The article cited AMA's "Global Gamification Market Study" explored CAGR of 31.2%. According to the report, Using Gamification for Team Building
is one of the primary growth factors for the market. Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands
is also expected to contribute significantly to the Gamification market. Overall, Retail
applications of Gamification, and the growing awareness of them, is what makes this segment of the industry important to its overall growth. The Enterprise Size, such as Small and Medium Enterprises, is boosting the Gamification market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.The Platform, such as Open Platform, is boosting the Gamification market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.The Deployment, such as On-premise, is boosting the Gamification market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
AMAs Analyst on the Global Gamification market identified that the demand is rising in many different parts of the world as "Growing Impetus of Digitization
". Furthermore, some recent industry insights like "On 2 March 2017, Callidus Software Inc., a global leader in cloud-based sales, marketing, learning and customer experience solutions, announced the launch of ServiceMotivate, a new solution focusing on improving customer experience and lifting agent performance in the call center. ServiceMotivate, drives better results by adding digital motivation, gamification, and customer feedback directly into the existing work environment for call center agents." is constantly making the industry dynamic.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global Gamification market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the Gamification market and other related sub-markets covered in the study.
o Key & emerging players in the market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall market size is calculated using market estimation process, the market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the market size has been validated using both top-down and bottom-up approaches.