Rising Adoption of Consumer Driven Solutions across Enterprises to Boost Global Gamification Market

Being at a nascent stage, the global gamification market witnesses tremendous opportunities for growth. The scope for the entry of new players is high, as the gamification market is still at a budding stage. It is also exhibiting significant opportunities for product improvement and innovation. In a report, titled “Gamification Market – Global Industry Analysis, Market Size, Share, Trends, Analysis, Growth and Forecast 2014 – 2020,” Transparency Market Research (TMR) presents a granular analysis of various factors favoring the market’s growth. Besides this, the report also discusses in detail the bottlenecks to watch out for in order to gain competitive advantage in the market.

Demand for gamification is currently high in developed countries because several enterprises required gamification solutions are domiciled across these nations. These solutions are gaining pace in the current scenario of consumer loyalty and engagement ecosystem. The gamification market includes many consumer-driven and enterprise-driven solutions, which are often regarded as user-friendly and flexible tools for augmenting customer motivation and loyalty towards specific products. The market is therefore expected to gain impetus from the adoption of consumer-driven solutions by organizations.

Besides this, the increasing use of the internet, combined with the high adoption of innovative technologies such as social media, web, and mobile has been supplementing the expansion of the cloud-based gamification market. Due to opportunities reported, the enterprises segment is proving to be quite lucrative for enterprises offering gamification solutions.

Gamification techniques are considered important across diverse activities such as customer loyalty, rewarding people, studying employee dynamics, and for employee engagement. Since used badges and points were unable to have long-lasting user engagement, gamification used techniques such as rewarding system, effective use of graphics, and other attractive technologies instead. Since developed economies are considered early adopters of novel technologies, the gamification market is expected to witness higher growth in Europe and North America.

The global gamification market can be broadly classified on the basis of end user into enterprise gamification development model and consumer gamification development model. Based on business type, the market can be segmented into small, medium, and large business. In terms of type of verticals, the market can be segmented into logistics, education, telecom, IT and media, retail and consumer goods, public sector, financial service, government sector, and others. Regionally, the market can be segmented into North America, Asia Pacific, Europe, and Rest of the World.

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To study the prevailing vendor landscape in the market, companies such as Badgeville, Alive Mobile, Gamify, BigDoor, Gamifier, Bunchball, CloudCaptive, and iActionable are profiled in the report.

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