Gamification Market Forecasts upto 2018 - PowerPoint PPT Presentation

About This Presentation
Title:

Gamification Market Forecasts upto 2018

Description:

Gamification Market report categorizes the global market by Applications as Marketing, Sales, Hr, Support, and Development, Size as SMB, Enterprise, and by Deployment On-Premise, On-Demand & by Geography. – PowerPoint PPT presentation

Number of Views:112

less

Transcript and Presenter's Notes

Title: Gamification Market Forecasts upto 2018


1
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).http//www.marketsandmarkets.com/Market-Re
ports/gamification-market-991.html Early buyers
will receive 10 customization on this report.
3
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
4
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-marke t-991.html
5
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. They
cover 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
6
Contact Us
Mr. Rohan7557 Rambler Road,Suite 727, Dallas,
TX 75231Tel 1-888-6006-441       Email sales_at_
marketsandmarkets.com http//www.marketsandmarket
s.comhttp//twitter.com/marketsmarkets http//www
.marketsandmarketsblog.com/market-reports/telecom-
it
http//www.linkedin.com/company/marketsandmarkets
Write a Comment
User Comments (0)
About PowerShow.com