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Global Gamification Market to Witness 30.7% CAGR During 2018 – 2024, Attaining the Market Size of US
Posted: Jun 15, 2020
The global gamification market is predicted to grow at 11.1% CAGR during the forecast period with the market size reaching USD 282.3 billion by 2024. The market is driven by factors such as extensive acceptance of technologies such as mobile, web, and social media along with swelling utilization of Internet-based services. The increasing capability of this technique to satisfy the needs and desires of an individual pertaining to their virtual achievement and position is further fueling the growth of the market.
The market for gamification devices is primarily driven by the extensive acceptance of technologies such as mobile, web, and social media along with swelling utilization of Internet-based services is driving the growth of the gamification market. Moreover, the presence of the gamification system such as consumer-based gamification systems and cloud-based gamification helps small and medium business enterprises to expansively accept techniques of gamification without paying any additional amount. The swelling dissemination of devices with a display is another factor driving the growth of the gamification market. Additionally, it has been observed that the population in the Asia-Pacific has a high demand for digital entertainment and increasing demand for tablets; laptops and mobile phones are the key contributors supporting this demand.
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On the basis of industry, the global gamification market is segmented into media and entertainment, e-commerce, retail and consumer goods, banking, financial services, and insurance, travel, and logistics, entertainment, education, healthcare, and others. Among all these segments, the education sector is predicted to witness the fastest market growth during the forecast period.
North America accounted for the major share of more than 45% in the Gamification industry in 2017, globally due to the extensive adoption of an enterprise-based and customer-based solution in this region. In order to aggravate the marketing activities of their organizations, countries such as the U.S. and Canada are rapidly adopting gamification technique with the use of effective branding, advertising, and customer interaction. These factors are thereby accentuating the demand for gamification market in this region. Moreover, Asia-Pacific is expected to witness the fastest growth in the gamification market due to the increasing penetration of the internet in this region along with extensive demand for mobile devices. The growth of this market in the region is expected to at a CAGR of more than 40% during the forecast period.
Bunchball Inc., Badgeville Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Gigya Inc., Microsoft Corporation, Knewton, BigDoor Inc., and Lithium Technologies Inc. are some of the key players offering solutions and services for gamification.
Global Gamification Market Coverage
Solution Insight and Forecast 2014-2024
- Consumer-Driven Solution
- Enterprise-Driven Solution
Deployment Type Insight and Forecast 2014-2024
- Cloud-Based
- On-Premise
User Type Size Type Insight and Forecast 2014-2024
- Small and Medium Enterprises
- Large Enterprises
Application Type Insight and Forecast 2014-2024
- Sales
- Marketing
- Product Development
- Support
- Human Resource
- Others
Industry Insight and Forecast 2014-2024
- Media and Publishing
- E-Commerce
- Retail and Consumer Goods
- Banking
- Financial Services and Insurance
- Travel and Logistics
- Entertainment
- Education
- Healthcare
- Others
Geographical Segmentation
Gamification Market by Region
North America
- U.S.
- Canada
- Mexico
Europe
- Germany
- France
- U.K.
- Italy
- Spain
- Rest of Europe
Asia-Pacific
- Japan
- China
- India
- Rest of Asia-Pacific
Latin America
- Brazil
- Rest of Latin America
Middle East & Africa (MEA)
- U.A.E
- Saudi Arabia
- Rest of MEA
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