Gamification Market worth $5.5 Billion By 2018 - PowerPoint PPT Presentation

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Gamification Market worth $5.5 Billion By 2018

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[317 Pages Report] Gamification Market report categorizes the global market by Applications (Marketing, Sales, Hr, Support, and Development), Size (SMB, Enterprise), by Deployment (On-Premise, On-Demand) & by Geography – PowerPoint PPT presentation

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Title: Gamification Market worth $5.5 Billion By 2018


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MarketsandMarkets Presents
Gamification Market worth 5.5 Billion By 2018
http//www.marketsandmarkets.com/Market-Reports/ga
mification-market-991.html
2
Gamification, despite the great deal of hype and
glory, is amongst the most misunderstood
catchphrases in the industry.Gamification
Market has significant potential that can change
the dynamics of employee engagement, rewards and
recognition and customer loyalty, globally. The
mechanics of gamification, that is, rewarding
people with points and other incentives, have
been around since ages it is the explosion of
the digital world which has made marketers and
product managers think of it as a packaged
motivational tool. Browse 150 market data tables
and 44 figures spread through 317 pages and
in-depth TOC on 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). Early
buyers will receive 10 customization on reports.
http//www.marketsandmarkets.com/Market-Reports/ga
mification-market-991.html
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While just plain points, badges and other virtual
goods may not have long lasting user engagement
effects in gamification they serve as an
appropriate reward system, equipped with user
attention grabbing techniques and immersive
graphics technology, which can enable user
engagement, over a period of time. Immersive
digital technology implies the use of creative
gaming dashboards, which imitate real life games
such as golf, baseball or Farmville to be
designed within and in sync with enterprise
applications or the consumer brand which it is to
be engaged with. 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.
Multiple vendors have sprung in the gamification
market over the past two years with the notion of
just applying game mechanics such as points,
badges and other virtual rewards to non-gaming
applications, however the companies which would
find a balance between proper Gamification design
and which would continuously evolve over time,
fine-tuning itself and finding the perfect
balance between satisfying both the management or
brand needs and also satisfying the consumers or
employee needs without making the latter feel
cynical or disadvantaged, will stand the real
test of time.
http//www.marketsandmarkets.com/Market-Reports/ga
mification-market-991.html
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The Gamification market is broadly segmented by
type of end users Consumer Gamification and
Enterprise Gamification, Deployment models
On-premise, On-demand and Hybrid, By type of
service consumers Small and Medium Businesses
(SMB), Large Enterprises By type of Services
Enterprise Applications Integrable Services and
Social Connectors By type of Solutions By
Gamification Platform and Service Providers, Open
source platforms, Mobile SDK By type of
verticals Public Sector and Government,
Financial Services, Consumer Goods and Retail,
Telecom and IT, Media and Publishing, Energy
Power and Utilities, Healthcare and
Pharmaceuticals, Entertainment, Travel and
Logistics, Education, and other sectors By
regions North America (NA), Asia Pacific and
China (APAC), Europe (EU), Middle East Africa
(MEA) and Latin America (LA). The Gamification
market is estimated to grow from 421.3 million
in 2013 to 5.502 billion in 2018. This
represents a compound annual growth rate (CAGR)
of 67.1 from 2013 to 2018. In the current
scenario, the consumer goods and retail
vertical continues to be the largest adopter of
gamification solutions. In terms of regions,
North America is expected to be the biggest
market, followed by Europe and Asia-Pacific.
http//www.marketsandmarkets.com/Market-Reports/ga
mification-market-991.html
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About MarketsandMarkets MarketsandMarkets is a
global market research and consulting company
based in the U.S. We publish strategically
analyzed market research reports and serve as a
business intelligence partner to Fortune 500
companies across the world. MarketsandMarkets
also provides multi-client reports, company
profiles, databases, and custom research
services. MM covers thirteen industry verticals,
including advanced materials, automotives and
transportation, banking and financial services,
biotechnology, chemicals, consumer goods, energy
and power, food and beverages, industrial
automation, medical devices, pharmaceuticals,
semiconductor and electronics, and
telecommunications and IT. We at
MarketsandMarkets are inspired to help our
clients grow by providing apt business insight
with our huge market intelligence repository.
http//www.marketsandmarkets.com/Market-Reports/ga
mification-market-991.html
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Contact Us
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TX 75231Tel 1-888-6006-441       Email sales_at_
marketsandmarkets.com MarketsandMarkets
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