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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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On the basis of end user, the market is segmented into retail, banking, government, and others. Retail segment holds the largest share in the global gamification market. This is due to the growing need of online retailers to create interactive experiences with the customers.

Gamification Market Research Benefits

The report provides an in-depth analysis of the gamification market. Factors such as increasing employee/customer engagement and improved loyalty is positively impacting the demand for gamifications globally. Recent developements indicate that this technology is approaching market readiness.

Over 60% of the business transformation fails due to lack of employee/customer engagement. Therefore, large number of companies are taking initiatives to follow gamification techniques/mechanics and bring changes in the organization. For instance Sand Cloud uses a spinner app with the exit intent, which appears on the screen. The customers have to fill few details such as their email id for the purpose of spinning wheel. The spinner is fixed and rewards including discount are provided to customers, thus attracting the customer base. Implementation of gamification will improve MTTR by up to 15%. Industries are increasingly implementing gamification. These enterprises are leveraging gamification technology predominantly to enhance their customer loyalty.

Currently, due to ease in the accessibility to digital platforms millennials have multiple choices to select the best based on their need in the online education systems. Student's low attention levels have resulted in implementation of gamification by the faculties and it is emerging as a medium of learning to earn the interest of the students. Similarly, enterprises are implementing gamification across departments to make their employees achieve their goals.

Currently, several gamification players are offering solutions that are being used in the areas including media, retail, healthcare, education, corporate governance, e-commerce, entertainment, and mobile apps. The report discusses the market in terms of deployment, end-user, enterprise size, and regions. Further, the report provides details about the major challenges and drivers impacting the market growth.

About Kenneth Research

Kenneth Research provides market research reports to different individuals, industries, associations and organizations with an aim of helping them to take prominent decisions. Our research library comprises of more than 10,000 research reports provided by more than 15 market research publishers across different industries. Our collection of market research solutions covers both macro level as well as micro level categories with relevant and suitable market research titles. As a global market research reselling firm, Kenneth Research provides significant analysis on various markets with pure business intelligence and consulting services on different industries across the globe. In addition to that, our internal research team always keep a track on the international and domestic market for any economic changes impacting the products' demand, growth and opportunities for new and existing players.

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The post Global Gamification Market: Up-To-Date Statistics, Development Areas And Emerging Opportunities Worldwide|Microsoft Corporation, Salesforce.Com, Badgeville, and Bunchball appeared first on America News Hour .

COMTEX_352408970/2606/2019-09-16T03:54:44

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