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市場調查報告書

汽車產業上遊戲化的預測

Gamification in the Automotive Industry, Forecast to 2025

出版商 Frost & Sullivan 商品編碼 531694
出版日期 內容資訊 英文 59 Pages
商品交期: 最快1-2個工作天內
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汽車產業上遊戲化的預測 Gamification in the Automotive Industry, Forecast to 2025
出版日期: 2017年07月14日內容資訊: 英文 59 Pages
簡介

全球遊戲化市場,預計2025年達到145億美元。預計市場2016年∼2025年以23.20%的年複合成長率成長。

本報告提供汽車產業上遊戲化相關技術相關調查分析,技術概要,各地區分析,汽車產業上技術分析等系統性資訊。

第1章 摘要整理

第2章 調查範圍、目的、背景、手法

第3章 汽車產業使用的遊戲化技術:概要

  • 數位技術支撐遊戲化
  • 技術1:穿戴式
  • 技術2:AR、VR
  • 技術3:生物辨識,手勢姿態辨識
  • 技術4:雲端基礎行動,Web應用
  • 技術5:汽車展覽

第4章 汽車的數位化支柱中的遊戲化

  • 在汽車的數位化之柱使用的遊戲化
  • 柱子A:汽車的數位零售
  • 柱子B:MaaS
  • 柱子C:聯網汽車,自動駕駛車輛
  • 柱子D:汽車工業4.0
  • 柱子E:連網型供應鏈

第5章 汽車的遊戲化:成長機會與行動的企業

  • 各地區的市場分析
  • 全球市場預測
  • 各產業領域:概要
  • 對其他產業領域的互相依賴關係
  • 成長機會
  • 創新的技術和企業
  • 策略性必要事項

第6章 汽車OEM,第一級供應商,技術企業的遊戲化舉措

  • 汽車OEM的遊戲化舉措
  • 汽車第一級、技術企業的遊戲化舉措
  • Apple的遊戲化舉措
  • Alphabet Inc.

第7章 主要供應商簡介:技術/新興企業

  • 簡介1:Inglobe Technologies
  • 簡介2:RE'FLEKT GmbH
  • 簡介3:Badgeville
  • 簡介4:Bunchball
  • 簡介5:Playbasis

第8章 結論

第9章 附錄

目錄
Product Code: K0E8-18

The Global Gamification Market will Reach $14.5 Billion in 2025

Gamification technologies help businesses to drive sales, improve return on investment (ROI), support employee interaction, and provide high customer satisfaction, and they are preferred across major industry verticals such as healthcare and automotive. The increasing penetration of smartphones, customized services, tech-savvy customers, the growing digitalization, and technology advancements compel the automotive industry to integrate gamification technologies. Wearables, virtual reality (VR), augmented reality (AR), biometrics, gesture recognition, graffiti walls, rotoscope technology, QR codes, holographic projection, cloud-based mobile, and Web applications are the key gamification technologies used across the automotive digitalization pillars of digital retailing, mobility-as-a-service (MaaS), connected and autonomous cars, industry4.0, and connected supply chain. The market will record a CAGR of 23.20%, from $1.8 billion to $14.5 billion (2016-2025). Telematics and connected services, eco games and the growing social network, and OEM and technology companies' collaborative solutions and converging technologies, such as the advent of AI, machine learning, and biometrics, are the key trends driving gamification in the automotive industry. The convergence of gamification technologies in automotive provides an exciting space for OEMs and tier 1 suppliers to pursue different forms of products and services.

For example: Nissan's Nismo Watch and Bosch's Kuri digital assistant. Globally, NA and EU lead the way in terms of gamification across industry verticals. Gamification technologies are widely used for strategic maneuvering, social media engagements, training, marketing, and branding. Gamification deployment models include software-as-a-service (SaaS), custom software models (on-premise applications), and software and hardware-coupled deployment models (reward cards used in stores to redeem points). Business model adoption varies based on the application, platform, game mechanics, number of end users, components, and aesthetics. Pay Per View, Pay Per Click, subscription to access content, SaaS, platform-as-a-service (PaaS), long-term contracts, and fixed fees are some of the key business models. Scope: The aim of this study is to research and analyze the implications of gamification concepts and the influence of advanced technologies on the automotive industry. This study identifies how gamification technologies can be used across the key automotive digitalization pillars.

Objectives:

  • To provide an overview of the different types of gamification technologies, such as wearables, AR , VR, biometrics, and cloud-based applications.
  • To offer a geographical analysis of the market across various industries
  • To furnish a detailed analysis of the various gamification technologies used across the automotive digitalization pillars.
  • To provide an in-depth analysis of the key automotive OEM, tier 1 supplier, and technology companies' gamification initiatives

Table of Contents

1. EXECUTIVE SUMMARY

  • Gamification in the Automotive Industry-Key Findings
  • Global Gamification Market Forecast to 2025
  • Key Trends Driving Gamification in the Automotive Industry
  • Gamification across Automotive Digitalization Pillars
  • Key Automotive OEM and Tier 1 Initiatives in Gamification
  • Executive Summary-Comparison of 2016 and 2025

2. RESEARCH SCOPE, OBJECTIVES, BACKGROUND, AND METHODOLOGY

  • Research Scope
  • Research Aim and Objectives
  • Key Questions this Study will Answer
  • Research Background
  • Research Methodology
  • Frost & Sullivan-CES 2017 Interviews

3. GAMIFICATION TECHNOLOGIES USED IN THE AUTOMOTIVE INDUSTRY-AN OVERVIEW

  • Gamification is Underpinned by Digital Technologies
  • Technology 1-Wearables in Automotive Gamification
  • Technology 2-AR and VR in Automotive Gamification
  • Technology 3-Biometrics and Gesture Recognition
  • Biometrics Transforming the Automotive Industry
  • Technology 4-Cloud-based Mobile and Web Applications
  • Technology 5-Gamification Used in Auto Shows and Expos

4. GAMIFICATION ACROSS AUTOMOTIVE DIGITALIZATION PILLARS

  • Gamification Used across Automotive Digitalization Pillars
  • Pillar A-Gamification Technology Used in Automotive Digital Retailing
  • Pillar B-Gamification Technology Used in MaaS
  • Pillar C-Gamification Technology in Connected and Autonomous Cars
  • Pillar D-Gamification Technology Used in Automotive Industry 4.0
  • Role of Gamification across the Connected Supply Chain
  • Pillar E-Gamification Technology in the Connected Supply Chain

5. AUTOMOTIVE GAMIFICATION-GROWTH OPPORTUNITIES AND COMPANIES TO ACTION

  • Geographical Market Analysis across Industries
  • Global Gamification Market Forecast to 2025
  • Gamification across Industry Verticals-An Overview
  • Automotive Gamification-Interdependence on Other Industry Verticals
  • Growth Opportunity-Disruptive Technologies and Business Models
  • Automotive Gamification-Disruptive Technologies and Companies
  • Strategic Imperatives of Gamification for the Automotive Industry

6. AUTOMOTIVE OEM, TIER 1 SUPPLIER, AND TECHNOLOGY COMPANY GAMIFICATION INITIATIVES

  • Automotive OEMs' Gamification Initiatives
  • Automotive OEMs' Gamification Initiatives (continued)
  • Automotive Tier 1s and Technology Companies' Gamification Initiatives
  • Apple's Gamification Initiatives
  • Alphabet Inc. and Subsidiaries Related to Gamification

7. KEY VENDORS' PROFILING-TECHNOLOGY / START-UP COMPANIES

  • Profile 1-Inglobe Technologies
  • Profile 2-RE'FLEKT GmbH
  • Profile 3-Badgeville
  • Profile 4-Bunchball
  • Profile 5-Playbasis

8. KEY CONCLUSIONS

  • Key Conclusions
  • The Last Word-3 Big Predictions
  • Legal Disclaimer

9. APPENDIX

  • Market Engineering Methodology
  • Table of Acronyms Used
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