Gamification Market Scope
Gamification refers to the utilization of game design principles to enhance customer engagement in non-game businesses. The particular strategies used range from the creation of reward schedules to creating levels of accomplishment via status and badges. Companies use gaming principles to extend interest in a product or service, or simply to deepen their customers' relationship with the brand. Based on the platform, the market has been segmented into an open platform and closed/ enterprise platform.
According to AMA, the Global Gamification market is expected to see growth rate of 31.2%
Research Analyst at AMA estimates that United States Players will contribute to the maximum growth of Global Gamification market throughout the predicted period.
Cognizant Technology Solution Corp. (India), MPS Interactive Systems Limited (India), Microsoft Corporation (United States), Callidus Software Inc. (United States), Cut-e GmbH (AON, PLC) (Germany), Axonify Inc. (Canada), IActionable Inc. (United States), Bunchball Inc. (United States), SAP SE (Germany) and Salesforce.com, Inc. (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are G-Cube (India) and Ambition (United States).
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.
Segmentation Overview
The study have segmented the market of Global Gamification market , by Application (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom and Others) and Region with country level break-up.
On the basis of geography, the market of Gamification has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
Market Leaders and their expansionary development strategies
On 3 April 2018, BI WORLDWIDE (BIW) announced the acquisition of Bunchball, a market leader and innovator in gamification solutions. With both companies focusing on delivering measurable results at the core of their solutions, customers will benefit from the expanded and innovative offerings designed to drive behavior change.
On 2 March 2017, Callidus Software Inc., a global leader in cloud-based sales, marketing, learning and customer experience solutions, announced the launch of ServiceMotivate, a new solution focusing on improving customer experience and lifting agent performance in the call center. ServiceMotivate, drives better results by adding digital motivation, gamification, and customer feedback directly into the existing work environment for call center agents.
Market Trend
- Using Gamification for Team Building
- Increased Penetration of Gamification in Mobile Learning Apps
- Augmented Reality and Virtual Reality Will Power Next-Gen Gamification Design
Market Drivers
- Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands
- Enhanced Overall User Experience
- Mobile-based Gamification Gaining Momentum
- Crowdsourcing Seen as a Major Opportunity in Innovation and Development
Opportunities
- Growing Impetus of Digitization
- Growth of Social Media
- Growth of BYOD Penetration
Restraints
- Low Level of Awareness about Gamification
- Unclear Effects on User Attitudes and Behavior
Challenges
- Lack of Improvement in Game Designs
Key Target Audience
Gamification solution providers, Internet service providers, System integrators, Cloud service providers, Third party vendors, Application service providers and Technology providers