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Sept. 16, 2019, 3:55 a.m. EDT

Global Gamification Market: Up-To-Date Statistics, Development Areas And Emerging Opportunities Worldwide|Microsoft Corporation, Salesforce.Com, Badgeville, and Bunchball

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Sep 16, 2019 (AmericaNewsHour) -- Global Gamification By Deployment (On premises, Cloud based, and Hybrid), By Enterprise Size (Small and Medium Enterprises, and Large Enterprises), By End User (Retail, Banking, Government, and Others), and By Geography (North America, Europe, APAC, and RoW) - Global Forecast up to 2025

This market research report includes a detailed segmentation of the global gamification market by deployment (on premises, cloud based, and hybrid), by size (small and medium enterprises, and large enterprises), by end user (retail, banking, government, and others) and by geography (North America, Europe, APAC, and RoW). The market research report identifies Microsoft Corporation, Salesforce.Com, Badgeville, and Bunchball as the major vendors operating in the global gamification market.

Request a Sample Copy of Concerned Market Report @ https://www.kennethresearch.com/sample-request-10094799

Overview of the Global Gamification Market

According to Kenneth Research, the global gamification market will grow at a rate of over 30% during the forecast period 2019-2025 and will be valued more than $32 billion by 2025. The market for gamification is driven by the increasing number of mobile devices and internet penetration. The integration of social networking platform has further enhanced the effectiveness of gamification making it reliable for large number of applications such as for crowdsourcing.

According to the gamification market analysis, North America accounted for the largest share of the global gamification market in 2018. With the presence of the highest number of technology innovators and increasing adoption of gamifications to reorganize business operations, this region is expected to dominate the market during the forecast period. The Asia Pacific region is expected to witness the fastest growth rate due to rise in the adoption of Bring Your Own Device (BYOD) especially among SMEs to enhance employee satisfaction and consumer retention.

Gamification Market Research Competitive Analysis and Key Vendors
The report covers and analyzes the global gamification market. Major vendors across different verticals are increasingly developing products and investments in this market, and as a result the gamification market is expected to grow at a good pace in the coming years. The key players in the gamification market are adopting various organic as well as inorganic growth strategies such as mergers & acquisitions, collaborations & partnerships, joint ventures, and few other strategies to gain competitive advantage in the market.

Few of the Key Vendors in the Gamification Market

? Microsoft Corporation
? Salesforce.Com
? Badgeville, Inc.
? Bunchball
? Arcaris, Inc.
? SAP SE
? Bigdoor, Inc.
? Gigya
? Faya Corporation

These companies are providing hardware and software for gamifications. There are numerous other vendors that have been studied based on the portfolio, geographical presence, marketing & distribution channels, revenue generation, and significant investments in R&D for analysis of the entire ecosystem.

Get Free Exclusive Sample Copy of This Report @ https://www.kennethresearch.com/sample-request-10094799

Gamification Market Research By Deployment

? On-premises
? Cloud-based
? Hybrid

On the basis of deployment mode, the global gamification market is segmented to on-premises, cloud-based, and hybrid. Cloud-based subsegment is expected to grow significantly owing to low cost availability and user-friendly deployment mode.

Gamification Market Research By Enterprise Size

? Small and Medium Enterprises
? Large Enterprises

Based on enterprise size, the market is segmented into small and medium enterprises, and large enterprises. Large enterprises are expected to grow at the highest CAGR during the forecast period 2019-2025 predominately due to growing employee's participation in the large enterprises.

Gamification Market Research By End-User

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