Gamification Market - Global Opportunity Analysis and Industry Forecast (2019-2025)


Posted April 30, 2021 by shitalbombe1

Gamification Market by Solutions (Engagement and Performance Services, Strategic Services, Consulting and Professional Services), by End-user (Banking, Retail, Government, Education, IT and Telecom, Healthcare, Others)
 
Meticulous Research® – leading global market research company is researching on Gamification market titled “Gamification Market Solutions (Engagement & Performance Services, Strategic Services, Consulting & Professional Services), by End-use (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), by Application (Marketing, Sales, Product Development, Human Resource, Others), by Organization Size (Small and Medium Enterprises, Large Enterprises), and Region – Global Forecast to 2025”.

Increasing adoption of innovative technologies such as penetration of devices with display & web and rapid acceptance of social networks are some the key factors driving the global gamification market. It is projected to influence individual’s needs for socializing, knowledge, mastery, rivalry, accomplishment, position, closure, or just their answer to the framing of a situation as a game which encourages companies to move towards gamification.

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Retail segment is projected to Register Exponential Growth during the Forecasted Period in the Gamification Market

Based on end-use, the gamification market is segmented into banking, retail, government, education, education, IT & telecom, healthcare, and others. Among these, the retail segment is expected to be the fastest growing category in the market during the forecast period. The retail segment is on high growth trajectory driven by strategic or engagement services, without distracting the core idea of the business. It offers positive behaviours from customers and employees, leading to a rich brand understanding and higher sales. It also recruits new and frequent customers to store, while offering understandings into how shoppers participate with a brand.

Gamification Market Segmentation:
Gamification Solutions & Services

Engagement & Performance Services
Strategic Services
Consulting & Professional Services
Gamification End-use Industry

Banking
Retail
Government
Education
IT & Telecom
Healthcare
Others
Gamification Applications

Marketing
Sales
Product Development
Human Resource
Others
Gamification Segmentation by Organization Size

Small and Medium Enterprises
Large Enterprises
Gamification Segmentation by Region

North America
U.S
Canada
Europe
U.K.
Germany
France
Italy
Spain
Rest of Europe
Asia-Pacific
China
India
Japan
Rest of Asia-Pacific
Rest of World
Latin America
The Middle East and Africa

To gain more insights into the market with a detailed table of content and figures, click here: https://www.meticulousresearch.com/product/gamification-market-research-5015

Marketing Segment is expected to Witness the Highest CAGR during the Forecast Period

Based on application, the gamification market is segmented into marketing, sales, product development, and HR. Among these, marketing and sales are projected to grow at the highest rate in the coming years.

Asia-Pacific: The Fastest Growing Regional Market

Geographically, North America, comprising the U.S. and Canada, accounted for the largest share of the global market. However, Asia-Pacific is expected to witness rapid growth during the forecast period. The growth of this market is mainly due to the increasing number of internet and smartphone users in the region and growing strategic collaborative initiatives, especially by using social media integration tools, which led to the greater usage of gamification.

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Key Players

The report includes competitive landscape based on extensive assessment of the key strategic developments adopted by the leading market participants in the industry. The key players profiled in the gamification market are Microsoft Corporation (US), Cognizant Technology Solution Corp. (US), MPS Interactive Systems Limited (India), Ambition (US), Callidus Software Inc. (US), Axonify Inc. (UK), IActionable Inc. (US), Bunchball Inc. (India), G-Cube (INDIA), Cut-e GmbH (AON, PLC) (GERMANY).

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Categories Business , Research , Technology
Tags games , gamification , gamification market , ict , information technology
Last Updated April 30, 2021