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市場調查報告書
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1370400

遊戲化市場:2023-2028 年全球產業趨勢、佔有率、規模、成長、機會與預測

Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日期: | 出版商: IMARC | 英文 146 Pages | 商品交期: 2-3個工作天內

價格

概要

市場概況:

2022年全球遊戲化市場規模達153億美元。展望未來,IMARC Group預計到2028年市場規模將達到532億美元,2023-2028年年複合成長率(CAGR)為21.9%。

遊戲化是指在非遊戲環境中實施遊戲機制和設計元素,更重視有效的使用者參與。該軟體使組織能夠提供基於任務的互動計劃,鼓勵員工實現既定目標,進一步幫助創建健康的社區互動、團隊建立環境,並消除員工動機的模糊性。數位平台上的遊戲設計元素也透過積分、領導板、徽章和忠誠度計劃來獎勵用戶,激勵他們更加努力工作。遊戲化提供的主要好處包括豐富客戶體驗、積極的員工參與和有組織的獎勵計劃。因此,遊戲化在醫療保健、零售、BFSI 和電子學習等眾多垂直行業中得到了廣泛的應用。

遊戲化市場趨勢:

這個市場主要是由大型組織和中小企業(SME)廣泛採用基於人工智慧的遊戲化解決方案所推動的。這可以歸因於智慧型手機和智慧型裝置用戶數量的不斷增加以及對自帶設備 (BYOD) 趨勢的普遍偏好。與此一致的是,擴大利用獎勵和表彰計劃來提高員工敬業度,也為市場成長提供了動力。此外,持續的技術創新,例如基於雲端的技術的適應、群眾外包以及與社交網路平台的整合,正在市場上創造利潤豐厚的成長機會。基於行動的軟體即服務 (SaaS) 平台的出現進一步推動了市場的發展,該平台使組織能夠收集第一手資料。從本地轉向基於雲端的業務解決方案的範式也創造了積極的市場前景。對該市場做出貢獻的其他一些因素包括遊戲化更高的投資回報率、快速數位化、5G 網路部署的增加以及工業 4.0 的出現。

本報告回答的關鍵問題:

  • 迄今為止,全球遊戲化市場的表現如何,未來幾年將如何表現?
  • COVID-19 對全球遊戲化市場有何影響?
  • 主要區域市場有哪些?
  • 基於組件的市場區隔是什麼?
  • 基於部署模式的市場區隔是怎樣的?
  • 依企業規模分類的市場是怎麼樣的?
  • 基於垂直產業的市場區隔是怎樣的?
  • 產業價值鏈的各個階段是什麼?
  • 該行業的關鍵促進因素和挑戰是什麼?
  • 全球遊戲化市場的結構如何?誰是主要參與者?
  • 產業競爭程度如何?

目錄

第 1 章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 資料來源
    • 主要資源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球遊戲化市場

  • 市場概況
  • 市場業績
  • COVID-19 的影響
  • 市場預測

第 6 章:按成分分類的市場區隔

  • 解決方案
    • 市場走向
    • 市場預測
  • 服務
    • 市場走向
    • 市場預測

第 7 章:按部署模式分類的市場區隔

  • 本地
    • 市場走向
    • 市場預測
  • 雲端
    • 市場走向
    • 市場預測

第 8 章:依企業規模分類的市場區隔

  • 中小企業
    • 市場走向
    • 市場預測
  • 大型企業
    • 市場走向
    • 市場預測

第 9 章:按產業垂直分類的市場區隔

  • BFSI
    • 市場走向
    • 市場預測
  • 零售
    • 市場走向
    • 市場預測
  • 教育
    • 市場走向
    • 市場預測
  • 資訊科技和電信
    • 市場走向
    • 市場預測
  • 製造業
    • 市場走向
    • 市場預測
  • 媒體和娛樂
    • 市場走向
    • 市場預測
  • 其他
    • 市場走向
    • 市場預測

第 10 章:按地區分類的市場細分

  • 北美洲
    • 美國
      • 市場走向
      • 市場預測
    • 加拿大
      • 市場走向
      • 市場預測
  • 亞太
    • 中國
      • 市場走向
      • 市場預測
    • 日本
      • 市場走向
      • 市場預測
    • 印度
      • 市場走向
      • 市場預測
    • 韓國
      • 市場走向
      • 市場預測
    • 澳洲
      • 市場走向
      • 市場預測
    • 印尼
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 歐洲
    • 德國
      • 市場走向
      • 市場預測
    • 法國
      • 市場走向
      • 市場預測
    • 英國
      • 市場走向
      • 市場預測
    • 義大利
      • 市場走向
      • 市場預測
    • 西班牙
      • 市場走向
      • 市場預測
    • 俄羅斯
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 拉丁美洲
    • 巴西
      • 市場走向
      • 市場預測
    • 墨西哥
      • 市場走向
      • 市場預測
    • 其他
      • 市場走向
      • 市場預測
  • 中東和非洲
    • 市場走向
    • 按國家/地區分類的市場細分
    • 市場預測

第 11 章:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 12 章:價值鏈分析

第 13 章:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 14 章:價格分析

第15章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Ambition
    • Aon PLC
    • Axonify Inc.
    • BI WORLDWIDE
    • Cognizant
    • Iactionable
    • Microsoft Corporation
    • MPS Limited
    • NIIT Limited
    • SAP SE
    • Verint Systems Inc.
Product Code: SR112023A5827

Abstract

Market Overview:

The global gamification market size reached US$ 15.3 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 53.2 Billion by 2028, exhibiting a growth rate (CAGR) of 21.9% during 2023-2028.

Gamification refers to the implementation of game mechanics and design elements in non-gaming environments with an enhanced focus on effective user engagement. The software enables organizations to provide task-based interactive programs that encourage employees to achieve target goals, further helping create healthy community interactions, team building environment, and eliminate employee motive ambiguity. The game design elements on digital platforms also reward the users by integrating points, leadership boards, badges, and loyalty programs, which motivates them to work harder. The major benefits provided by gamification include customer experience enrichment, active employee engagement, and organized rewarding program. As a result, gamification finds extensive applications across a wide range of industry verticals, such as healthcare, retail, BFSI, and e-learning.

Gamification Market Trends:

The market is primarily driven by the widespread adoption of AI-based gamification solutions by large organizations and small and medium enterprises (SMEs). This can be attributed to the rising number of smartphone and smart device users and the widespread preference for the bring your own device (BYOD) trend. In line with this, the rising utilization of rewards and recognition programs to boost employee engagement is also providing an impetus to the market growth. Moreover, continual technological innovations, such as the adaptation of cloud-based technologies, crowdsourcing, and integration with social networking platforms, are creating lucrative growth opportunities in the market. The market is further driven by the advent of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data. The paradigm shift toward cloud-based business solutions from on-premises is also creating a positive market outlook. Some of the other factors contributing to the market include the higher ROI yield of gamification, rapid digitization, increasing deployments of 5G networks, and the advent of industry 4.0.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global gamification market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on component, deployment mode, enterprise size and industry vertical.

Breakup by Component:

Solution

Service

Breakup by Deployment Mode:

On-premises

On-Cloud

Breakup by Enterprise Size:

Small and Medium-sized Enterprises

Large Enterprises

Breakup by Industry Vertical:

BFSI

Retail

Education

IT and Telecom

Manufacturing

Media and Entertainment

Others

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Ambition, Aon PLC, Axonify Inc., BI WORLDWIDE, Cognizant, Iactionable, Microsoft Corporation, MPS Limited, NIIT Limited, SAP SE and Verint Systems Inc.

Key Questions Answered in This Report:

  • How has the global gamification market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global gamification market?
  • What are the key regional markets?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the deployment mode?
  • What is the breakup of the market based on the enterprise size?
  • What is the breakup of the market based on the industry vertical?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global gamification market and who are the key players?
  • What is the degree of competition in the industry?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gamification Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Component

  • 6.1 Solution
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Service
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Deployment Mode

  • 7.1 On-premises
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 On-cloud
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Enterprise Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Large Enterprises
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Industry Vertical

  • 9.1 BFSI
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Retail
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Education
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 IT and Telecom
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Manufacturing
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Media and Entertainment
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Others
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Ambition
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Aon PLC
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
      • 15.3.2.3 Financials
      • 15.3.2.4 SWOT Analysis
    • 15.3.3 Axonify Inc.
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 BI WORLDWIDE
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 Cognizant
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
      • 15.3.5.3 Financials
      • 15.3.5.4 SWOT Analysis
    • 15.3.6 Iactionable
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Microsoft Corporation
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
      • 15.3.7.3 Financials
      • 15.3.7.4 SWOT Analysis
    • 15.3.8 MPS Limited
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
      • 15.3.8.3 Financials
    • 15.3.9 NIIT Limited
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
    • 15.3.10 SAP SE
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
      • 15.3.10.4 SWOT Analysis
    • 15.3.11 Verint Systems Inc.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
      • 15.3.11.3 Financials
      • 15.3.11.4 SWOT Analysis

List of Figures

  • Figure 1: Global: Gamification Market: Major Drivers and Challenges
  • Figure 2: Global: Gamification Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Gamification Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Gamification Market: Breakup by Component (in %), 2022
  • Figure 5: Global: Gamification Market: Breakup by Deployment Mode (in %), 2022
  • Figure 6: Global: Gamification Market: Breakup by Enterprise Size (in %), 2022
  • Figure 7: Global: Gamification Market: Breakup by Industry Vertical (in %), 2022
  • Figure 8: Global: Gamification Market: Breakup by Region (in %), 2022
  • Figure 9: Global: Gamification (Solution) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 10: Global: Gamification (Solution) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 11: Global: Gamification (Service) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Gamification (Service) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Gamification (On-premises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Gamification (On-premises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Gamification (On-cloud) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Gamification (On-cloud) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Gamification (Small and Medium-sized Enterprises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Gamification (Small and Medium-sized Enterprises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Gamification (Large Enterprises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Gamification (Large Enterprises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Gamification (BFSI) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Gamification (BFSI) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Gamification (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Gamification (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: Global: Gamification (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: Global: Gamification (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Global: Gamification (IT and Telecom) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Global: Gamification (IT and Telecom) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Global: Gamification (Manufacturing) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Global: Gamification (Manufacturing) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Global: Gamification (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Global: Gamification (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Global: Gamification (Other Industry Verticals) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Global: Gamification (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 35: North America: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 36: North America: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 37: United States: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 38: United States: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 39: Canada: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 40: Canada: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 41: Asia-Pacific: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 42: Asia-Pacific: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 43: China: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 44: China: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 45: Japan: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 46: Japan: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 47: India: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 48: India: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 49: South Korea: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 50: South Korea: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 51: Australia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 52: Australia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 53: Indonesia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 54: Indonesia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 55: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 56: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 57: Europe: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 58: Europe: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 59: Germany: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 60: Germany: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 61: France: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 62: France: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 63: United Kingdom: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 64: United Kingdom: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 65: Italy: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 66: Italy: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 67: Spain: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 68: Spain: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 69: Russia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 70: Russia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 71: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 72: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 73: Latin America: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 74: Latin America: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 75: Brazil: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 76: Brazil: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 77: Mexico: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 78: Mexico: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 79: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 80: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 81: Middle East and Africa: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 82: Middle East and Africa: Gamification Market: Breakup by Country (in %), 2022
  • Figure 83: Middle East and Africa: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 84: Global: Gamification Industry: SWOT Analysis
  • Figure 85: Global: Gamification Industry: Value Chain Analysis
  • Figure 86: Global: Gamification Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Gamification Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Gamification Market Forecast: Breakup by Component (in Million US$), 2023-2028
  • Table 3: Global: Gamification Market Forecast: Breakup by Deployment Mode (in Million US$), 2023-2028
  • Table 4: Global: Gamification Market Forecast: Breakup by Enterprise Size (in Million US$), 2023-2028
  • Table 5: Global: Gamification Market Forecast: Breakup by Industry Vertical (in Million US$), 2023-2028
  • Table 6: Global: Gamification Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 7: Global: Gamification Market: Competitive Structure
  • Table 8: Global: Gamification Market: Key Players