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Gamification Market Research Report by P&S Intelligence

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The Asia-Pacific (APAC) region is expected to witness a largescale adoption of gamification solutions in the upcoming years, on account of the growing penetration of smartphones and accelerating digitization rate in regional countries. – PowerPoint PPT presentation

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Title: Gamification Market Research Report by P&S Intelligence


1
2022
Gamification Market Recent Trends, Developments,
Challenges and Opportunities
2
Additionally, the increasing integration of
social media with gaming platforms will propel
the gamification market at a vigorous CAGR of
24.2 between 2020 and 2030. According to PS
Intelligence, the market revenue stood at
7,841.5 million in 2019 and it will reach
76,298.9 million by 2030. In contemporary years,
enterprises are increasingly adopting machine
learning (ML) technology-based gamification
solutions to study the success rate of such
solutions. Additionally, business entities are
also using advanced business intelligence (BI)
tools to extract information on customer behavior
for better output. At present, the needs of the
aforementioned end users are being met by
Indusgeeks USA Inc., Microsoft Corporation, MPS
Interactive Systems Limited, Ikipixel Information
Technologies Inc. (Motivacraft), Torry Harris
Business Solutions Private Limited, SAP SE,
Diantum Sociedad Limitada, Juego Studio Private
Limited, MJV Technology and Innovation,
CRMGamified, Axonify Inc., Salesforce.com Inc.,
and XLPro Training Solutions Pvt. Ltd. In recent
years, these companies have emphasized product
portfolio expansions to cater to the evolving
needs of customers.
3
Globally, the North American region led the
gamification market in the recent past, and it is
expected to maintain the same trend in the
foreseeable future as well. The dominance can be
ascribed to the mounting investments being made
in the IT industry, the surging need for
AI-enabled gamification solutions, and the
soaring number of gamification startups in Canada
and the U.S. The increasing use of gamification
solutions in North America can also be credited
to the enormous focus of enterprises on improving
their employee performance and customer
engagement and early penetration of advanced
technologies. Furthermore, the Asia-Pacific
(APAC) region is expected to witness a largescale
adoption of gamification solutions in the
upcoming years, on account of the growing
penetration of smartphones and accelerating
digitization rate in regional countries.
Moreover, the mounting focus of business entities
on enhancing employee performance and improving
customer engagement will also result in the
widescale adoption of gamification solutions in
the region. Additionally, the escalating IT
investments will also encourage the adoption of
such solutions in China, Japan, Australia, South
Korea, and India. Therefore, the surging need
for level progress monitoring solutions and the
rising integration of social media with gaming
platforms will propel the usage of gamification
solutions in the forthcoming years.
4
  • Market Segmentation by Solution
  • Enterprise-Driven
  • Consumer-Driven
  • Market Segmentation by Deployment
  • Cloud
  • On-Premises
  • Market Segmentation by Application
  • Marketing
  • Sales
  • Product Development
  • Human Resources
  • Analytics
  • E-Commerce
  • Others (Customer Support and Financial Services)

5
  • Market Segmentation by End User
  • Banking, Financial Services, and Insurance (BFSI)
  • Retail
  • Healthcare
  • Media and Entertainment
  • Education
  • Information Technology (IT) and Telecom
  • Government
  • Others (Travel and Hospitality, Manufacturing,
    Agriculture, and Event Management)
  • Market Segmentation by Region
  • North America Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country U.S. and Canada

6
  • Europe Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country U.K., Germany, France, Italy,
    Russia, and Rest of Europe
  • Asia-Pacific (APAC) Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country China, Japan, Australia, South
    Korea, India, and Rest of APAC
  • Middle East and Africa (MEA) Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country Turkey, U.A.E., Saudi Arabia, South
    Africa, and Rest of MEA

7
  • Latin America (LATAM) Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country Brazil, Mexico, and Rest of LATAM
  • This study covers
  • 1. Historical and the present size of the
    Gamification Market
  • 2. Historical and the present size of the market
    segments and understand their comparative future
    potential
  • 3. Potential of on-demand logistics services, so
    the market players make informed decisions on the
    sales of their offerings
  • 4. Competitive scenario of various market
    segments across key countries in several regions
    for uncovering market opportunities for the
    stakeholders
  • 5. Major players operating in the market and
    their service offerings

8
Disclaimer PS Intelligence always keeps its
customers interests at the core while carrying
out research activities. PS Intelligence ensures
the reliability and accuracy of information and
data provided in its market research
publications. However, the information in
publications is subject to fluctuations, as it is
based on primary interviews of officials from
various companies or organizations. PS
Intelligence is not responsible for any incorrect
data provided by the key industry players of the
concerned domain. the information or analysis in
PS Intelligence publications represents opinions
based on research and should not be interpreted
as statements of fact. Information in this report
was believed to be correct at the time of
publication, but cannot be guaranteed. PS
Intelligence does not endorse any product,
service, or vendor depicted in its research
publications. All intellectual properties,
including trademarks and copyrights, belong to
their respective owners and may be protected by
copyright. Under no circumstance can these be
reproduced in any form without prior written
agreement of their owners. An order for market
research report is intended for internal use of
the company only and not for disclosure to third
parties or any other publication in general. No
service, report, or part thereof provided by PS
Intelligence can be reproduced, republished,
resold, revealed, distributed, circulated, or
sublicensed in any medium or form now realized or
hereafter become realized, including but not
limited to, all forms of optical-based media,
magnetic, electronic, or digital, without a
written permission from Prescient Strategic
Intelligence Pvt. Ltd.
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