HOME Top Market Reports Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)

Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)

By: marketsandmarkets.com
Publishing Date: June 2013
Report Code: TC 1445

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Gamification addresses the basic human instinct to get enticed by any novel, competitive, rewarding and fun idea, similar to what they experience while playing any game. It inculcates game mechanics such as points, badges, levels, ranks, avatars, virtual goods and a host of other motivational mechanics, most of them used in combination with each other or as a chain of events with one reward leading to another, on any existing website, e-commerce portal or enterprise application. It also refers to the social layer that involves engagement and loyalty, which exists on any enterprise or consumer-facing application. Gamification at its core is a marketing tool, which is used to engage customers to a particular brand in consumer gamification and engage employees with the organizational strategies and plans in employee gamification.

While consumer gamification drives consumer purchases and new referrals from the prospective customers; employee gamification can drive employee motivation to align their behavior with organizational strategies, tasks and disciplinary plans thereby resulting in better acceptance of management plans along with increased productivity and low attrition. These solutions provide businesses with several advantages including increased transparency, better communication of business ideas and information, quicker adoption and alignment of management interests with end-user motives and quicker ROI at the core of the process.

Though these Gamification markets can exist independently, but the playing fields are the same. It is penetrating every industrial vertical. It is not only restricted to the entertainment industry now but It also has its presence in other sectors such as Healthcare, Retail, Education, BFSI and High-Tech Enterprises.

The market is broadly segmented by type of Solutions as Platform and Service Providers, Open source platforms, Mobile SDK, and others. The platform and service providers have the largest market share in the Gamification market. Open Source Platform providers segment is expected to grow at a high rate in the forecast tenure.

The Gamification market has been segmented by type of industry verticals. These verticals are the Public sector, High-Tech, BFSI, Consumer Goods and Retail, Media and Publishing, Entertainment, Healthcare and Others. Among these verticals, the retail sector is expected to lead the growth having the largest market size followed by the healthcare and Pharmaceuticals sector.

In the current market scenario, it is observed that marketers face the challenge of approaching consumers or businesses with the idea of gamifying their enterprise or business applications. However, this trend is expected to change considering the fact that the success rates of organizations already implementing Gamification will inspire others as well to tread the path.

There are various assumptions that we have taken into consideration for market sizing and forecasting exercise. Few of global assumptions include political, economic, social, technological and economic factors. For instance, exchange rates, one of the economic factors, are expected to have a moderate rating of impact on this market. Therefore, dollar fluctuations are expected to not seriously affect the forecasts in the emerging APAC regions.

There are various assumptions that we have taken into consideration for market sizing and forecasting exercise. Few of global assumptions include political, economic, social, technological and economic factors. For instance, exchange rates, one of the economic factors, are expected to have a moderate rating of impact on this market. Therefore, dollar fluctuations are expected to not seriously affect the forecasts in the emerging APAC regions.

The Gamification market research report will help the market leaders/new entrants in this market in the following ways -

  1. This report segments the market into devices and applications, covering this market comprehensively. The report provides the closest approximations of the revenue numbers for the overall market and the sub-segments. The market numbers are further split across the different verticals and regions.
  2. This report will help them better understand the competitor and gain more insights to better position their business. There is a separate section on competitive landscape, including competitor ecosystem, mergers and acquisition and venture capital funding. Besides, there are company profiles of 20 top players in this market. In this section, market internals are provided that can put them ahead of the competitors.
  3. The report helps them understand the pulse of the market. The report provides information on key market drivers, restraints, challenges, and opportunities.

Table Of Contents
 
1 Introduction  (Page No. - 27)
  1.1 Research Overview
      1.1.1 Purpose And Scope
      1.1.2 Report Description
      1.1.3 Key Take-Aways
  1.2 Research Methodology
      1.2.1 Secondary And Primary Research
      1.2.2 Data Triangulation And Forecasting
      1.2.3 Forecast Assumptions
  1.3 Market Overview
      1.3.1 Markets Covered
      1.3.2 Segment Definitions
      1.3.3 Industry Trends

2 Executive Summary  (Page No. - 35)
  2.1 Abstract
  2.2 Overall Market Size

3 Market Ecosystem And Dynamics  (Page No. - 39)
  3.1 Market Ecosystem
      3.1.1 Mapping Trends
      3.1.2 Market Players And Roles
  3.2 Market Dynamics
      3.2.1 Drivers
            3.2.1.1 Increased Need For User Engagement Across Enterprises And Consumer Brands
            3.2.1.2 Gamification Drives Real ROI
            3.2.1.3 Enriching Overall User Experience
            3.2.1.4 Gamification Provides Measurement Of User Engagement
      3.2.2 Restraints And Challenges
            3.2.2.1 Lack Of Education Or Awareness About Gamification And Its Merits
            3.2.2.2 Poor Game Design
      3.2.3 Opportunities
            3.2.3.1 Explosion Of The Digital World
            3.2.3.2 Emergence Of Social Opportunities
            3.2.3.3 Wide Scale Usage Of BYOD (Bring Your Own Devices)
      3.2.4 Time-Impact Analysis Of Dynamics

4 Gamification Market Size And Forecast By Solutions  (Page No. - 51)
  4.1 Type Of Solutions
      4.1.1 Overview And Introduction
      4.1.2 Gamification Platform And Service Providers
            4.1.2.1 Overview
            4.1.2.2 Market Size And Forecast
      4.1.3 Open Source Providers
            4.1.3.1 Overview
            4.1.3.2 Market Size And Forecast
      4.1.4 Mobile SDK/LBS Providers
            4.1.4.1 Overview
            4.1.4.2 Market Size And Forecast

5 Gamification Market Size And Forecast By Services  (Page No. - 83)
  5.1 Types Of Enterprise Driven Services
      5.1.1 Overview And Introduction
      5.1.2 Enterprise Apps Integrable Services
            5.1.2.1 Overview
            5.1.2.2 Market Size And Forecast
      5.1.3 Social Connectors
            5.1.3.1 Overview
            5.1.3.2 Market Size And Forecast

6 Gamification Market Size And Forecasts By Applications  (Page No. - 96)
  6.1 Type Of Applications
      6.1.1 Overview And Introduction
      6.1.2 Marketing
            6.1.2.1 Overview
            6.1.2.2 Market Size And Forecast
      6.1.3 Sales
            6.1.3.1 Overview
            6.1.3.2 Market Size And Forecast
      6.1.4 Support
            6.1.4.1 Overview
            6.1.4.2 Market Size And Forecast
      6.1.5 Product Development
            6.1.5.1 Overview
            6.1.5.2 Market Size And Forecast
      6.1.6 Human Resources
            6.1.6.1 Overview
            6.1.6.2 Market Size And Forecast
      6.1.7 Others
            6.1.7.1 Overview
            6.1.7.2 Market Size And Forecast

7 Gamification Market Size And Forecast By End-Users  (Page No. - 113)
  7.1 Market Analysis By Verticals
      7.1.1 Overview And Introduction
      7.1.2 Public Sector And Government
            7.1.2.1 Overview
            7.1.2.2 Market Size And Forecast
      7.1.3 Banking, Financial Services And Insurance (BFSI)
            7.1.3.1 Overview
            7.1.3.2 Market Size And Forecast
      7.1.4 Consumer Goods And Retail
            7.1.4.1 Overview
            7.1.4.2 Market Size And Forecast
      7.1.5 High-Tech
            7.1.5.1 Overview
            7.1.5.2 Market Size And Forecast
      7.1.6 Media And Publishing
            7.1.6.1 Overview
            7.1.6.2 Market Size And Forecast
      7.1.7 Energy, Power And Utilities
            7.1.7.1 Overview
            7.1.7.2 Market Size And Forecast
      7.1.8 Healthcare And Pharmaceuticals
            7.1.8.1 Overview
            7.1.8.2 Market Size And Forecast
      7.1.9 Entertainment
            7.1.9.1 Overview
            7.1.9.2 Market Size And Forecast
      7.1.10 Travel And Logistics
             7.1.10.1 Overview
             7.1.10.2 Market Size And Forecast
      7.1.11 Education
             7.1.11.1 Overview
             7.1.11.2 Market Size And Forecast
      7.1.12 Others
             7.1.12.1 Overview
             7.1.12.2 Market Size And Forecast
  7.2 Market Analysis By Type Of End-User Market
      7.2.1 Overview And Introduction
      7.2.2 Consumer Gamification
            7.2.2.1 Overview
            7.2.2.2 Market Size And Forecast
      7.2.3 Enterprise Gamification
            7.2.3.1 Overview
            7.2.3.2 Market Size And Forecast
  7.3 Market Analysis By User Deployment Type
      7.3.1 Overview And Introduction
      7.3.2 On-Premise
            7.3.2.1 Overview
            7.3.2.2 Market Size And Forecast
      7.3.3 On-Demand
            7.3.3.1 Overview
            7.3.3.2 Market Size And Forecast
      7.3.4 Hybrid
            7.3.4.1 Overview
            7.3.4.2 Market Size And Forecast
  7.4 Market Analysis By Type Of Service Customers
      7.4.1 Overview And Introduction
      7.4.2 Small And Medium Businesses (SMB)
            7.4.2.1 Overview
            7.4.2.2 Market Size And Forecast
      7.4.3 Large Enterprises
            7.4.3.1 Overview
            7.4.3.2 Market Size And Forecast

8 Gamification Market Size And Forecast By Regions  (Page No. - 174)
  8.1 Overview And Introduction
      8.1.1 Parfait Charts
  8.2 North America (NA)
      8.2.1 Overview
      8.2.2 Market Size And Forecast
  8.3 Europe (EU)
      8.3.1 Overview
      8.3.2 Market Size And Forecast
  8.4 Asia-Pacific (APAC)
      8.4.1 Overview
      8.4.2 Market Size And Forecast
  8.5 Middle East And Africa (MEA)
      8.5.1 Overview
      8.5.2 Market Size And Forecast
  8.6 Latin America (LA)
      8.6.1 Overview
      8.6.2 Market Size And Forecast

9 Gamification Market Analysis, Trends And Insights  (Page No. - 184)
  9.1 Market Evolution
      9.1.1 Market Uptake And Disruption
      9.1.2 Lifecycle And Chasm Plots
  9.2 Business Case Analysis
      9.2.1 Go To Market Strategy
      9.2.2 Value Creation And Innovation
  9.3 Trends And Roadmaps
      9.3.1 Adoption Roadmaps
      9.3.2 Future Business Models
            9.3.2.1 Appropriate Game Design: Finding The Right Balance
            9.3.2.2 Future Trends
  9.4 Market Opportunity Analysis
      9.4.1 Opportunity Plots

10 Gamification Market: Metric Percentage Analysis  (Page No. - 196)
   10.1 Game Mechanics: User Demand Analysis
        10.1.1 Overview And Introduction
        10.1.2 Measurable Game Mechanics (Demand Percentage)
               10.1.2.1 Points
               10.1.2.2 Badges
               10.1.2.3 Virtual Goods
               10.1.2.4 Leaderboards
               10.1.2.5 Levels/Missions
        10.1.3 Non-Measurable Game Mechanics (Demand Percentage)
               10.1.3.1 Positive Feedback From Peers Or Superiors (Recognition)
               10.1.3.2 Social Connectivity And Competitiveness
               10.1.3.3 Learning
   10.2 Behavior Analytics : User Response Analysis
        10.2.1 Overview And Introduction
        10.2.2 Engagement Behavior Analytics (Response Percentage)
               10.2.2.1 Votes And Favorites
               10.2.2.2 Conversions And Registrations
               10.2.2.3 User Feedback
        10.2.3 Loyalty Behavior Analytics (Response Percentage)
               10.2.3.1 Frequent Page Visits
               10.2.3.2 Time Spent On Site
               10.2.3.3 New Users Due To Referrals
   10.3 Summary

11 Competitive Landscape  (Page No. - 205)
   11.1 Competitive Mapping
        11.1.1 Overview
   11.2 Venture Capital (VC) Funding Analysis
   11.3 Mergers And Acquisitions (M&A)
   11.4 Joint Venture And Collaboration

12 Company Profiles (Marketsandmarkets View, Overview, Products & Services, Financials, Swot And Strategy & Insights)*  (Page No. - 210)
   12.1 Accenture
   12.2 Alive Mobile
   12.3 Arcaris Inc
   12.4 Badgeville
   12.5 Bigdoor Media
   12.6 Bunchball
   12.7 Crowdtwist
   12.8 Digital Brand Group
   12.9 Echo.It
   12.10 Fantasy Sales Team
   12.11 Gameffective
   12.12 Gaminside
   12.13 Globant
   12.14 Google
   12.15 Iactionable
   12.16 IBM
   12.17 Icon Platforms
   12.18 Keas
   12.19 Leveleleven
   12.20 Manumatix
   12.21 Microsoft
   12.22 Mplifyr/Seiian Rewards
   12.23 Persistent Systems-EMEE
   12.24 Plyfe
   12.25 Roarengine
   12.26 Salesforce
   12.27 SAP
   12.28 Yahoo
   12.29 Other Key Innovators
         12.29.1 Pugpharm
         12.29.2 Cadalys
         12.29.3 Foursquare
         12.29.4 Gamify
         12.29.5 Gigya
         12.29.6 Khan Academy
         12.29.7 Kiip
         12.29.8 Objective Logistics
         12.29.9 Scvngr
         12.29.10 Tierx
 
 
List Of Tables  (150 Tables)
 
Table 1 Gamification: Market Size By Region, 2013 – 2018 ($Million)
Table 2 Gamification Market Size, By Type Of Solutions,2013 – 2018 ($Million)
Table 3 Gamification Market Share, By Type Of Solutions,2014 – 2018 (Y-O-Y %)
Table 4 Gamification Platform And Service Providers Market Size,By Region, 2013 – 2018 ($Million)
Table 5 Platform And Service Providers Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 6 Platform And Service Providers Market Size,By End-User Type, 2013 – 2018 ($Million)
Table 7 Platform And Service Providers Market Share, By End-User Type, 2014 – 2018 (Y-O-Y %)
Table 8 Platform And Service Providers Market Size,By Deployment Model Type, 2013 – 2018 ($Million)
Table 9 Platform And Service Providers Market Share, By Deployment Model Type, 2014 – 2018 (Y-O-Y %)
Table 10 Platform And Service Providers Market Size,By Type Of Service Customers, 2013 – 2018 ($Million)
Table 11 Platform And Service Providers Market Share, By Type Of Service Customers, 2014 – 2018 (Y-O-Y %)
Table 12 Platform And Service Providers Market Size,By Verticals, 2013 – 2018 ($Million)
Table 13 Gamification Platform And Service Providers Market Share, By Verticals, 2014 – 2018 (Y-O-Y %)
Table 14 Gamification Open Source Providers Market Size, By Region, 2013 – 2018 ($Million)
Table 15 Open Source Providers Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 16 Open Source Providers Market Size,By End-User Type, 2013 – 2018 ($Million)
Table 17 Open Source Providers Market Share,By End-User Type, 2014 – 2018 (Y-O-Y %)
Table 18 Open Source Providers Market Size,By Deployment Model Type, 2013 – 2018 ($Million)
Table 19 Open Source Providers Market Share,By Deployment Model Type, 2014 – 2018 (Y-O-Y %)
Table 20 Open Source Providers Market Size,By Type Of Service Customers, 2013 – 2018 ($Million)
Table 21 Open Source Providers Market Share,By Type Of Service Customers, 2014 – 2018 (Y-O-Y %)
Table 22 Open Source Providers Market Size,By Verticals, 2013 – 2018 ($Million)
Table 23 Open Source Providers Market Share,By Verticals, 2014 – 2018 (Y-O-Y %)
Table 24 Gamification Mobile SDK Providers Market Size,By Region, 2013 – 2018 ($Million)
Table 25 Mobile SDK/Lbs Providers Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 26 Mobile SDK /Lbs Providers Market Size,By End-User Type, 2013 – 2018 ($Million)
Table 27 Mobile SDK /Lbs Providers Market Share,By End-User Type, 2014 – 2018 (Y-O-Y %)
Table 28 Mobile SDK /Lbs Providers Market Size,By Deployment Model Type, 2013 – 2018 ($Million)
Table 29 Mobile SDK /Lbs Providers Market Share,By Deployment Model Type, 2014 – 2018 (Y-O-Y %)
Table 30 Mobile SDK /Lbs Providers Market Size,By Type Of Service Customers, 2013 – 2018 ($Million)
Table 31 Mobile SDK /Lbs Providers Market Share,By Type Of Service Customers, 2014 – 2018 (Y-O-Y %)
Table 32 Mobile SDK /Lbs Providers Market Size,By Verticals, 2013 – 2018 ($Million)
Table 33 Mobile SDK /Lbs Providers Market Share,By Verticals, 2014 – 2018 (Y-O-Y %)
Table 34 Gamification Enterprise Driven Services Market Size,2013 – 2018 ($Million)
Table 35 Enterprise Driven Services Market Share,2014 – 2018 (Y-O-Y %)
Table 36 Enterprise Apps Integrable Services Market Size, By Deployment Type, 2013 – 2018 ($Million)
Table 37 Enterprise Apps Integrable Services Market Share, By Deployment Type, 2014 – 2018 (Y-O-Y %)
Table 38 Enterprise Apps Integrable Services Market Size, By Applications, 2013 – 2018 ($Million)
Table 39 Enterprise Apps Integrable Services Market Share, By Applications, 2014 – 2018 (Y-O-Y %)
Table 40 Gamification Social Connectors Market Size,By Deployment Type, 2013 – 2018 ($Million)
Table 41 Social Connectors Market Share,By Deployment Type, 2014 – 2018 (Y-O-Y %)
Table 42 Social Connectors Market Size,By Applications, 2013 – 2018 ($Million)
Table 43 Enterprise Driven Social Connectors Market Share, By Applications, 2014 – 2018 (Y-O-Y %)
Table 44 Gamification Applications Market Size, 2013 – 2018 ($Million)
Table 45 Applications Market Share,2014 – 2018 (Y-O-Y %)
Table 46 Gamification Marketing Applications Market Size, By Region, 2013 – 2018 ($Million)
Table 47 Gamification Marketing Applications Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 48 Gamification Sales Applications Market Size, By Region,2013 – 2018 ($Million)
Table 49 Sales Applications Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 50 Support Applications Market Size, By Region, 2013 – 2018 ($Million)
Table 51 Support Applications Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 52 Product Development Applications Market Size, By Region, 2013 – 2018 ($Million)
Table 53 Product Development Applications Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 54 HR Applications Market Size, By Region,2013 – 2018 ($Million)
Table 55 HR Applications Market Share, By Region,2014 – 2018 (Y-O-Y %)
Table 56 Gamification Other Applications Market Size, By Region,2013 – 2018 ($Million)
Table 57 Gamification Other Applications Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 58 Gamification Verticals Market Size, 2013 – 2018 ($Million)
Table 59 Verticals Market Share, 2014 – 2018 (Y-O-Y %)
Table 60 Gamification Public Sector And Government Verticals Market Size, 2013 – 2018 ($Million)
Table 61 Public Sector And Government Vertical Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 62 Financial Service Verticals Market Size,By Region, 2013 – 2018 ($Million)
Table 63 Financial Sector Vertical Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 64 Consumer Goods And Retail Services Vertical Market Size, By Region, 2013 – 2018 ($Million)
Table 65 Financial Sector Vertical Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 66 High-Tech Vertical Market Size, By Region,2013 – 2018 ($Million)
Table 67 High-Tech Vertical Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 68 Media And Publishing Market Size, By Region, 2013 – 2018 ($Million)
Table 69 Media And Publishing Vertical Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 70 Energy, Power And Utilities Verticals Market Size, By Region, 2013 – 2018 ($Million)
Table 71 Energy, Power And Utilities Vertical Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 72 Healthcare And Pharmaceuticals Vertical Market Size, By Region, 2013 – 2018 ($Million)
Table 73 Healthcare And Pharmaceuticals Vertical Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 74 Entertainment Vertical Market Size, By Region, 2013 – 2018 ($Million)
Table 75 Entertainment Vertical Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 76 Travel And Logistics Vertical Market Size,By Region, 2013 – 2018 ($Million)
Table 77 Travel And Logistics Vertical Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Table 78 Education Vertical Market Size, By Region,2013 – 2018 ($Million)
Table 79 Education Vertical Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Table 80 Gamification Market Size, ‘Other’ Vertical, By Region,2013 – 2018 ($Million)
Table 81 Gamification Market Share, ‘Other’ Vertical, By Region,2014 – 2018 (Y-O-Y %)
Table 82 Gamification End-User Market Size, 2013 – 2018 ($Million)
Table 83 End-User Market Share, 2014 – 2018 (Y-O-Y %)
Table 84 Gamification Consumer End-User Market Size,By Deployment Types, 2013 – 2018 ($Million)
Table 85 Consumer End-User Market Share,By Deployment Type, 2014 – 2018 (Y-O-Y %)
Table 86 Consumer End-User Market Size,By Type Of Service End-Users, 2013 – 2018 ($Million)
Table 87 Consumer End-User Market Share,By Type Of Service End-Users, 2014 – 2018 (Y-O-Y %)
Table 88 Consumer End-User Market Size, By Verticals, 2013 – 2018 ($Million)
Table 89 Consumer End-User Market Share,By Verticals, 2014 – 2018 (Y-O-Y %)
Table 90 Consumer End-User Market Size,By Applications, 2013 – 2018 ($Million)
Table 91 Consumer End-User Market Share,By Applications, 2014 – 2018 (Y-O-Y %)
Table 92 Enterprise End-User Market Size,By Deployment Types, 2013 – 2018 ($Million)
Table 93 Enterprise End-User Market Share,By Deployment Type, 2014 – 2018 (Y-O-Y %)
Table 94 Enterprise End-User Market Size,By Type Of Service End-Users, 2013 – 2018 ($Million)
Table 95 Enterprise End-User Market Share,By Type Of Service End-Users, 2014 – 2018 (Y-O-Y %)
Table 96 Enterprise End-User Market Size,By Verticals, 2013 – 2018 ($Million)
Table 97 Enterprise End-User Market Share,By Verticals, 2014 – 2018 (Y-O-Y %)
Table 98 Enterprise End-User Market Size,By Applications, 2013 – 2018 ($Million)
Table 99 Enterprise End-User Market Share,By Applications, 2014 – 2018 (Y-O-Y %)
Table 100 Gamification Market Size By User Deployment Types,2013 – 2018 ($Million)
Table 101 Gamification Market Share By User Deployment Types,2014 – 2018 (Y-O-Y %)
Table 102 Gamification On-Premise Market Size, By Applications,2013 – 2018 ($Million)
Table 103 On-Premise Market Share, By Applications,2014 – 2018 (Y-O-Y %)
Table 104 On-Premise Market Size, By Verticals,2013 – 2018 ($Million)
Table 105 On-Premise Market Share, By Verticals,2014 – 2018 (Y-O-Y %)
Table 106 On-Demand Market Size, By Applications,2013 – 2018 ($Million)
Table 107 On-Demand Market Share, By Applications,2014 – 2018 (Y-O-Y %)
Table 108 On-Demand Market Size, By Verticals,2013 – 2018 ($Million)
Table 109 On-Demand Market Share, By Verticals,2014 – 2018 (Y-O-Y %)
Table 110 Gamification Hybrid Market Size, By Applications,2013 – 2018 ($Million)
Table 111 Hybrid Market Share, By Applications,2014 – 2018 (Y-O-Y %)
Table 112 Hybrid Market Size, By Verticals,2013 – 2018 ($Million)
Table 113 Hybrid Market Share, By Verticals,2014 – 2018 (Y-O-Y %)
Table 114 Gamification By Type Of Service Customers Market Size,2013 – 2018 ($Million)
Table 115 Gamification By Type Of Service Customers Market Share, 2014 – 2018 (Y-O-Y %)
Table 116 Gamification SMB Market Size, By End-User Type,2013 – 2018 ($Million)
Table 117 SMB Market Share, By End-User Type,2014 – 2018 (Y-O-Y %)
Table 118 Large Enterprises Market Size,By End-User Type, 2013 – 2018 ($Million)
Table 119 Large Enterprises Market Share,By End-User Type, 2014 – 2018 (Y-O-Y %)
Table 120 Gamification Market Size By Region, 2013 – 2018 ($Million)
Table 121 Gamification NA Market Size, By End-User Type,2013 – 2018 ($Million)
Table 122 NA Market Share, By End-User Type,2014 – 2018 (Y-O-Y %)
Table 123 Gamification EU Market Size, By End-User Type,2013 – 2018 ($Million)
Table 124 EU Market Share, By End-User Type,2014 – 2018 (Y-O-Y %)
Table 125 Gamification APAC Market Size, By End-User Type,2013 – 2018 ($Million)
Table 126 APAC Market Share, By End-User Type,2014 – 2018 (Y-O-Y %)
Table 127 Gamification MEA Market Size, By End-User Type,2013 – 2018 ($Million)
Table 128 MEA Market Share, By End-User Type,2014 – 2018 (Y-O-Y %)
Table 129 Gamification LA Market Size, By End-User Type,2013 – 2018 ($Million)
Table 130 LA Market Share, By End-User Type,2014 – 2018 (Y-O-Y %)
Table 131 Accenture: Revenue, 2011 – 2012 ($Million)
Table 132 Accenture: Revenue By Segment, 2011 - 2012 ($Million)
Table 133 Accenture: Revenue By Region, 2011 - 2012 ($Million)
Table 134 Google: Revenue, 2011 - 2012
Table 135 IBM: Revenue, 2011 - 2012 ($Million)
Table 136 IBM: Revenue By Segment, 2011 - 2012 ($Million)
Table 137 IBM: Revenue By Region, 2011 - 2012 ($Million)
Table 138 Microsoft: Revenue, 2011 - 2012 ($Million)
Table 139 Microsoft: Revenue By Segment, 2011 - 2012 ($Million)
Table 140 Microsoft: Revenue By Region, 2011 - 2012 ($Million)
Table 141 Persistent Systems Ltd: Revenue, 2010 – 2012 ($Million)
Table 142 Salesforce: Revenue, 2011 - 2012 ($Million)
Table 143 Salesforce: Revenue By Business Unit Segment,2011 - 2012 ($Million)
Table 144 Salesforce: Revenue By Region, 2011 - 2012 ($Million)
Table 145 SAP: Revenue, 2011 – 2012 ($Million)
Table 146 SAP: Revenue By Business Unit Segment, 2011 – 2012 ($Million)
Table 147 SAP: Revenue By Region, 2011 – 2012 ($Million)
Table 148 Yahoo: Revenue, 2011 – 2012 ($Million)
Table 149 Yahoo: Revenue By Segment, 2011 - 2012 ($Million)
Table 150 Yahoo: Revenue By Region, 2011 - 2012 ($Million)
 
 
List Of Figures  (44 Figures)
 
Figure 1 Gamification: Segments
Figure 2 Gamification Market Size And Y-O-Y Growth Rate
Figure 3 Value-Chain
Figure 4 Typical Scenario
Figure 5 Ecosystem
Figure 6 Drivers
Figure 7 Restraints And Counterbalance
Figure 8 Opportunities
Figure 9 Time-Impact Analysis Of Dynamics
Figure 10 Gamification Market Size, By Type Of Solutions,2013 – 2018 ($Million)
Figure 11 Gamification Market Share, By Type Of Solutions,2014 – 2018 (Y-O-Y %)
Figure 12 Gamification Platform And Service Providers Market Size,By Region, 2013 – 2018 ($Million)
Figure 13 Platform And Service Providers Market Share, By Region, 2014 – 2018 (Y-O-Y %)
Figure 14 Platform And Service Providers Market Share, By End-User Type, 2014 – 2018 (Y-O-Y %)
Figure 15 Platform And Service Providers Market Share, By Deployment Model Type, 2014 – 2018 (Y-O-Y %)
Figure 16 Platform And Service Providers Market Share, By Type Of Service Customers, 2014 – 2018 (Y-O-Y %)
Figure 17 Platform And Service Providers Market Size,By Verticals, 2013 – 2018 ($Million)
Figure 18 Open Source Providers Market Size, By Region, 2013 – 2018 ($Million)
Figure 19 Open Source Providers Market Share,By Region, 2014 – 2018 (Y-O-Y %)
Figure 20 Gamification Enterprise Driven Services Market Size,2013 – 2018 ($Million)
Figure 21 Enterprise Driven Services Market Share,2014 – 2018 (Y-O-Y %)
Figure 22 Enterprise Driven Services Market Share,By Deployment Type, 2014 – 2018 (Y-O-Y %)
Figure 23 Enterprise Driven Services Market Size,By Applications, 2013 – 2018 ($Million)
Figure 24 Enterprise Driven Services Market Share,By Applications, 2014 – 2018 (Y-O-Y %)
Figure 25 Gamification Social Connectors Market Size,By Applications, 2013 – 2018 ($Million)
Figure 26 Gamification Applications Market Size, 2013 – 2018 ($Million)
Figure 27 Applications Market Share, 2014 – 2018 (Y-O-Y %)
Figure 28 Gamification Marketing Applications Market Size, By Region, 2013 – 2018 ($Million)
Figure 29 Gamification Verticals Market Size, 2013 – 2018 ($Million)
Figure 30 Verticals Market Share, 2014 – 2018 (Y-O-Y %)
Figure 31 Gamification Market Size, By Region, Parfait Chart
Figure 32 Gamification Market Evolution
Figure 33 Gamification Market Disruption
Figure 34 Lifecycle And Chasm Plot
Figure 35 Go To Market Startegy
Figure 36 Value Creation And Innovation
Figure 37 Adoption Roadmaps
Figure 38 Finding The Right Balance
Figure 39 Opportunity Plots
Figure 40 Demand Analysis Of Game Mechanics
Figure 41 Demand Analysis Of Game Mechanics
Figure 42 End-Users Response Analysis
Figure 43 End-Users Response Analysis
Figure 44 User Engagement Levels That Lead To Loyalty

Gamification solutions are fast gaining pace in the current engagement and loyalty ecosystem. These solutions are positioned as flexible and user-friendly tools that are focused on enhancing employee motivation or customer stickiness across all applications. Enhanced employee motivation drives overall employee productivity in gamification of enterprise applications. Customer stickiness drives customer acquisitions in the gamification of consumer facing applications.

The success rates of early adopters such as Bunchball, Foursquare, BigDoor Media and Badgeville have accelerated the growth of Gamification market. The emergence of hundreds of startups in this domain bears witness to this growth spurt for this market. Companies, across the world, are looking at gamifying their applications, both consumer facing applications as well as enterprise driven applications.

This solutions provide enterprises, e-commerce sites, websites or social sites with the fun and competitive elements that ‘game mechanics’ in this solution possesses. This, in turn, ensures user stickiness to any application. The solution acts as a performance management tool for evolving businesses, while also ensuring engagement, in terms of employee motivation in organizations and consumer loyalty in e-commerce applications. While consumer gamification market has been widely accepted and has emerged as a major market; enterprise gamification market is being adopted at a slower pace.

The lag in implementation of enterprise gamification market can be attributed to the fact that the term is highly misunderstood amongst a majority of companies, often linking it to social games. However, organizations are slowly taking note of the immense potential of gamification. This technology has the potential to evolve and revolutionize workplace dynamics altogether. Globally, organizations and brands are yet to realize the obvious benefits.

The highlight of this solution remains its game design or game mechanism used along with the user engagement analytics which have to be monitored at a constant rate.

Global adoption trends and a prominent pervasiveness across most verticals are clear indications of a positive growth, as early adopters have emerged as brand names in this sector, startup companies are trying to pack in a punch with their product uniqueness and grab the limelight in this highly fragmented market. The market has the potential to be huge and that it has the potential to be the face of almost all future applications. This holds true provided the main issue of appropriate game design is addressed per application per organization. This Gamification Market report covers various adoption trends in this sector along with steps to reinforce quicker adoption of these applications and maintain their success in the long run.

MarketsandMarkets expects the market to grow from $421.3 million in 2013 to $5.50 billion by 2018, at a CAGR of 67.2%.

Gamification Market, 2013 – 2018($Million)

Gamification Market

Source: MarketsandMarkets Analysis

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