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Global Gamification Market Forecast Report 2019-2025 Featuring Microsoft, Salesforce, Badgeville, and BunchballDUBLIN, Sept. 20, 2019 /PRNewswire/ -- The "Gamification Market By Deployment (On premises, Cloud based, and Hybrid), Enterprise Size (Small and Medium Enterprises, and Large Enterprises), End User (Retail, Banking, Government, and Others), and Geography (North America, Europe, APAC, and RoW) - Global Forecast up to 2025" report has been added to ResearchAndMarkets.com's offering. Global gamification market will grow at a rate of over 30% during the forecast period 2019-2025 and will be valued more than $32 billion by 2025. The market for gamification is driven by the increasing number of mobile devices and internet penetration. The integration of social networking platform has further enhanced the effectiveness of gamification making it reliable for a large number of applications such as for crowdsourcing. According to the gamification market analysis, North America accounted for the largest share of the global gamification market in 2018. With the presence of the highest number of technology innovators and increasing adoption of gamification to reorganize business operations, this region is expected to dominate the market during the forecast period. The Asia Pacific region is expected to witness the fastest growth rate due to the rise in the adoption of Bring Your Own Device (BYOD), especially among SMEs to enhance employee satisfaction and consumer retention. The report covers and analyzes the global gamification market. Major vendors across different verticals are increasingly developing products and investments in this market, and as a result, the gamification market is expected to grow at a good pace in the coming years. The key players in the gamification market are adopting various organic as well as inorganic growth strategies such as mergers & acquisitions, collaborations & partnerships, joint ventures, and few other strategies to gain a competitive advantage in the market.
These companies are providing hardware and software for gamification. There are numerous other vendors that have been studied based on the portfolio, geographical presence, marketing & distribution channels,revenue generation, and significant investments in R&D for analysis of the entire ecosystem. Gamification Market Research By Deployment
On the basis of deployment mode, the global gamification market is segmented to on-premises, cloud-based, and hybrid. Cloud-based subsegment is expected to grow significantly owing to low-cost availability and user-friendly deployment mode.
Based on enterprise size, the market is segmented into small and medium enterprises, and large enterprises. Large enterprises are expected to grow at the highest CAGR during the forecast period 2019-2025 predominately due to growing employee's participation in the large enterprises.
On the basis of end-user, the market is segmented into retail, banking, government, and others. Retail segment holds the largest share in the global gamification market. This is due to the growing need of online retailers to create interactive experiences with the customers. Currently, several gamification players are offering solutions that are being used in areas including media, retail, healthcare, education, corporate governance, e-commerce, entertainment, and mobile apps. The report discusses the market in terms of deployment, end-user, enterprise size, and regions. Further, the report provides details about the major challenges and drivers impacting market growth. Key Topics Covered: 1 Executive Summary For more information about this report visit https://www.researchandmarkets.com/r/efqdy4 Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research. Media Contact: Research and Markets View original content:http://www.prnewswire.com/news-releases/global-gamification-market-forecast-report-2019-2025-featuring-microsoft-salesforce-badgeville-and-bunchball-300921962.html SOURCE Research and Markets |