Gamification 2017 Global Market Expected to Grow at CAGR 30.37% and Forecast to 2021
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PUNE, INDIA, August 30, 2017 /EINPresswire.com/ --The analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.
Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.
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Covered in this report
The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.
The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA
The report, Global Gamification Market 2017-2021, 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
• BADGEVILLE
• BigDoor Media
• Bunchball
• Gigya
Other prominent vendors
• Cadalys
• IActionable
• Lithium Technologies
• PUG PHARM
• Seriosity
Market driver
• Increased requirement for data on customer behaviour
• For a full, detailed list, view our report
Market challenge
• Gamification can be ineffective
• For a full, detailed list, view our report
Market trend
• Increasing penetration of customized marketing
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2020 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?
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Table Of Contents – Major Key Points
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market description
• Evolution of gamification
• Process of gamification
• Application areas of gamification
• Uses of gamification
• Advantages of gamification
PART 06: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 07: Market segmentation by application
• Global gamification market by application
• Global gamification market by consumer
• Global gamification market by enterprise
PART 08: Market segmentation by end-user
• Global gamification market by end-user
• Global gamification market by healthcare
• Global gamification market by entertainment
• Global gamification market by education
• Global gamification market by retail
• Global gamification market by consumer goods
• Global gamification market by media
• Global gamification market by others
PART 09: Market segmentation by need
• Global gamification market by need
• Global gamification market by user engagement
• Global gamification market by brand loyalty
• Global gamification market by brand awareness
• Global gamification market by training
• Global gamification market by motivation
PART 10: Geographical segmentation
• Global gamification market by geography
• Gamification market in Americas
• Gamification market in EMEA
• Gamification market in APAC
Continue…….
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