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市場調查報告書

遊戲化市場:企業、解決方案、市場預測、預測

Gamification Companies, Solutions, Market Outlook and Forecasts 2016 - 2021

出版商 Mind Commerce 商品編碼 324754
出版日期 內容資訊 英文 65 Pages
商品交期: 最快1-2個工作天內
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遊戲化市場:企業、解決方案、市場預測、預測 Gamification Companies, Solutions, Market Outlook and Forecasts 2016 - 2021
出版日期: 2016年07月25日 內容資訊: 英文 65 Pages
簡介

遊戲化市場,預計2021年之前達到159億美元。

本報告提供遊戲化市場相關調查分析,企業,解決方案,策略,市場預測相關驗證之系統性資訊。

第1章 摘要整理

第2章 簡介

第3章 遊戲化市場趨勢分析

  • 各種平台朝向「遊戲化」的動向
  • 忠誠度報酬,GaaS,App內遊戲化
  • 客戶獲得,參與度,忠誠度和遊戲化
  • 社群Web和遊戲化
  • LBSN和遊戲化
  • 貿易,社群網路和遊戲化
  • 社群革新和創業者精神
  • 社會財產業與遊戲化
  • 社群商務創辦企業與雲端遊戲化
  • 遊戲化的投資趨勢
  • 遊戲化和巨量資料分析
  • 生產率的遊戲化
  • 虛擬實境和遊戲化
  • 穿戴式無線和自我遊戲化
  • 幹部及IT負責人的企業培訓
  • 語意網路和遊戲化
  • 千禧年和遊戲化

第4章 遊戲化策略

  • 產品及服務的遊戲化的實行
  • 跨通道為基礎的遊戲化的適用
  • 社會,遊戲內貨幣,及其他領域和遊戲化的均衡
  • KNOW THE CUSTOMER
  • 遊戲化的成功的檢測
  • 遊戲化動態的設計

第5章 全球遊戲化市場評估

  • 全球遊戲化市場預測
  • 各地區
  • 各終端用戶
  • 各產業

第6章 遊戲化技術及解決方案

  • 遊戲風格行銷
  • 遊戲化 vs. 嚴肅遊戲
  • 穿戴式遊戲化
  • 行動社群遊戲化
  • 使用遊戲層
  • 雲端遊戲化

第7章 遊戲化企業分析

第8章 結論與建議

圖表

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目錄

Overview:

A "game" can be defined as an activity utilizing rules, challenges, interaction, and rewards. Gamification is related, but something entirely different. Embedded gaming or "Gamification" is a next generation advertising approach in which gaming elements are integrated into a non-game environment. The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner.

Gamification technologies and solutions can make virtually any digital platform, device, or application more engaging for users, allowing gamers to explore their own desires towards game mastery and autonomy. From a business perspective, Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets.

This report evaluates the companies, solutions, strategies, and market outlook for gamification. Mind Commerce projects Gamification growth to reach $15.9 billion by 2021. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Content providers and intermediaries
  • Digital marketing agency or consultants
  • Internet and mobile based solution providers
  • Brands, advertisers, portals, and media companies
  • Mobile commerce application and service providers
  • Social gaming, mobile gaming and social commerce developers
  • System integrators, consultants, and professional service providers
  • Gamification platform providers (equipment, software, and services)

Table of Contents

1.0. EXECUTIVE SUMMARY

2.0. INTRODUCTION

  • 2.1. GAMES VS. GAMIFICATION
  • 2.2. WHAT IS "GAMIFICATION"
  • 2.3. WHY IS GAMIFICATION IMPORTANT?

3.0. GAMIFICATION TRENDS ANALYSIS

  • 3.1. THE MOVE TOWARDS "GAMIFYING" VARIOUS PLATFORMS
  • 3.2. LOYALTY REWARDS, GAMIFICATION-AS-A-SERVICE, AND IN-APP GAMIFICATION
  • 3.3. CUSTOMER ACQUISITION, ENGAGEMENT, LOYALTY AND GAMIFICATION
  • 3.4. SOCIAL WEB AND GAMIFICATION
  • 3.5. LOCATION BASED SERVICES (LBS) AND GAMIFICATION
  • 3.6. COMMERCE, SOCIAL NETWORK, AND GAMIFICATION
  • 3.7. SOCIAL INNOVATIONS AND ENTREPRENEURSHIP
  • 3.8. SOCIAL GOODS INDUSTRY AND GAMIFICATION
  • 3.9. SOCIAL BUSINESS STARTUP AND CLOUD GAMIFICATION
  • 3.10. INVESTMENT TRENDS IN GAMIFICATION
  • 3.11. GAMIFICATION AND BIG DATA ANALYTICS
  • 3.12. GAMIFICATION FOR PRODUCTIVITY
  • 3.13. VIRTUAL REALITY AND GAMIFICATION
  • 3.14. WEARABLE WIRELESS AND SELF GAMIFICATION
  • 3.15. CORPORATE LEARNING FOR EXECUTIVE AND IT LEADERS
  • 3.16. SEMANTIC WEB AND GAMIFICATION
  • 3.17. MILLENNIAL AND GAMIFICATION

4.0. GAMIFICATION STRATEGIES

  • 4.1. IMPLEMENTING GAMIFICATION IN PRODUCTS AND SERVCIES
  • 4.2. APPLY GAMIFICATION IN A CROSS-CHANNEL BASIS
  • 4.3. BALANCING GAMIFICATION WITH SOCIAL, IN-GAME CURRENCY, AND OTHER AREAS
  • 4.4. KNOW THE CUSTOMER
  • 4.5. MEASURING GAMIFICATION SUCCESS
  • 4.6. ENGINEERING GAMIFICATION DYNAMICS

5.0. GLOBAL GAMIFICATION MARKET ASSESSSMENT

  • 5.1. GLOBAL GAMIFICATION MARKET FORECASTS 2016-2021
  • 5.2. GAMIFICATION MARKET BY REGION 2021
  • 5.3. GAMIFICATION MARKET BY END-USER 2021
  • 5.4. GAMIFICATION MARKET BY INDUSTRY VERTICAL 2021

6.0. GAMIFICATION TECHNOLOGIES AND SOLUTIONS

  • 6.1. GAME STYLE MARKETING
  • 6.2. GAMIFICATION VS. SERIOUS GAMING
  • 6.3. WEARABLE GAMIFICATION
  • 6.4. MOBILE SOCIAL GAMIFICATION
  • 6.5. USING GAME LAYER
  • 6.6. CLOUD GAMIFICATION

7.0. GAMIFICATION COMPANY ANALYSIS

  • 7.1. 500 FRIENDS
  • 7.2. ACTAPI
  • 7.3. ACTIPLAY
  • 7.4. BADGEVILLE
  • 7.5. BANKERSLAB
  • 7.6. BELLY
  • 7.7. BENNU
  • 7.8. BIGDOOR
  • 7.9. BITOON DIGITAL
  • 7.10. BIZPART ENGAGE
  • 7.11. BLUE TELESCOPE
  • 7.12. BOOMBOX
  • 7.13. BRANDGAME
  • 7.14. BUNCHBALL
  • 7.15. CATALYSTS
  • 7.16. CHALLENGERA
  • 7.17. CI&T
  • 7.18. CLIC&GAIN
  • 7.19. COMARCH
  • 7.20. CRMGAMIFIED
  • 7.21. CROWDTWIST
  • 7.22. CUSTOMERADVOCACY
  • 7.23. DESIGNING DIGITALLY
  • 7.24. DOPAMINE
  • 7.25. DOPAWIN
  • 7.26. DYNAMIA
  • 7.27. ECHO.IT
  • 7.28. EMEE
  • 7.29. ENTHUSE
  • 7.30. FANTASYSALESTEAM
  • 7.31. FRIENDEFI
  • 7.32. FUNIFIER
  • 7.33. GAME CRAFT
  • 7.34. GAME ON! LEARNING
  • 7.35. GAMEFFECTIVE
  • 7.36. GAMIFICATION NATION
  • 7.37. GAMIFIED LABS
  • 7.38. GAMINSIDE
  • 7.39. GIGYA
  • 7.40. IACTIONABLE
  • 7.41. LEADERBOARDED
  • 7.42. LEVELUP
  • 7.43. LOYALTYMATCH
  • 7.44. MINDSPACE
  • 7.45. MINDTICKLE
  • 7.46. PAKRA
  • 7.47. PLAYBASIS
  • 7.48. PLAYGEN
  • 7.49. PUGPHARM
  • 7.50. PUNCHCARD
  • 7.51. SALESFORCE
  • 7.52. SAP
  • 7.53. SERIOSITY
  • 7.54. SODEXO
  • 7.55. TEMBOSOCIAL
  • 7.56. THE GAMIFIERS
  • 7.57. WONNOVA
  • 7.58. WORK BANDITS

8.0. CONCLUSIONS AND RECOMMENDATIONS

  • 8.1. RECOMMENDATIONS FOR BRANDS AND ADVERTISING AGENCIES
  • 8.2. RECOMMENDATIONS FOR MERCHANTS AND INSTORE STRATEGIES
  • 8.3. RECOMMENDATIONS FOR IT LEADERS AND APPLICATION DEVELOPERS
  • 8.4. RECOMMENDATIONS REGARDING COMPANY EXIT AND M&A

Figures

  • Figure 1: Getting into the Flow with Gamification and Social Web Engineering
  • Figure 2: Implementation of LBS with Gamification
  • Figure 3: Gamified Online Stores and Commerce
  • Figure 4: Gamification and Providing a Social Good
  • Figure 5: Semantic Web and Gamification
  • Figure 6: Gamification User Group Segmentation
  • Figure 7: Gamification Statistics Reveal ROI
  • Figure 8: Iterative Gamification Process
  • Figure 9: Global Gamification Market 2016-2021
  • Figure 10: Global Gamification Market Share by Region 2021
  • Figure 11: Global Gamification Market Share by End-user Type 2021
  • Figure 12: Global Gamification Market Share by Industry Vertical 2021
  • Figure 13: Introducing Gamification into a Creative Campaign
  • Figure 14: Serious Gaming or Entertainment?
  • Figure 15: Gaming Analytics and Statistics

Tables

  • Table 1: Gamification and Business Objectives in App Design
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