp., Designing Digitally Inc., Gamification Ltd., ImmersionOne Inc., Influitive Corp., Learning Technologies Group Plc, Microsoft Corp., MPS Interactive Systems Ltd., MRCC Group, Paradigm Learning Inc., PUG Interactive Inc., Raydiant Inc., and SAP SE.
Commenting on the report, an analyst from the research team said: `The latest trend gaining momentum in the market is a rise in mergers and acquisitions.`
According to the report, one of the major drivers for this market is the increasing adoption of gamification in e-learning.
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.
Commenting on the report, an analyst from the research team said: `The latest trend gaining momentum in the market is a rise in mergers and acquisitions.`
According to the report, one of the major drivers for this market is the increasing adoption of gamification in e-learning.
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.
A selection of companies mentioned in this report includes:
- Allen Interactions Inc.
- Ambition
- Aon Plc
- Ascent Cloud LLC
- Axonify Inc.
- BI WORLDWIDE
- Classcraft Studios Inc.
- Cognizant Technology Solutions Corp.
- Designing Digitally Inc.
- Gamification Ltd.
- ImmersionOne Inc.
- Influitive Corp.
- Learning Technologies Group Plc
- Microsoft Corp.
- MPS Interactive Systems Ltd.
- MRCC Group
- Paradigm Learning Inc.
- PUG Interactive Inc.
- Raydiant Inc.
- SAP SE