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World Gamification Market Report 2014-2022 - Analysis, Technologies & Forecasts - Research and Markets
[July 20, 2016]

World Gamification Market Report 2014-2022 - Analysis, Technologies & Forecasts - Research and Markets


Research and Markets has announced the addition of the "World Gamification Market - Opportunities and Forecasts, 2014 - 2022" report to their offering.

Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem-solving in the real world.

Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies and overview of market's ecosystem in order to facilitate business planning.

Major factors driving gamification market are increased need for customer & employee engagemnt, user experience enrichment, etc. The market faces limitations due to factors such as inappropriate game designs and lack of awareness regarding gamification merits. However, the market can sense opportunities due to explosion of information in digital world and increasing adoption of BYOD by companies.



Based on solutions type, market is classified into platform & service providers, open source developers and mobile SDK/LBS providers. The platform and service providers hold the largest share of the Gamification market. Open source platform providers are expected to fuel market growth in the future due to cost efficiency and increased acceptance from industry stakeholders.

According to services perspectives, market is segmented into enterprise apps integrable services and social connectors. As social connector, gamification assists in peer engagement activities. With increasing need of engagement activities, gamification is serving the purpose as a social connector.


From applications viewpoint, the market is segmented according to marketing, sales, product development, human resources and others. In today's scenario, gamification is commonly used in marketing and human resources management applications due to ability of the technology to improve customer experience and employee skills enhancement.

For more information visit http://www.researchandmarkets.com/research/n828nx/world


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