Cover Image
市場調查報告書

遊戲化的全球市場 - 2015∼2019年

Global Gamification Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 256778
出版日期 內容資訊 英文 63 Pages
訂單完成後即時交付
價格
Back to Top
遊戲化的全球市場 - 2015∼2019年 Global Gamification Market 2015-2019
出版日期: 2015年12月23日 內容資訊: 英文 63 Pages
簡介

遊戲化的全球市場顯示指數函數性的成長,一般認為至2019年市場成長將達48%。改善跟客戶間的互相關聯性的必要性高漲成為支撐這個市場成長的重要因素。

本報告以遊戲化的全球市場為主題,提供推動市場成長要素和市場課題、市場趨勢,以及市場競爭情形的詳細調查、目前市場方案分析,以及從2015年到2019年的市場預測。

第1章 摘要整理

第2章 本報告涵蓋範圍

  • 供應商分類
  • 總和誤差
  • 主要供應商產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 序論

  • 市場相關重要事項

第5章 市場概要

  • 遊戲化的演進
  • 遊戲化手法
  • 遊戲化的適用領域
  • 遊戲化的用途
  • 遊戲化的優點

第6章 市場概況

  • 市場概要
  • 市場規模及未來預測
  • 波特的五力分析

第7章 適用各領域市場分類

  • 適用各領域的遊戲化的全球市場
  • 一般消費者主體的適用領域中,遊戲化的全球市場
  • 企業主體的適用領域中,遊戲化的全球市場

第8章 各終端用戶市場分類

  • 各終端用戶的遊戲化的全球市場
  • 企業的遊戲化的全球市場
  • 娛樂的遊戲化的全球市場
  • 媒體及出版業的遊戲化的全球市場
  • 零售業的遊戲化的全球市場
  • 消費品產業的遊戲化的全球市場
  • 醫療的遊戲化的全球市場
  • 教育的遊戲化的全球市場

第9章 各需求市場分類

  • 在各需求的遊戲化的全球市場

第10章 各地區市場分類

  • 各地區的遊戲化的全球市場
  • 南北美洲地區的遊戲化市場
  • 歐洲、中東、非洲地區的遊戲化市場
  • 亞太地區的遊戲化市場

第11章 推動市場成長要素

  • 跟客戶的關聯改善的必要性
  • 快速地把市場反應捕捉的必要性
  • 組織化商務流程的必要性
  • 客戶的關係提高的必要性

第12章 市場課題

  • 解決方案的選擇相關問題
  • 公司內部遊戲化系統的需求
  • 訓練成本高
  • 必須支援各種部門這點的相關課題
  • 投資到產生收益的期間長

第13章 市場趨勢

  • 社群媒體的重要性增加
  • 行動裝置引進的增加
  • 客戶中心強化行銷重視
  • 中小企業的引進增加

第14章 業者情勢

  • 市場競爭方案
  • 其他卓越供應商

第15章 主要供應商分析

  • Badgeville
  • BigDoor Media
  • Bunchball
  • Gigya

第16章 附錄

第17章 關於Technavio

附表、附圖

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

目錄
Product Code: IRTNTR7576

Market outlook of the global gamification market

Gamification is the process of implementing game mechanics into a non-game context to drive user engagement. Points, badges, leader boards, challenges, and rewards are some examples of game mechanics. This market is expected to witness exponential growth during the forecast period and is envisaged to post a profound market growth rate of more than 48% by 2019. The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period.

Technavio market research analysts envisage the Americas to account for more than 52% of the total market share by 2019. High market share of this region can be attributed to its high adoption rate of gamification applications. As gamification allows companies to gain a competitive edge over their rivals, an increase in their investments will augment market growth during the forecast period.

Application-based segmentation of the gamification market

  • Consumer-driven applications
  • Enterprise-driven applications

In this market research report, Technavio's analyst has estimated the enterprise-driven applications segment to account for approximately 68% of the total revenue generated by this market during the forecast period. The increased awareness of gamification products and benefits is a critical factor that accounts for this segment's high revenue generating capacity during the forecast period.

End-user segmentation of the gamification market

  • Enterprise
  • Entertainment
  • Media and publishing
  • Retail
  • Consumer goods
  • Healthcare
  • Education
  • Others

The enterprises segment is envisaged to account for the largest market share during the forecast period. This segment is expected to account for close to 30% of the total market share by 2019 as increasing number of corporates find value proposition in deploying a gamification technique best suited for their business model.

Competitive landscape and key vendors

Since this market is still in its nascent stage, it offers tremendous growth opportunities to vendors during the forecast period. The scope for new entrants is high in this market as it is still in its growth stage, and there are many opportunities to improve the products. Additionally, the demand in developed countries is high because of the existence of numerous enterprises in need of gamification solutions.

Key vendors in this market are -

  • Badgeville
  • Big Door Media
  • Bunchball
  • Gigya

Other prominent vendors in this market are Cadalys, Gamify, IActionable, Lithium Technologies, Pug Pharm, Seriosity, and Spigit.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2019?
  • What are the key factors driving the global gamification market?
  • What are the key market trends impacting the global gamification market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global gamification market?
  • What are the market opportunities and threats faced by the vendors in the global gamification market?
  • What are the key outcomes of the five forces analysis of the global gamification market?

Technavio also offers customization on reports based on specific client requirement.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market description

  • Evolution of gamification
  • Process of gamification
  • Application areas of gamification
  • Uses of gamification
  • Advantages of gamification

PART 06: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 07: Market segmentation by application

  • Global gamification market by application
  • Global gamification market by consumer-driven applications
  • Global gamification market by enterprise-driven applications

PART 08: Market segmentation by end-user

  • Global gamification market by end-user
  • Global gamification market for enterprises
  • Global gamification market for entertainment
  • Global gamification market for media and publishing
  • Global gamification market for retail
  • Global gamification market for consumer goods
  • Global gamification market for healthcare
  • Global gamification market for education

PART 09: Market segmentation by need

  • Global gamification market by need

PART 10: Geographical segmentation

  • Global gamification market by geography
  • Gamification market in Americas
  • Gamification market in EMEA
  • Gamification market in APAC

PART 11: Market drivers

  • Need to improve customer interaction
  • Need for rapid market response
  • Need for coordination in business process
  • Need to improve customer relationships

PART 12: Market challenges

  • Issues related to solution selection
  • Demand for in-house gamification systems
  • High training costs
  • Issues related to supporting different departments
  • Delayed ROI

PART 13: Market trends

  • Increased importance of social media
  • Increased adoption of mobile devices
  • Increased focus on customer-centric marketing
  • Increased adoption in SMEs

PART 14: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 15: Key vendor analysis

  • Badgeville
  • BigDoor Media
  • Bunchball
  • Gigya

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Evolution of gamification
  • Exhibit 03: Process of gamification
  • Exhibit 04: Global gamification market segmentation
  • Exhibit 05: Global gamification market 2014-2019 ($ billions)
  • Exhibit 06: Five forces analysis
  • Exhibit 07: Global gamification market by application 2014-2019 ($ billions)
  • Exhibit 08: Global gamification market by application 2014-2019
  • Exhibit 09: Global gamification market by consumer-driven applications 2014-2019 ($ billions)
  • Exhibit 10: Global gamification market by enterprise-driven applications 2014-2019 ($ billions)
  • Exhibit 11: Global gamification market by end-user 2014
  • Exhibit 12: Global gamification market by end-user 2019
  • Exhibit 13: Global gamification market for enterprises 2014-2019 ($ billions)
  • Exhibit 14: Global gamification market for entertainment 2014-2019 ($ billions)
  • Exhibit 15: Global gamification market for media and publishing 2014-2019 ($ billions)
  • Exhibit 16: Global gamification market for retail 2014-2019 ($ millions)
  • Exhibit 17: Global gamification market for consumer goods 2014-2019 ($ millions)
  • Exhibit 18: Global gamification market for healthcare 2014-2019 ($ millions)
  • Exhibit 19: Global gamification market for education 2014-2019 ($ millions)
  • Exhibit 20: Global gamification market by need 2014
  • Exhibit 21: Global gamification market by geography 2014
  • Exhibit 22: Global gamification market by geography 2019
  • Exhibit 23: Gamification market in Americas 2014-2019 ($ billions)
  • Exhibit 24: Gamification market in EMEA 2014-2019 ($ billions)
  • Exhibit 25: Gamification market in APAC 2014-2019 ($ billions)
  • Exhibit 26: Badgeville: Product segmentation
  • Exhibit 27: BigDoor Media: Product segmentation
  • Exhibit 28: Gigya: Product portfolio
Back to Top