The gamification solutions are being increasingly adopted in various verticals, such as media and publishing, entertainment, and e-commerce.
Scope of the Report:
This report studies the Gamification market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Gamification market by product type and applications/end industries.
The enterprise driven gamification solution market size is expected to hold the largest market share and dominate the market.
The global Gamification market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Gamification.
Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.
Market Segment by Companies, this report covers
MICROSOFT
SALESFORCE
BADGEVILLE
BUNCHBALL
ARCARIS
SAP
BIGDOOR
GIGYA
FAYA
LEVELELEVEN
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Enterprise-Driven Solution
Consumer-Driven Solution
Market Segment by Applications, can be divided into
Small and Medium Businesses
Large Enterprise
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Gamification Market Overview
1.1 Product Overview and Scope of Gamification
1.2 Classification of Gamification by Types
1.2.1 Global Gamification Revenue Comparison by Types (2017-2023)
1.2.2 Global Gamification Revenue Market Share by Types in 2017
1.2.3 Enterprise-Driven Solution
1.2.4 Consumer-Driven Solution
1.3 Global Gamification Market by Application
1.3.1 Global Gamification Market Size and Market Share Comparison by Applications (2013-2023)
1.3.2 Small and Medium Businesses
1.3.3 Large Enterprise
1.4 Global Gamification Market by Regions
1.4.1 Global Gamification Market Size (Million USD) Comparison by Regions (2013-2023)
1.4.1 North America (USA, Canada and Mexico) Gamification Status and Prospect (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy) Gamification Status and Prospect (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Gamification Status and Prospect (2013-2023)
1.4.4 South America (Brazil, Argentina, Colombia) Gamification Status and Prospect (2013-2023)
1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Gamification Status and Prospect (2013-2023)
1.5 Global Market Size of Gamification (2013-2023)
2 Manufacturers Profiles
2.1 MICROSOFT
2.1.1 Business Overview
2.1.2 Gamification Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 MICROSOFT Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.2 SALESFORCE
2.2.1 Business Overview
2.2.2 Gamification Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 SALESFORCE Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.3 BADGEVILLE
2.3.1 Business Overview
2.3.2 Gamification Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 BADGEVILLE Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.4 BUNCHBALL
2.4.1 Business Overview
2.4.2 Gamification Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 BUNCHBALL Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.5 ARCARIS
2.5.1 Business Overview
2.5.2 Gamification Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 ARCARIS Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.6 SAP
2.6.1 Business Overview
2.6.2 Gamification Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 SAP Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.7 BIGDOOR
2.7.1 Business Overview
2.7.2 Gamification Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 BIGDOOR Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.8 GIGYA
2.8.1 Business Overview
2.8.2 Gamification Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 GIGYA Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.9 FAYA
2.9.1 Business Overview
2.9.2 Gamification Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 FAYA Gamification Revenue, Gross Margin and Market Share (2016-2017)
2.10 LEVELELEVEN
2.10.1 Business Overview
2.10.2 Gamification Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 LEVELELEVEN Gamification Revenue, Gross Margin and Market Share (2016-2017)
3 Global Gamification Market Competition, by Players
3.1 Global Gamification Revenue and Share by Players (2013-2018)
3.2 Market Concentration Rate
3.2.1 Top 5 Gamification Players Market Share
3.2.2 Top 10 Gamification Players Market Share
3.3 Market Competition Trend
4 Global Gamification Market Size by Regions
4.1 Global Gamification Revenue and Market Share by Regions
4.2 North America Gamification Revenue and Growth Rate (2013-2018)
4.3 Europe Gamification Revenue and Growth Rate (2013-2018)
4.4 Asia-Pacific Gamification Revenue and Growth Rate (2013-2018)
4.5 South America Gamification Revenue and Growth Rate (2013-2018)
4.6 Middle East and Africa Gamification Revenue and Growth Rate (2013-2018)
5 North America Gamification Revenue by Countries
5.1 North America Gamification Revenue by Countries (2013-2018)
5.2 USA Gamification Revenue and Growth Rate (2013-2018)
5.3 Canada Gamification Revenue and Growth Rate (2013-2018)
5.4 Mexico Gamification Revenue and Growth Rate (2013-2018)
6 Europe Gamification Revenue by Countries
6.1 Europe Gamification Revenue by Countries (2013-2018)
6.2 Germany Gamification Revenue and Growth Rate (2013-2018)
6.3 UK Gamification Revenue and Growth Rate (2013-2018)
6.4 France Gamification Revenue and Growth Rate (2013-2018)
6.5 Russia Gamification Revenue and Growth Rate (2013-2018)
6.6 Italy Gamification Revenue and Growth Rate (2013-2018)
7 Asia-Pacific Gamification Revenue by Countries
7.1 Asia-Pacific Gamification Revenue by Countries (2013-2018)
7.2 China Gamification Revenue and Growth Rate (2013-2018)
7.3 Japan Gamification Revenue and Growth Rate (2013-2018)
7.4 Korea Gamification Revenue and Growth Rate (2013-2018)
7.5 India Gamification Revenue and Growth Rate (2013-2018)
7.6 Southeast Asia Gamification Revenue and Growth Rate (2013-2018)
8 South America Gamification Revenue by Countries
8.1 South America Gamification Revenue by Countries (2013-2018)
8.2 Brazil Gamification Revenue and Growth Rate (2013-2018)
8.3 Argentina Gamification Revenue and Growth Rate (2013-2018)
8.4 Colombia Gamification Revenue and Growth Rate (2013-2018)
9 Middle East and Africa Revenue Gamification by Countries
9.1 Middle East and Africa Gamification Revenue by Countries (2013-2018)
9.2 Saudi Arabia Gamification Revenue and Growth Rate (2013-2018)
9.3 UAE Gamification Revenue and Growth Rate (2013-2018)
9.4 Egypt Gamification Revenue and Growth Rate (2013-2018)
9.5 Nigeria Gamification Revenue and Growth Rate (2013-2018)
9.6 South Africa Gamification Revenue and Growth Rate (2013-2018)
10 Global Gamification Market Segment by Type
10.1 Global Gamification Revenue and Market Share by Type (2013-2018)
10.2 Global Gamification Market Forecast by Type (2018-2023)
10.3 Enterprise-Driven Solution Revenue Growth Rate (2013-2023)
10.4 Consumer-Driven Solution Revenue Growth Rate (2013-2023)
11 Global Gamification Market Segment by Application
11.1 Global Gamification Revenue Market Share by Application (2013-2018)
11.2 Gamification Market Forecast by Application (2018-2023)
11.3 Small and Medium Businesses Revenue Growth (2013-2018)
11.4 Large Enterprise Revenue Growth (2013-2018)
12 Global Gamification Market Size Forecast (2018-2023)
12.1 Global Gamification Market Size Forecast (2018-2023)
12.2 Global Gamification Market Forecast by Regions (2018-2023)
12.3 North America Gamification Revenue Market Forecast (2018-2023)
12.4 Europe Gamification Revenue Market Forecast (2018-2023)
12.5 Asia-Pacific Gamification Revenue Market Forecast (2018-2023)
12.6 South America Gamification Revenue Market Forecast (2018-2023)
12.7 Middle East and Africa Gamification Revenue Market Forecast (2018-2023)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
List of Tables and Figures
Figure Gamification Picture
Table Product Specifications of Gamification
Table Global Gamification and Revenue (Million USD) Market Split by Product Type
Figur