Global Energy Efficiency Gamification Market Overview:
Energy Efficiency Gamification is aimed at encouraging individuals to utilize less power and, in some situations, even encourages them to generate more power. There are a variety of such solutions that try to make the entire process of energy conservation a bit easier. In energy efficiency gamification; the user gets a reward for his efficiency while using the energy. It can be used on a number of devices, like smartphones or even on laptops. Many times, organizations use it to promote energy efficiency in the organization. With the increasing need for energy conservation, the demand for Energy Efficiency Gamification is increasing. The USA and Europe have the largest share of the market. Some of the players profiled in the study are Oroeco Inc. (United States), Evolaris (Austria), Lockheed Martin Corporation (United States), Opower Inc. (United States), JouleBug (United States), FuelGood (Germany), Simple Energy Inc. (United States), WeSpire Inc. (United States), Take Charge Challenge (United States) and Cool Choices Inc. (United States).
On the basis of geography, the market of Energy Efficiency 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). North America region held largest market share in the year 2020. If we see Market by Platform, the sub-segment i.e. Android will boost the Energy Efficiency Gamification market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Growth Drivers
- Need Of Energy Efficiency Gamification to Conserve Energy
- Demand Of Energy Efficiency Gamification to Motivate Individuals to Save Energy
- Adoption Of Energy Efficiency Gamification by Industrial Users
- Lack Of Awareness About the Energy Efficiency Gamification
- Growing Demand of Energy Efficiency Gamification in Developing Countries
- Increasing Air Pollution by Energy Industry Will Boost the Demand of Energy Efficiency Gamification
- Reluctant Nature of Individuals to Use Energy Efficiency Gamification
Key Market Developments:
On Oct 23rd, 2019, TRC Companies and Lockheed Martin Energy announced today that TRC will purchase Lockheed Martin Energy's Distributed Energy Solutions business. The transaction is part of Lockheed Martin Energy's goal to focus on energy and defense products and technologies. Lockheed Martin Energy is a division of Lockheed Martin dedicated to providing clients throughout the world with targeted, flexible, cheap, and effective energy products.
In March 2016, Opower, the world's top provider of cloud-based utility software, has released Opower 7, the latest version of its industry-leading customer interaction platform. The update offers a greatly enlarged collection of advanced business intelligence capabilities, allowing utility executives to extract relevant, actionable insights from an ever-growing pool of consumer data.
Venture Capitalists and Private Equity Firms, New Entrants/Investors, Analysts and Strategic Business Planners, Energy Efficiency Gamification, Suppliers and Distributors, Raw Material Suppliers, Government Regulatory and Research Organizations, End-Use Industries and Others
Major Objectives Focused through this Study
To define, describe, and forecast the Global Energy Efficiency Gamification market on the basis of product [Web-Based Energy Efficiency Gamification, Mobile Energy Efficiency Gamification, Desktop Energy Efficiency Gamification and Other] , application [Residential, Commercial and Industrial], 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 Energy Efficiency 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 Energy Efficiency 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
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Manufacturers which are also part of the research are .
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Energy Efficiency Gamification market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.