HOME Top Market Reports Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020

Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020

By: marketsandmarkets.com
Publishing Date: February 2016
Report Code: TC 1445

 

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MarketsandMarkets estimates the global gamification market to grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020, at a CAGR of 46.3%. The base year considered for the study is 2014 and the forecast period is 2015-2020.

Gamification has gained traction on the global front since the past few decades. Gamification involves techniques to enrich customer loyalty and employee productivity which plays an important role in the growth of the company. Gamification is used in a company as a marketing tool to increase the customer base. Moreover, these gamified solutions are also used to engage employees in the organization’s strategy and planning processes. The report segments the gamification market into solutions, applications, deployment types, user types, verticals, and regions.

Major players in the gamification ecosystem were identified across regions, their offerings, and, distribution channels; the regional presence has been studied through in-depth discussions. The average revenue generated by these companies segmented by region was used to arrive at the overall gamification market size. This overall market size is used in the top-down procedure to estimate the sizes of other individual markets via percentage splits from secondary and primary research. The entire procedure includes the study of the annual and financial reports of the top market players and extensive interview of key insights from industry leaders, such as CEOs, VPs, directors and marketing executives.

All percentage splits and breakdowns were determined using secondary sources and verified through primary sources. All possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. This data is consolidated and added with detailed inputs and analysis from MarketsandMarkets and presented in this report.

The breakdown of profiles of primary is depicted in the below figure:

Gamification Market

One of the other major factors driving this market is the adoption of Bring Your Own Device (BYOD) technology within the organizations and the growing usage of social media. The usage of social media among employees and customers for various purposes has increased the focus of the organizations toward image building in social media.

The ecosystem of the market consists of gamification solution providers, IT developers, system integrators, and other players.

The study answers several questions for the stakeholders, primarily, which market segments to focus in the next two to five years for prioritizing the efforts and investments.

The report segments the gamification market on the following basis:

Target audience:

  • Gamification solution providers
  • Internet service providers
  • System integrators
  • Cloud service providers
  • Third party vendors
  • Application service providers
  • Technology providers

This report provides global adoption trends, future growth potential, key drivers, restraints, opportunities, and best practices in the market. The report also examines the growth potential market sizes and revenue forecasts across different regions as well as user segment.

Scope of the Report:

The report segments the market on the following basis.

  • On the basis of solutions:
    • Consumer Driven
    • Enterprise Driven
  • On the basis of applications:
    • Sales
    • Human resource
    • Marketing
    • Support
    • Product development
    • Others
  • On the basis of deployment types:
    • On-Premises
    • Cloud
  • On the basis of user types:
    • Large enterprise
    • SMBs
  • On the basis of verticals:
    • Retail and consumer goods
    • Entertainment
    • Media and Publishing
    • Healthcare
    • E-Commerce
    • BFSI
    • Education
    • Travel and Logistics
    • Government
    • Others
  • On the basis of regions:
    • North America
    • Europe
    • Asia Pacific (APAC)
    • Middle East and Africa (MEA)
    • Latin America

Also, detailed segmental analysis such as country level segmentation of various regions can also be provided as a customization

Table of Contents

1 Introduction (Page No. - 13)
    1.1 Objectives of the Study
    1.2 Market Definition
    1.3 Market Scope
           1.3.1 Markets Covered
           1.3.2 Year
    1.4 Currency
    1.5 Limitations
    1.6 Stakeholders

2 Research Methodology (Page No. - 16)
    2.1 Research Data
           2.1.1 Key Data Taken From Secondary Sources
           2.1.2 Key Data Taken From Primary Sources
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
           2.2.2 Top-Down Approach
    2.3 Market Breakdown and Data Triangulation
           2.3.1 Key Industry Insights
    2.4 Assumptions

3 Executive Summary (Page No. - 24)

4 Premium Insights (Page No. - 28)
    4.1 Attractive Market Opportunities in the Market
    4.2 Gamification Market
    4.3 Market Potential
    4.4 Gamification Deployment Type Market (2015)
    4.5 Gamification Solution Market
    4.6 Lifecycle Analysis, By Region, 2015

5 Gamification Market Overview (Page No. - 31)
    5.1 Introduction
    5.2 Market Segmentation
           5.2.1 Market, By Solution
           5.2.2 Market, By Application
           5.2.3 Market, By Deployment Type
           5.2.4 Market, By User Type
           5.2.5 Market, By Industry
           5.2.6 Market, By Region
    5.3 Market Dynamics
           5.3.1 Drivers
                    5.3.1.1 Increasing Roi
                    5.3.1.2 Enhanced Overall User Experience
                    5.3.1.3 Increased Need of Gamification Solutions and Applications in Enterprise and Consumer Brands
           5.3.2 Restraints
                    5.3.2.1 Low Level of Awareness About Gamification
                    5.3.2.2 Unclear Effects on User Attitudes and Behavior
           5.3.3 Opportunities
                    5.3.3.1 Growing Impetus of Digitization
                    5.3.3.2 Growth of Social Media
                    5.3.3.3 Growth of Byod Penetration
           5.3.4 Challenges
                    5.3.4.1 Lack of Improvement in Game Designs

6 Industry Trends (Page No. - 39)
    6.1 Introduction
    6.2 Gamification Market: Value Chain Analysis
    6.3 Porter’s Five Forces Analysis
           6.3.1 Threat of New Entrants
           6.3.2 Threat of Substitutes
           6.3.3 Bargaining Power of Suppliers
           6.3.4 Bargaining Power of Buyers
           6.3.5 Intensity of Competitive Rivalry

7 Gamification Market Analysis, By Solution (Page No. - 43)
    7.1 Introduction
    7.2 Enterprise-Driven Solution
    7.3 Consumer-Driven Solution

8 Gamification Market Analysis, By Application (Page No. - 48)
    8.1 Introduction
    8.2 Marketing
    8.3 Sales
    8.4 Support
    8.5 Product Development
    8.6 Human Resource
    8.7 Others

9 Gamification Market Analysis, By Deployment Type (Page No. - 57)
    9.1 Introduction
    9.2 on Premises
    9.3 Cloud

10 Gamification Market Analysis, By User Type (Page No. - 63)
     10.1 Introduction
     10.2 Small and Medium Businesses
     10.3 Large Enterprise

11 Gamification Market Analysis, By Industry (Page No. - 68)
     11.1 Introduction
     11.2 Retail and Consumer Goods
     11.3 Entertainment
     11.4 Media and Publishing
     11.5 Healthcare
     11.6 E-Commerce
     11.7 Banking, Financial Services, and Insurance
     11.8 Education
     11.9 Travel and Logistics
     11.10 Government
     11.11 Others

12 Geographic Analysis (Page No. - 79)
     12.1 Introduction
     12.2 North America
     12.3 Europe
     12.4 Asia-Pacific
     12.5 Middle East and Africa
     12.6 Latin America

13 Competitive Landscape (Page No. - 94)
     13.1 Overview
     13.2 Competitive Situation and Trends
             13.2.1 New Product Launches
             13.2.2 Partnerships
             13.2.3 Acquisitions

14 Company Profile (Page No. - 99)
     14.1 Introduction
(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
     14.2 Microsoft Corporation
     14.3 Salesforce.Com
     14.4 Badgeville, Inc.
     14.5 Bunchball
     14.6 Arcaris Inc.
     14.7 SAP SE
     14.8 Bigdoor, Inc.
     14.9 Gigya
     14.10 Faya Corporation
     14.11 Leveleleven

*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View Might Not Be Captured in Case of Unlisted Companies.

15 Appendix (Page No. - 120)
     15.1 Industry Excerpts
     15.2 Discussion Guide
     15.3 Introducing RT: Real-Time Market Intelligence
     15.4 Available Customizations
     15.5 Related Reports


List of Tables (73 Tables)

Table 1 Global Gamification Market Size and Growth Rate, 2013–2020 (USD Million, Y-O-Y%)
Table 2 Market: Analysis of Drivers
Table 3 Market: Analysis of Restraints
Table 4 Market: Analysis of Opportunities
Table 5 Market: Analysis of Challenges
Table 6 Market, By Solution, 2013–2020 (USD Million)
Table 7 Enterprise-Driven Solution Market: Market Size, By Region, 2013–2020 (USD Million)
Table 8 Enterprise-Driven Solution Market: Market Size, By User Type, 2013–2020 (USD Million)
Table 9 Consumer-Driven Solution Market: Market Size, By Region, 2013–2020 (USD Million)
Table 10 Consumer-Driven Solution Market: Market Size, By User Type, 2013–2020 (USD Million)
Table 11 Gamification Market Size, By Application, 2013–2020 (USD Million)
Table 12 Marketing: Market Size, By Region, 2013–2020 (USD Million)
Table 13 Marketing: Market Size, By User Type, 2013–2020 (USD Million)
Table 14 Sales Market: Market Size, By Region, 2013–2020 (USD Million)
Table 15 Sales: Market Size, By User Type, 2013–2020 (USD Million)
Table 16 Support Market: Market Size, By Region, 2013–2020 (USD Million)
Table 17 Support Market: Market Size, By User Type, 2013–2020 (USD Million)
Table 18 Product Development Market: Market Size, By Region, 2013–2020 (USD Million)
Table 19 Product Development: Market Size, By User Type, 2013–2020 (USD Million)
Table 20 Human Resources Market:Market Size, By Region, 2013–2020 (USD Million)
Table 21 Human Resources: Market Size, By User Type, 2013–2020 (USD Million)
Table 22 Others Market: Market Size, By Region, 2013–2020 (USD Million)
Table 23 Others: Market Size, By User Type, 2013–2020 (USD Million)
Table 24 Gamification Market, By Deployment Type, 2013–2020 (USD Million)
Table 25 On-Premises Market: Market Size, By Region, 2013–2020 (USD Million)
Table 26 On-Premises Market: Market Size, By Industry, 2013–2020 (USD Million)
Table 27 Cloud Market: Market Size, By Region, 2013–2020 (USD Million)
Table 28 Cloud Market: Market Size, By Industry, 2013–2020 (USD Million)
Table 29 Market Size, By User Type, 2013–2020 (USD Million)
Table 30 Small and Medium Businesses Market: Market Size, By Region, 2013–2020 (USD Million)
Table 31 Small and Medium Businesses Market : Market Size, By Application, 2013–2020 (USD Million)
Table 32 Large Enterprises Market: Market Size, By Region, 2013–2020 (USD Million)
Table 33 Large Enterprises Market: Market Size, By Application, 2013–2020 (USD Million)
Table 34 Gamification Market Size, By Industry, 2013–2020 (USD Million)
Table 35 Retail and Consumer Goods Market: Market Size, By Region, 2013–2020 (USD Million)
Table 36 Entertainment Market: Market Size, By Region, 2013–2020 (USD Million)
Table 37 Media and Publishing Market: Market Size, By Region, 2013–2020 (USD Million)
Table 38 Healthcare Market: Market Size, By Region, 2013–2020 (USD Million)
Table 39 E-Commerce Market: Market Size, By Region, 2013–2020 (USD Million)
Table 40 BFSI Market: Market Size, By Region, 2013–2020 (USD Million)
Table 41 Education Market: Market Size, By Region, 2013–2020 (USD Million)
Table 42 Travel and Logistics Market: Market Size, By Region, 2013–2020 (USD Million)
Table 43 Government: Market Size, By Region, 2013–2020 (USD Million)
Table 44 Others Market: Market Size, By Region, 2013–2020 (USD Million)
Table 45 Gamification Market, By Region, 2013–2020 (USD Million)
Table 46 North America: Market Size, By Solution, 2013–2020 (USD Million)
Table 47 North America: Market Size, By Application, 2013–2020 (USD Million)
Table 48 North America: Market Size, By User Type, 2013–2020 (USD Million)
Table 49 North America: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 50 North America : Market Size, By Industry, 2013–2020 (USD Million)
Table 51 Europe: Market Size, By Solution, 2013–2020 (USD Million)
Table 52 Europe: Market Size, By Application, 2013–2020 (USD Million)
Table 53 Europe: Market Size, By User Type, 2013–2020 (USD Million)
Table 54 Europe: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 55 Europe: Market Size, By Industry, 2013–2020 (USD Million)
Table 56 Asia-Pacific : Market Size, By Solution, 2013–2020 (USD Million)
Table 57 Asia-Pacific: Market Size, By Application, 2013–2020 (USD Million)
Table 58 Asia-Pacific: Market Size, By User Type, 2013–2020 (USD Million)
Table 59 Asia-Pacific: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 60 Asia-Pacific: Market Size, By Industry, 2013–2020 (USD Million)
Table 61 Middle East and Africa: Market Size, By Solution, 2013–2020 (USD Million)
Table 62 Middle East and Africa: Market Size, By Application, 2013–2020 (USD Million)
Table 63 Middle East and Africa: Market Size, By User Type, 2013–2020 (USD Million)
Table 64 Middle East and Africa: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 65 Middle East and Africa: Market Size, By Industry, 2013–2020 (USD Million)
Table 66 Latin America: Market Size, By Solution, 2013–2020 (USD Million)
Table 67 Latin America: Market Size, By Application, 2013–2020 (USD Million)
Table 68 Latin America: Market Size, By User Type, 2013–2020 (USD Million)
Table 69 Latin America: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 70 Latin America: Gamification Market Size, By Industry, 2013–2020 (USD Million)
Table 71 New Product Launches, 2012-2016
Table 72 Partnerships, 2012-2015
Table 73 Acquisition, 2011-2015


List of Figures (54 Figures)

Figure 1 Research Design
Figure 2 Breakdown of Primary Interview: By Company Type, Designation, and Region
Figure 3 Market Size Estimation Methodology: Bottom-Up Approach
Figure 4 Market Size Estimation Methodology: Top-Down Approach
Figure 5 Data Triangulation
Figure 6 Gamification Market Size, Applications Snapshot (2015–2020): Market for Sales Expected to Double During the Forecast Period
Figure 7 Market Size, Industry Snapshot (2015–2020): Media and Publishing and Entertainment are Expected to Dominate the Market
Figure 8 Global Market Share: North America Will Exhibit the Highest Market Share in 2015
Figure 9 Growing Usage of Smartphone Gamification Applications is Driving the Market
Figure 10 Media and Publishing, Entertainment and E-Commerce are the Top Three Applications Gaining the Highest Traction in Terms of Market Share in 2015
Figure 11 Asia-Pacific Expected to Have the Highest Market Growth Potential During the Forecast Period
Figure 12 On-Premises Will Continue to Dominate the Gamification Market During the Forecast Period
Figure 13 Consumer Driven Market to Grow at A Higher Rate Than Enterprise Driven
Figure 14 Regional Lifecycle: Europe and Asia-Pacific Expected to Be in the Growth Phase for the Year 2015
Figure 15 Market Segmentation: By Solution
Figure 16 Market Segmentation: By Application
Figure 17 Market Segmentation: By Deployment Type
Figure 18 Market Segmentation: By User Type
Figure 19 Market Segmentation: By Industry
Figure 20 Market Segmentation: By Region
Figure 21 Gamification Market: Drivers, Restraints, Opportunities, and Challenges
Figure 22 Value Chain Analysis
Figure 23 Porter’s Five Forces Analysis
Figure 24 Enterprise-Driven Solution Expected to Contribute Highest to the Gamification Market
Figure 25 North America and Europe are Expected to Be the Largest Enterprise-Driven Solution Market
Figure 26 Consumer-Driven Solutions Expected to Grow With the Highest Rate in Asia-Pacific During the Forecast Period
Figure 27 Sales and Human Resource Applications Have Adopted Gamification Solutions at A Considerable Rate in 2015
Figure 28 Marketing Application to Implement Gamification at A Faster Pace in North America
Figure 29 Europe to Adopt Gamification Solutions for Support Application
Figure 30 On-Premises Contributing Highest to the Gamification Market in 2015
Figure 31 On-Premises Deployment Type Will Grow Substantially in Asia-Pacific
Figure 32 Gamification Cloud Deployment Will Grow Extensively in Europe
Figure 33 Large Enterprises Expected to Contribute Highest Revenue to the Market
Figure 34 North America has A Considerable Amount of Adoptions of Gamification Solution Among SMBS
Figure 35 Large Enterprises in Europe are Adopting Gamification Solutions for Better Productivity
Figure 36 Entertainment Sector is Growing Significantly Among Other Industry in the Market
Figure 37 Entertainment is the Largest Contributor in the Gamification Market in 2015
Figure 38 Media and Publishing Industry is Adopting Gamification Solutions Substantively in North America
Figure 39 E-Commerce Sector Adopts Gamification Solutions Considerably in Asia-Pacific
Figure 40 Geographical Analysis of Regions
Figure 41 North America Market Snapshot: On-Premises Deployment to Contribute Maximum to the Market
Figure 42 Asia-Pacific Market Snapshot: Healthcare Industry Expected to Gain Popularity Among the Users
Figure 43 Companies Adopted New Product Launches as the Key Growth Strategy (2013-2015)
Figure 44 Gamification Market Evaluation Framework
Figure 45 Battle for Market Share: Partnerships and New Product Launches Were the Key Strategies in (2012-2015)
Figure 46 Geographic Revenue Mix of Top 3 Market Players
Figure 47 Microsoft Corporation: Company Snapshot
Figure 48 Microsoft Corporation: SWOT Analysis
Figure 49 Salesforce.Com: Company Snapshot
Figure 50 Salesforce.Com : SWOT Analysis
Figure 51 Badgeville, Inc. : SWOT Analysis
Figure 52 Bunchball : SWOT Analysis
Figure 53 Arcaris: SWOT Analysis
Figure 54 SAP SE: Company Snapshot

The gamification market is estimated to grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020. The is expected to grow at an impressive Compound Annual Growth Rate (CAGR) of 46.3% because of increasing need of gamification solutions and applications in consumer and enterprise brands. Other significant factors driving this market are increasing Return on Investment (ROI) and enhanced overall user experience.

The enterprise driven gamification solution market size is expected to hold the largest market share and dominate the market from 2015 to 2020, as the need to retain the employee as well as to keep them satisfied at the workplace is boosting the growth of the market. These solutions are termed as flexible and user-friendly tools that are focused on augmenting employee motivation as well as customer loyalty towards the products across all industries. Improved employee motivation helps in driving the overall employee productivity in enterprise driven gamification solutions.

Marketing is one such field in which gamification is being implemented rigorously. It is the fastest-growing application type in the gamification applications market as it benefits organizations with a foolproof roadmap to maintain and uphold the brand name and image by various methods. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate individuals who are doing marketing for their organizations. This helps them in increasing the prospective clients for the company. A significant part of marketing remains gamifying the overall consumer experience. Smart gamification elements motivate consumers and ensure consumer loyalty that brands look out for to sustain in this competition.

The gamification solutions are being increasingly adopted in various verticals, such as media and publishing, entertainment, and e-commerce, which have led to the growth of the Gamification market across the globe. The media and publishing sector is expected to grow at the highest CAGR from 2015 to 2020

Gamification Market

North America is expected to hold the largest market share and dominate the gamification market from 2015 to 2020. The higher adoption rates are expected to streamline business operations in North America. Asia-Pacific (APAC) offers potential growth opportunities, as there is a rise in the adoption of Bring Your Own Device (BYOD) among small and medium enterprises (SMEs) and enterprises to enhance employee satisfaction and consumer retention.

However, the low level of awareness regarding the advantages of gamification restricts the market growth. The gamification market also needs a common framework or platform on which all services and devices can interoperate and scale, and be efficient and widely available across diverse spectrum of industries. The major vendors in the market include Microsoft, Salesforce, Badgeville, Bunchball, Arcaris, Gigya, SAP SE, Bigdoor Media, LevelEleven, and Faya Corporation. These players adopted various strategies such as new product developments, mergers, partnerships, collaborations, and business expansions to cater to the needs of the market.

Available Customizations Title

Client Consult Problem Statement :

For a leading communication service provider, MarketsandMarkets provided general information about the ecosystem and value chain for the digital services including Android Gaming, Online Music Streaming, and Mobile Lottery to help the client venture as a content provider and aggregator for the above mentioned market segments in African countries including South Africa, Kenya, Angola, Congo, Uganda, and Tanzania.

Solution Provided:
  1. Methodology Adopted by MnM:
    • Market data was collected from secondary and primary ....
  1. Methodology Adopted by MnM:
    • Market data was collected from secondary and primary sources. MnM conducted 30+ primary interviews to understand the overall market trends, adoption scenarios, market potential, and regulatory framework for Android Gaming, Online Music Streaming, and Mobile Lottery
    • Top ecosystem players, end users, as well as key opinion leaders were considered  to gather insights about adoption trends, market dynamics, and preferences
  2. Actual Solution Provided:
    • Analyzed digital services offered across different African countries. Assessed gaming, music, and lottery market to understand their uptake and growth for critical business decisions
    • Tracked innovative services and adoption trends in the area of digital services such as Android Gaming, Online Music Streaming, and Mobile Lottery to forecast the market for next 5 years
    • Identified the market opportunities and end user preferences for the client in the digital services market segments. Identified top global service providers and telecom operators to understand the competitive landscape

Value Delivered:

Through the detailed outcome of the study, MnM’s client, a leading communication service provider was able to estimate the opportunity across android gaming, online music streaming and mobile lottery in South Africa, Kenya, Angola, Congo, Uganda, and Tanzania. Information about the top players across different ecosystem roles and recommendations about players the client could partner, collaborate, or acquire was provided. Considering client’s relations/partnerships and market position in the mentioned African countries, certain strategies through which it could enter the digital services market were also suggested.

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