Global Gamification Market Overview:
Gamification refers to the utilization of game design principles to enhance customer engagement in non-game businesses. The particular strategies used range from the creation of reward schedules to creating levels of accomplishment via status and badges. Companies use gaming principles to extend interest in a product or service, or simply to deepen their customers' relationship with the brand. Based on the platform, the market has been segmented into an open platform and closed/ enterprise platform. Some of the key players profiled in the study are Cognizant Technology Solution Corp. (India), MPS Interactive Systems Limited (India), Microsoft Corporation (United States), Callidus Software Inc. (United States), Cut-e GmbH (AON, PLC) (Germany), Axonify Inc. (Canada), IActionable Inc. (United States), Bunchball Inc. (United States), SAP SE (Germany) and Salesforce.com, Inc. (United States). According to Market Analyst at AMA, the Global Gamification market may see a growth rate of 31.2%
On the basis of geography, the market of Gamification has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Enterprise Size, the sub-segment i.e. Small and Medium Enterprises will boost the Gamification market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Platform, the sub-segment i.e. Open Platform will boost the Gamification market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Deployment, the sub-segment i.e. On-premise will boost the Gamification market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands
- Enhanced Overall User Experience
- Mobile-based Gamification Gaining Momentum
- Crowdsourcing Seen as a Major Opportunity in Innovation and Development
- Using Gamification for Team Building
- Increased Penetration of Gamification in Mobile Learning Apps
- Augmented Reality and Virtual Reality Will Power Next-Gen Gamification Design
- Low Level of Awareness about Gamification
- Unclear Effects on User Attitudes and Behavior
- Growing Impetus of Digitization
- Growth of Social Media
- Growth of BYOD Penetration
- Lack of Improvement in Game Designs
Major Market Developments:
On 3 April 2018, BI WORLDWIDE (BIW) announced the acquisition of Bunchball, a market leader and innovator in gamification solutions. With both companies focusing on delivering measurable results at the core of their solutions, customers will benefit from the expanded and innovative offerings designed to drive behavior change.
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.
Gamification solution providers, Internet service providers, System integrators, Cloud service providers, Third party vendors, Application service providers and Technology providers
Major Objectives Focused through this Study
To define, describe, and forecast the Global Gamification market on the basis of product  , application [Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom and Others], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Gamification market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Gamification industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Players which are also part of the research are G-Cube (India) and Ambition (United States).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Gamification market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.