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市場調查報告書

遊戲化的全球市場 :2017年∼2021年

Global Gamification Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 256778
出版日期 內容資訊 英文 76 Pages
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遊戲化的全球市場 :2017年∼2021年 Global Gamification Market 2017-2021
出版日期: 2017年08月23日 內容資訊: 英文 76 Pages
簡介

遊戲化的全球市場,預計從2017年到2021年以30.37%的年複合成長率成長。

本報告以遊戲化的全球市場為研究主題,提供市場成長的推動要素和市場課題,透過市場趨勢,以及市場競爭情形的詳細調查,目前市場方案分析以及市場預測。

第1章 摘要整理

第2章 本報告涵蓋範圍

第3章 市場調查手法

第4章 序論

  • 市場概要

第5章 市場概論

  • 遊戲化的演進
  • 遊戲化手法
  • 遊戲化的適用領域
  • 遊戲化的有效利用
  • 遊戲化的優點

第6章 市場形勢

  • 市場概要
  • 市場規模及未來預測
  • 波特的五力分析

第7章 各適用領域市場分類

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

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
  • 醫療遊戲化的全球市場
  • 娛樂遊戲化的全球市場
  • 教育遊戲化的全球市場
  • 零售業遊戲化的全球市場
  • 消費品產業的遊戲化的全球市場
  • 媒體及出版業遊戲化的全球市場
  • 其他

第9章 各需求市場分類

  • 各需求的遊戲化的全球市場
  • 用戶參與度
  • 品牌忠誠
  • 品牌認識
  • 進修
  • 動機

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 主要國家

  • 各主要國家的遊戲化的全球市場
  • 美國
  • 日本

第12章 決策結構

第13章 市場成長的推動要素、課題

第14章 市場趨勢

第15章 業者情勢

  • 市場競爭方案
  • 其他卓越供應商主要供應商分析

第16章 附錄

  • 簡稱一覽

附表、附圖

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目錄
Product Code: IRTNTR14569

About Gamification

Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.

Technavio's analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Gamification Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • BADGEVILLE
  • BigDoor Media
  • Bunchball
  • Gigya

Other Prominent Vendors

  • Cadalys
  • IActionable
  • Lithium Technologies
  • PUG PHARM
  • Seriosity

Market driver

  • Increased requirement for data on customer behaviour
  • For a full, detailed list, view our report

Market challenge

  • Gamification can be ineffective
  • For a full, detailed list, view our report

Market trend

  • Increasing penetration of customized marketing
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

  • Market outline

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
  • Global gamification market by enterprise

PART 08: Market segmentation by end-user

  • Global gamification market by end-user
  • Global gamification market by healthcare
  • Global gamification market by entertainment
  • Global gamification market by education
  • Global gamification market by retail
  • Global gamification market by consumer goods
  • Global gamification market by media
  • Global gamification market by others

PART 09: Market segmentation by need

  • Global gamification market by need
  • Global gamification market by user engagement
  • Global gamification market by brand loyalty
  • Global gamification market by brand awareness
  • Global gamification market by training
  • Global gamification market by motivation

PART 10: Geographical segmentation

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

PART 11: Key leading countries

  • Global gamification market by key leading countries
  • Gamification market in US
  • Gamification market in Japan

PART 12: Decision framework

PART 13: Drivers and challenges

  • Market drivers
  • Market challenges

PART 14: Market trends

  • Increasing penetration of customized marketing
  • Social media acting as a marketing platform for gamification
  • Gamification through mobile devices

PART 15: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 16: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Gamification process
  • Exhibit 02: Global gamification market: Overview
  • Exhibit 03: Global gamification market 2016-2021 ($ billions)
  • Exhibit 04: Five forces analysis
  • Exhibit 05: Global gamification market by application 2016 and 2021 (% share of revenue)
  • Exhibit 06: Global gamification market by consumer 2016-2021 ($ billions)
  • Exhibit 07: Global gamification market by enterprise 2016-2021 ($ billions)
  • Exhibit 08: Global gamification market by end-user 2016 and 2021 (% share of revenue)
  • Exhibit 09: Global gamification market by healthcare 2016-2021 ($ billions)
  • Exhibit 10: Global gamification market by entertainment 2016-2021 ($ billions)
  • Exhibit 11: Global gamification market by education 2016-2021 ($ billions)
  • Exhibit 12: Global gamification market by retail 2016-2021 ($ billions)
  • Exhibit 13: Global gamification market by consumer goods 2016-2021 ($ billions)
  • Exhibit 14: Global gamification market by media 2016-2021 ($ billions)
  • Exhibit 15: Global gamification market by others 2016-2021 ($ billions)
  • Exhibit 16: Global gamification market by need 2016 and 2021 (% share of revenue)
  • Exhibit 17: Global gamification market by user engagement 2016-2021 ($ billions)
  • Exhibit 18: Global gamification market by brand loyalty 2016-2021 ($ billions)
  • Exhibit 19: Global gamification market by brand awareness 2016-2021 ($ billions)
  • Exhibit 20: Global gamification market by training 2016-2021 ($ billions)
  • Exhibit 21: Global gamification market by motivation 2016-2021 ($ billions)
  • Exhibit 22: Global gamification market by geography 2016 and 2021 (% share of revenue)
  • Exhibit 23: Gamification market in Americas 2016-2021 ($ billions)
  • Exhibit 24: Gamification market in EMEA 2016-2021 ($ billions)
  • Exhibit 25: Gamification market in APAC 2016-2021 ($ billions)
  • Exhibit 26: Global gamification market: Top ten countries 2016 (% share)
  • Exhibit 27: Global gamification market: Revenue of top ten countries 2016 ($ millions)
  • Exhibit 28: Gamification market in US 2016-2021 ($ billions)
  • Exhibit 29: Gamification market in Japan 2016-2021 ($ billions)
  • Exhibit 30: Other prominent vendors
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