Gamification Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Size, Share & Trends, Drivers, Restraints, Opportunities, Manufacturer, Applications, And Segments

  • AMR-1065463
  • May 2021
  • Telecommunications and Wireless
  • 119 Pages
The Gamification market research report provides an in-depth analysis of the currents trends, latest developments, scenario, market size, various drivers, restraints, and major players along with their profile details. Research report offers the historic data for year 2018 and 2019 and also provides the forecast data from year 2020 to 2028 which is based on revenue (USD Million). With the help of all these information research report helps the market participants to improve market positions. With the help of all these insights Gamification market research report recommends a business strategy for present market participants to strengthen their position in the market.
 
Report Parameters Details of Parameter
Market Size xx Million
Based Year 2020
Forecast Period Covered 2020 – 2028
Units for value Revenue in USD million and CAGR from 2020 to 2028
Covered Segments Component, Types, Applications, End-Users, and more.
Companies Covered Microsoft Corporation, Bunchball, Arcaris Inc., Bigdoor, Inc., Faya Corporation, LevelEleven LLC, SAP SE, Gigya, Inc., Salesforce.com, Inc., Badgeville, Inc.
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East and Africa

COVID-19 Impact Analysis
The analysis of covid-19 is based on the impact of the current pandemic situation on market scenarios. This includes impact of covid-19 outbreak on overall revenue, market segments as well as regional market. The report also puts light on detailed impact analysis by taking into consideration all the government policies imposed during the pandemic situation, temporary shutdown of manufacturing units, current state of supply chain and distributors, and its future impacts on the growth of overall market. The market study will assist user to understand the global demand and impose strategic business plans to compete with the peers.

Furthermore, the research report includes the detailed information about major players and provides the data regarding the current market scenario as well as upcoming market opportunities or challenges. Similarly, in segment report covers the types, and applications according to the countries and key regions. The research report consists the various drivers and restraints for Gamification market along with their effects over the forecast period. Similarly, according to the region Gamification market research report includes the study of opportunities available in the market situation.

The Gamification market research report provides the in-depth data analysis by using the various graphs, figures, charts, and tables. Furthermore, the report provides the different business challenges which are impacting market growth in all direction.

Major Key Players for Global Gamification Market:
The Gamification market research report offers the company profile of major key players including progress trends, competitive landscape breakdown, and key in regions development status. Microsoft Corporation, Bunchball, Arcaris Inc., Bigdoor, Inc., Faya Corporation, LevelEleven LLC, SAP SE, Gigya, Inc., Salesforce.com, Inc., Badgeville, Inc.

Gamification Market Segmentation Analysis:
by Solution
Enterprise-Driven and Consumer-Driven
Deployment Type
On-Premise and Cloud
Application
Sales
Product Development
Human Resource and Others
Vertical
Entertainment
Healthcare
BFSI
E-Commerce
Education and Others

Global Gamification Market Segmentation by Regions:
In regional analysis, Gamification market research report provides the detailed analysis from various regions and also contains the detailed analysis of country. Along with market revenue, market value report also offers the forecast analysis for the following countries and regions. Global Gamification market report covers the various geographical regions such as North America, Asia-Pacific, Europe, Latin America, and Middle East & Africa. Also, various countries included are Canada, U.K., France, the U.S., Japan, China, India, and Germany and so on.

North America Region for Gamification Market: Value and Forecast
  • U.S.
  • Canada
 Europe Region for Gamification Market: Value and Forecast
  • UK
  • Germany
  • France
  • Rest of the Europe
 Asia Pacific Region for Gamification Market: Value and Forecast
  • China
  • Japan
  • India
  • Rest of the Asia Pacific
 Latin America Region for Gamification Market: Value and Forecast
  • Mexico
  • Brazil
  • Rest of the Latin America
 Middle East and Africa for Gamification Market: Value and Forecast
  • GCC Countries
  • South Africa
  • Rest of Middle East and Africa


Important Points Covered by Report:
  • To analyze the value of the Gamification market, according to the key region.
  • To study the Gamification market current trends, prospects and also their participation in the entire sector.
  • Report consists the in-depth information related to the region/countries, major key players, current trends and their analysis, product type, applications, and other background information
  • Report provides the detailed information about drivers, restraints and future scope of Gamification market.
  • Report covers the information about historic data analysis as well as forecast period analysis.

Global Gamification research report consist the information about overall sales and revenue during the historic and forecasted period of 2018 to 2028. Additionally, this report covers the inside and out factual examination and the market elements and requests which give an entire situation of the business.

Key Analytical Areas:
The report aims to offer a complete solution to various businesses operating in the Gamification market in making strategic decisions based on credible information and actionable insights. Thereby, the report covers various aspects of your requirements such as industry overview, market dynamics, regional analysis and competitive landscape. The report aims to provide insights to businesses in the Gamification market for numerous purposes such as:

    1. Strategic Decision Making:
With the help of this report, key decision makers can quickly analyze and identify growth opportunities in terms of numerous segments across various geographical regions. Thereby, this report enables organizations to identify and make strategic investments in specific market segments in order to gain maximum return on investment.

     2. Actionable Insights:
The report offers a deep dive into how companies are leveraging market conditions to make the most in the Gamification market. Thereby, the report offers numerous actionable insights into the best practices and key success factors relevant in the Gamification market. Using the insights included in the report, businesses can make quick decisions to achieve success in business operations.

     3. Competitive Snapshot:
In addition, to detailed information on the companies operating in the Gamification market, the report also includes a competitive snapshot of all the companies covered in the report. Thereby, this offers a visual representation of how all the companies stand comparatively based on their competencies, geographic presence, market hold, years of operations, employee and financial strength, among others.

Manufacturers and Segments

  • Microsoft Corporation
  • Bunchball
  • Arcaris Inc.
  • Bigdoor, Inc.
  • Faya Corporation
  • LevelEleven LLC
  • SAP SE
  • Gigya, Inc.
  • Salesforce.com, Inc.
  • Badgeville, Inc.
  • Enterprise-Driven and Consumer-Driven
  • Entertainment
  • Healthcare
  • BFSI
  • E-Commerce
  • Education Others

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1. Preface
     1.1. Report Scope and Description
     1.2. Research Methodology
          1.2.1. Phase I-Secondary Research
          1.2.2. Phase II-Primary Research
          1.2.3. Phase II-Expert Panel Review
          1.2.4. Assumptions
          1.2.5. Approach Adopted

2. Executive Summarysegment Form
     2.1. Global Gamification Market Snapshot
          2.1.1. Global Gamification Market By Solution,2019
               2.1.1.1.Enterprise-Driven and Consumer-Driven
          2.1.2. Global Gamification Market By Vertical,2019
               2.1.2.1.Entertainment
               2.1.2.2.Healthcare
               2.1.2.3.BFSI
               2.1.2.4.E-Commerce
               2.1.2.5.Education Others
          2.1.3. Global Gamification Market By End-use,2019
          2.1.4. Global Gamification Market By Geography,2019

3. Global Gamification Market Dynamics
     3.1. Market Overview
     3.2. Market Inclination Insights Analysis
     3.3. Drivers
     3.4. Challenges
     3.5. Future Prospects
     3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)

4. Global Gamification Market Size (US$), By Solution, 2018 – 2028 
     4.1. Overview
          4.1.1. Market Share Analysis By Solution, 2019 vs.2028
          4.1.2. Attractive Investment Proposition By Solution, 2020
     4.2. Global Gamification Market Size (US$), By Solution, 2018 – 2028

5. Global Gamification Market Size (US$), By Vertical, 2018 – 2028 
     5.1. Overview
          5.1.1. Market Share Analysis By Vertical, 2019 vs.2028
          5.1.2. Attractive Investment Proposition By Vertical, 2020
     5.2. Global Gamification Market Size (US$), By Vertical, 2018 – 2028

6. Global Gamification Market Size (US$), By End-use, 2018 – 2028 
     6.1. Overview
          6.1.1. Market Share Analysis By End-use, 2019 vs.2028
          6.1.2. Attractive Investment Proposition By End-use, 2020
     6.2. Global Gamification Market Size (US$), By End-use, 2018 – 2028

7. Global Gamification Market Size (US$), By Geography, 2018 – 2028
     7.1. Overview
          7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
          7.1.2. Attractive Investment Proposition by Geography, 2020
     7.2. North America Gamification Market Analysis, 2018 – 2028 
          7.2.1. North America Gamification Market Size (US$), By Country, 2018 – 2028 
               7.2.1.1. U.S.
               7.2.1.2. Canada
          7.2.2. North America Gamification Market Size (US$), By Solution, 2018 – 2028
          7.2.3. North America Gamification Market Size (US$), By Vertical, 2018 – 2028
          7.2.4. North America Gamification Market Size (US$), By End-use, 2018 – 2028
     7.3. Europe Gamification Market Analysis, 2018 – 2028 
          7.3.1.  Europe Gamification Market Size (US$), By Country, 2018 – 2028 
               7.3.1.1. U.K.
               7.3.1.2. Germany
               7.3.1.3. France
               7.3.1.4. Rest of Europe
          7.3.2. Europe Gamification Market Size (US$), By Solution, 2018 – 2028
          7.3.3. Europe Gamification Market Size (US$), By Vertical, 2018 – 2028
          7.3.4. Europe Gamification Market Size (US$), By End-use, 2018 – 2028
     7.4. Asia Pacific Gamification Market Analysis , 2018 – 2028
          7.4.1.  Asia Pacific Gamification Market Size (US$), By Country, 2018 – 2028 
               7.4.1.1. China
               7.4.1.2. Japan
               7.4.1.3. India
               7.4.1.4. Rest of Asia Pacific
          7.4.2. Asia Pacific Gamification Market Size (US$), By Solution, 2018 – 2028
          7.4.3. Asia Pacific Gamification Market Size (US$), By Vertical, 2018 – 2028
          7.4.4. Asia Pacific Gamification Market Size (US$), By End-use, 2018 – 2028
     7.5. Latin America Gamification Market Analysis, 2018 – 2028 
          7.5.1.  Latin America Gamification Market Size (US$), By Country, 2018 – 2028 
               7.5.1.1. Brazil
               7.5.1.2. Mexico
               7.5.1.3. Rest of Latin America
          7.5.2. Latin America Gamification Market Size (US$), By Solution, 2018 – 2028
          7.5.3. Latin America Gamification Market Size (US$), By Vertical, 2018 – 2028
          7.5.4. Latin America Gamification Market Size (US$), By End-use, 2018 – 2028
     7.6. Middle East & Africa (MEA) Gamification Market Analysis, 2018 – 2028 
          7.6.1.  MEA Gamification Market Size (US$), By Region, 2018 – 2028 
               7.6.1.1. GCC Countries
               7.6.1.2. South Africa
               7.6.1.3. Rest of MEA
          7.6.2. MEA Gamification Market Size (US$), By Solution, 2018 – 2028
          7.6.3. MEA Gamification Market Size (US$), By Vertical, 2018 – 2028
          7.6.4. MEA Gamification Market Size (US$), By End-use, 2018 – 2028

8. Company Profiles
     8.1. Competitive Analysis 
     8.2. Market Positioning of Key Vendors 
     8.3. Key Strategies adopted by the Leading Players
     8.4. Key Gamification Providers
        8.4.1 Microsoft Corporation
                8.4.1.1 Business Description
                8.4.1.2 Microsoft Corporation Geographic Operations
                8.4.1.3 Microsoft Corporation Financial Information
                8.4.1.4 Microsoft Corporation Product Positions/Portfolio
                8.4.1.5 Microsoft Corporation Key Developments
        8.4.2 Bunchball
                8.4.2.1 Business Description
                8.4.2.2 Bunchball Geographic Operations
                8.4.2.3 Bunchball Financial Information
                8.4.2.4 Bunchball Product Positions/Portfolio
                8.4.2.5 Bunchball Key Developments
        8.4.3 Arcaris Inc.
                8.4.3.1 Business Description
                8.4.3.2 Arcaris Inc. Geographic Operations
                8.4.3.3 Arcaris Inc. Financial Information
                8.4.3.4 Arcaris Inc. Product Positions/Portfolio
                8.4.3.5 Arcaris Inc. Key Developments
        8.4.4 Bigdoor, Inc.
                8.4.4.1 Business Description
                8.4.4.2 Bigdoor, Inc. Geographic Operations
                8.4.4.3 Bigdoor, Inc. Financial Information
                8.4.4.4 Bigdoor, Inc. Product Positions/Portfolio
                8.4.4.5 Bigdoor, Inc. Key Developments
        8.4.5 Faya Corporation
                8.4.5.1 Business Description
                8.4.5.2 Faya Corporation Geographic Operations
                8.4.5.3 Faya Corporation Financial Information
                8.4.5.4 Faya Corporation Product Positions/Portfolio
                8.4.5.5 Faya Corporation Key Developments
        8.4.6 LevelEleven LLC
                8.4.6.1 Business Description
                8.4.6.2 LevelEleven LLC Geographic Operations
                8.4.6.3 LevelEleven LLC Financial Information
                8.4.6.4 LevelEleven LLC Product Positions/Portfolio
                8.4.6.5 LevelEleven LLC Key Developments
        8.4.7 SAP SE
                8.4.7.1 Business Description
                8.4.7.2 SAP SE Geographic Operations
                8.4.7.3 SAP SE Financial Information
                8.4.7.4 SAP SE Product Positions/Portfolio
                8.4.7.5 SAP SE Key Developments
        8.4.8 Gigya, Inc.
                8.4.8.1 Business Description
                8.4.8.2 Gigya, Inc. Geographic Operations
                8.4.8.3 Gigya, Inc. Financial Information
                8.4.8.4 Gigya, Inc. Product Positions/Portfolio
                8.4.8.5 Gigya, Inc. Key Developments
        8.4.9 Salesforce.com, Inc.
                8.4.9.1 Business Description
                8.4.9.2 Salesforce.com, Inc. Geographic Operations
                8.4.9.3 Salesforce.com, Inc. Financial Information
                8.4.9.4 Salesforce.com, Inc. Product Positions/Portfolio
                8.4.9.5 Salesforce.com, Inc. Key Developments
        8.4.10 Badgeville, Inc.
                8.4.10.1 Business Description
                8.4.10.2 Badgeville, Inc. Geographic Operations
                8.4.10.3 Badgeville, Inc. Financial Information
                8.4.10.4 Badgeville, Inc. Product Positions/Portfolio
                8.4.10.5 Badgeville, Inc. Key Developments

LIST OF TABLES

TABLE 1 Market Snapshot: Global Gamification Market 
TABLE 2 Impact Indicators 
TABLE 3 Impact Analysis of Drivers and Restraints 
TABLE 4 North America Gamification Market Revenue, By Solution, 2018 – 2028 (US$ Mn) 
TABLE 5 North America Gamification Market Revenue, By Vertical, 2018 – 2028 (US$ Mn) 
TABLE 6 North America Gamification Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 7 Europe Gamification Market Revenue, By Solution, 2018 – 2028 (US$ Mn) 
TABLE 8 Europe Gamification Market Revenue, By Vertical, 2018 – 2028 (US$ Mn) 
TABLE 9 Europe Gamification Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 10 Asia Pacific Gamification Market Revenue, By Solution, 2018 – 2028 (US$ Mn) 
TABLE 11 Asia Pacific Gamification Market Revenue, By Vertical, 2018 – 2028 (US$ Mn) 
TABLE 12 Asia Pacific Gamification Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 13 Latin America Gamification Market Revenue, By Solution, 2018 – 2028 (US$ Mn) 
TABLE 14 Latin America Gamification Market Revenue, By Vertical, 2018 – 2028 (US$ Mn) 
TABLE 15 Latin America Gamification Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Gamification Market Revenue, By Solution, 2018 – 2028 (US$ Mn) 
TABLE 17 MEA Gamification Market Revenue, By Vertical, 2018 – 2028 (US$ Mn) 
TABLE 18 MEA Gamification Market Revenue, By End-use, 2018 – 2028 (US$ Mn)

LIST OF FIGURES

FIG. 1 Global Gamification: Market Segmentation 
FIG. 2 Global Gamification Market: Research Methodology 
FIG. 3 Top-Down and Bottom-up Approach 
FIG. 4 Global Gamification Market, By Solution, 2019 (US$ Mn) 
FIG. 5 Global Gamification Market, By Vertical, 2019 (US$ Mn) 
FIG. 6 Global Gamification Market, By End-use, 2019 (US$ Mn) 
FIG. 7 Global Gamification Market, By Geography, 2019 (US$ Mn) 
FIG. 8 Global Gamification Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition 
FIG. 10 Market Positioning of Key Gamification Providers, 2019
FIG. 11 Global Gamification Market Revenue Contribution, By Solution, 2019 & 2028 (Value %) 
FIG. 12 Global Gamification Market Revenue Contribution, By Vertical, 2019 & 2028 (Value %) 
FIG. 13 Global Gamification Market Revenue Contribution, By End-use, 2019 & 2028 (Value %) 
FIG. 14 North America Gamification Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 15 Europe Gamification Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 16 Asia Pacific Gamification Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 17 Latin America Gamification Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Gamification Market Revenue, 2018 – 2028, (US$ Mn)

Key Takeaways:

1. Market value and estimate of the Gamification market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage 

List of Tables

TABLE  Market Snapshot: Global Gamification Market
TABLE  Impact Pointers
TABLE  Impact Analysis of Drivers and Restraints
TABLE  North America Gamification Market Value, By Segment1, 2018 – 2028
TABLE  North America Gamification Market Value, By Segment2, 2018 – 2028
TABLE  North America Gamification Market Value, By Country, 2018 – 2028
TABLE  Europe Gamification Market Value, By Segment1, 2018 – 2028
TABLE  Europe Gamification Market Value, By Segment2, 2018 – 2028
TABLE  Europe Gamification Market Value, By Country, 2018 – 2028
TABLE  Asia Pacific Gamification Market Value, By Segment1, 2018 – 2028
TABLE  Asia Pacific Gamification Market Value, By Segment2, 2018 – 2028
TABLE  Asia Pacific Gamification Market Value, By Country, 2018 – 2028
TABLE  Latin America Gamification Market Value, By Segment1, 2018 – 2028
TABLE  Latin America Gamification Market Value, By Segment2, 2018 – 2028
TABLE  Latin America Gamification Market Value, By Country, 2018 – 2028
TABLE  MEA Gamification Market Value, By Segment1, 2018 – 2028
TABLE  MEA Gamification Market Value, By Segment2, 2018 – 2028
TABLE  MEA Gamification Market Value, By Country, 2018 – 2028
TABLE  Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Bunchball: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Arcaris Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Bigdoor, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Faya Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  LevelEleven LLC: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  SAP SE: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Gigya, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Badgeville, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
 

List of Figures

FIG.  Global Gamification Market: Research Methodology
FIG.  Top-Down and Bottom Up Approach
FIG.  Global Gamification Market, By Segment1, 2019 (US$ Mn)
FIG.  Global Gamification Market, By Segment2, 2019 (US$ Mn)
FIG.  Global Gamification Market, By Geography, 2019 (US$ Mn)
FIG.  Global Gamification Market Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG.  Attractive Investment Proposition
FIG.  Market Positioning of Key Gamification Providers, 2016
FIG.  Global Gamification Market Value Share, By Segment1, 2019 & 2028 (% Value)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Gamification Market Value Share, By Segment2, 2019 & 2028 (% Value)
FIG.  Global Healthcare Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global BFSI Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global E-Commerce Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Education Others Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Market Value, 2018 – 2028, (US$ Mn)
FIG.  U.S. Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Canada Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  UK Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Germany Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  France Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Europe Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  China Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Japan Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  India Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Asia Pacific Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Mexico Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Brazil Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Latin America Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  GCC Countries Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  South Africa Gamification Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of MEA Gamification Market Value, 2018 – 2028, (US$ Mn)