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市場調查報告書

遊戲化的全球市場:2019年∼2023年

Gamification Market by Application, End-users, Need, and Geography - Global Forecast and Analysis 2019-2023

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 906359
出版日期 內容資訊 英文 159 Pages
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遊戲化的全球市場:2019年∼2023年 Gamification Market by Application, End-users, Need, and Geography - Global Forecast and Analysis 2019-2023
出版日期: 2019年08月09日內容資訊: 英文 159 Pages
簡介

全球遊戲化市場,在數位學習的遊戲化的採用增加,遊戲化為基礎的企業內學習的採用增加,客戶中心的經營模式的實行增加等成為成長促進因素,在預測期間內預計將以30%以上的年複合成長率擴大。但,認識和一貫性的缺乏,公司內部遊戲化解決方案的可用性,及IT訓練模組的持續性變更等的不穩定要素,可能妨礙在預測期間內遊戲化產業的成長。

本報告提供全球遊戲化市場相關調查分析,市場規模及成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,再加上主要供應商等相關的系統性資訊。

目錄

第1章 摘要整理

第2章 調查範圍

  • 簡介1
  • 簡介2
  • 美金的貨幣換算比率

第3章 市場情形

  • 市場生態系統
  • 市場特徵
  • 市場區隔分析

第4章 市場規模

  • 市場定義
  • 市場規模(2018年)
  • 市場規模及預測(2018年∼2023年)

第5章 波特的五力分析

  • 買主談判力
  • 供應商談判力
  • 新加入廠商的威脅
  • 替代品的威脅
  • 競爭對手的威脅
  • 市場情況

第6章 市場區隔:各應用領域

  • 市場區隔:各應用領域
  • 各應用領域比較:市場規模及預測(2018年∼2023年)
  • 消費者主導型應用
  • 企業主導型應用
  • 市場機會:各應用領域

第7章 客戶形勢

第8章 市場區隔:各終端用戶

  • 市場區隔:各終端用戶
  • 各終端用戶比較:市場規模及預測(2018年∼2023年)
  • 醫療保健
  • 娛樂
  • 教育
  • 零售
  • 消費品
  • 媒體
  • 其他
  • 市場機會:各終端用戶

第9章 各地區形勢

  • 各地區市場區隔
  • 各地區比較:市場規模及預測(2018年∼2023年)
  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東、非洲地區
  • 主要國家
  • 市場機會

第10章 市場區隔化:各需求

  • 市場區隔:各需求
  • 需求比較:各市場規模及預測(2018年∼2023年)
  • 用戶參與度
  • 品牌導向
  • 品牌認知度
  • 進修
  • 動機
  • 市場機會:各需求

第11章 決策架構

第12章 成長要素與課題

  • 市場成長要素
  • 市場課題

第13章 市場趨勢

  • M&A的增加
  • 對遊戲化解決方案先進技術的整合
  • 教育性遊戲化解決方案的AR及VR的有效利用的增加

第14章 業者情勢

  • 概要
  • 創造性破壞狀況

第15章 供應商分析

  • 交易廠商
  • 供應商分類
  • 供應商的市場定位
  • Ambition
  • BI WORLDWIDE
  • Hoopla Software Inc.
  • Microsoft Corp.
  • SAP SE

第16章 附錄

  • 調查方法
  • 簡稱的清單
  • 供應商的市場定位定義

第17章 關於TECHNAVIO

目錄
Product Code: IRTNTR31828

About this market

Technavio's gamification market analysis considers sales from both consumer-driven application and enterprise-driven application. Our analysis also considers the sales of gamification in APAC, Europe, North America, South America, and MEA. In 2018, the consumer-driven application segment had a significant market share, and this trend is expected to continue over the forecast period. Factors such as customer engagement and satisfaction will play a significant role in the consumer-driven application segment to maintain its market position. Also, our global gamification market report also looks at factors such as increasing adoption of gamification in e-learning, increased adoption of gamification-based corporate learning, and increasing implementation of customer-centric business model. However, uncertainties in the lack of awareness and inconsistency, availability of in-house gamification solution, and continuous change in IT training modules may hamper the growth of the gamification industry over the forecast period.

Overview

Increasing adoption of gamification in e-learning

E-learning helps organizations to cut down on operating cost and increase profits. Gamification in e-learning evokes game-like reactions and increase learner engagement. It improves information retention, motivation, and productivity. This increase in adoption of gamification in e-learning will lead to the expansion of the global gamification market at a CAGR of over 30% during the forecast period.

Integration of Advanced Technologies in Gamification Solutions

Gamification solution providers are integrating advanced technologies, such as AI, into their software to provide real-time tracking of data and improve organizations' operational efficiency. This AI technology also helps in understanding the employee workflows, collect and use data about individual employees, and gather feedback via chatbots. This use of AI in gamification is expected to have a positive impact on the overall market growth.

For the detailed list of factors that will drive the global gamification market during the forecast period 2019-2023, view our report.

Competitive Landscape

With the presence of several major players, the global gamification market is fragmented. Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gamification manufacturers, that include Ambition, BI WORLDWIDE, Hoopla Software Inc., Microsoft Corp., SAP SE.

Also, the gamification market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: MARKET SEGMENTATION BY APPLICATION

  • Market segmentation by application
  • Comparison by application
  • Consumer-driven application - Market size and forecast 2018-2023
  • Enterprise-driven application - Market size and forecast 2018-2023
  • Market opportunity by application

PART 07: CUSTOMER LANDSCAPE

PART 08: MARKET SEGMENTATION BY END-USER

  • Market segmentation by end-user
  • Comparison by end-user
  • Healthcare - Market size and forecast 2018-2023
  • Entertainment - Market size and forecast 2018-2023
  • Education - Market size and forecast 2018-2023
  • Retail - Market size and forecast 2018-2023
  • Consumer goods - Market size and forecast 2018-2023
  • Media - Market size and forecast 2018-2023
  • Others - Market size and forecast 2018-2023
  • Market opportunity by end-user

PART 09: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America - Market size and forecast 2018-2023
  • Europe - Market size and forecast 2018-2023
  • APAC - Market size and forecast 2018-2023
  • South America - Market size and forecast 2018-2023
  • MEA - Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 10: MARKET SEGMENTATION BY NEED

  • Market segmentation by need
  • Comparison by need
  • User engagement - Market size and forecast 2018-2023
  • Brand loyalty - Market size and forecast 2018-2023
  • Brand awareness - Market size and forecast 2018-2023
  • Training - Market size and forecast 2018-2023
  • Motivation - Market size and forecast 2018-2023
  • Market opportunity by need

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 13: MARKET TRENDS

  • Rise in mergers and acquisitions
  • Integration of advanced technologies in gamification solutions
  • Increasing use of AR and VR in educational gamification solutions

PART 14: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 15: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Ambition
  • BI WORLDWIDE
  • Hoopla Software Inc.
  • Microsoft Corp.
  • SAP SE

PART 16: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 17: EXPLORE TECHNAVIO

List of Exhibits

  • Exhibit 01: Global information technology (IT) software market
  • Exhibit 02: Segments of global information technology (IT) software market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2018
  • Exhibit 07: Global market: Size and forecast 2018-2023 ($ millions)
  • Exhibit 08: Global market: Year-over-year growth 2019-2023 (%)
  • Exhibit 09: Five forces analysis 2018
  • Exhibit 10: Five forces analysis 2023
  • Exhibit 11: Bargaining power of buyers
  • Exhibit 12: Bargaining power of suppliers
  • Exhibit 13: Threat of new entrants
  • Exhibit 14: Threat of substitutes
  • Exhibit 15: Threat of rivalry
  • Exhibit 16: Market condition - Five forces 2018
  • Exhibit 17: Application - Market share 2018-2023 (%)
  • Exhibit 18: Comparison by application
  • Exhibit 19: Consumer-driven application - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 20: Consumer-driven application - Year-over-year growth 2019-2023 (%)
  • Exhibit 21: Enterprise-driven application - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 22: Enterprise-driven application - Year-over-year growth 2019-2023 (%)
  • Exhibit 23: Market opportunity by application
  • Exhibit 24: Customer landscape
  • Exhibit 25: End-user - Market share 2018-2023 (%)
  • Exhibit 26: Comparison by end-user
  • Exhibit 27: Healthcare - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 28: Healthcare - Year-over-year growth 2019-2023 (%)
  • Exhibit 29: Entertainment - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 30: Entertainment - Year-over-year growth 2019-2023 (%)
  • Exhibit 31: Education - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 32: Education - Year-over-year growth 2019-2023 (%)
  • Exhibit 33: Retail - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 34: Retail - Year-over-year growth 2019-2023 (%)
  • Exhibit 35: Consumer goods - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 36: Challenges and their gamification solutions
  • Exhibit 37: Consumer goods - Year-over-year growth 2019-2023 (%)
  • Exhibit 38: Media - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 39: Media - Year-over-year growth 2019-2023 (%)
  • Exhibit 40: Others - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 41: Others - Year-over-year growth 2019-2023 (%)
  • Exhibit 42: Market opportunity by end-user
  • Exhibit 43: Market share by geography 2018-2023 (%)
  • Exhibit 44: Geographic comparison
  • Exhibit 45: North America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 46: North America - Year-over-year growth 2019-2023 (%)
  • Exhibit 47: Europe - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 48: Europe - Year-over-year growth 2019-2023 (%)
  • Exhibit 49: APAC - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 50: APAC - Year-over-year growth 2019-2023 (%)
  • Exhibit 51: South America - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 52: South America - Year-over-year growth 2019-2023 (%)
  • Exhibit 53: MEA - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 54: MEA - Year-over-year growth 2019-2023 (%)
  • Exhibit 55: Key leading countries
  • Exhibit 56: Market opportunity
  • Exhibit 57: Need - Market share 2018-2023 (%)
  • Exhibit 58: Comparison by need
  • Exhibit 59: User engagement - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 60: User engagement - Year-over-year growth 2019-2023 (%)
  • Exhibit 61: Brand loyalty - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 62: Brand loyalty - Year-over-year growth 2019-2023 (%)
  • Exhibit 63: Brand awareness - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 64: Brand awareness - Year-over-year growth 2019-2023 (%)
  • Exhibit 65: Training - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 66: Training - Year-over-year growth 2019-2023 (%)
  • Exhibit 67: Motivation - Market size and forecast 2018-2023 ($ millions)
  • Exhibit 68: Motivation - Year-over-year growth 2019-2023 (%)
  • Exhibit 69: Market opportunity by need
  • Exhibit 70: Impact of drivers and challenges
  • Exhibit 71: Vendor landscape
  • Exhibit 72: Landscape disruption
  • Exhibit 73: Vendors covered
  • Exhibit 74: Vendor classification
  • Exhibit 75: Market positioning of vendors
  • Exhibit 76: Ambition - Vendor overview
  • Exhibit 77: Ambition - Key offerings
  • Exhibit 78: BI WORLDWIDE - Vendor overview
  • Exhibit 79: BI WORLDWIDE - Key offerings
  • Exhibit 80: Hoopla Software Inc. - Vendor overview
  • Exhibit 81: Hoopla Software Inc. - Key offerings
  • Exhibit 82: Microsoft Corp. - Vendor overview
  • Exhibit 83: Microsoft Corp. - Business segments
  • Exhibit 84: Microsoft Corp. - Organizational developments
  • Exhibit 85: Microsoft Corp. - Geographic focus
  • Exhibit 86: Microsoft Corp. - Segment focus
  • Exhibit 87: Microsoft Corp. - Key offerings
  • Exhibit 88: SAP SE - Vendor overview
  • Exhibit 89: SAP SE - Business segments
  • Exhibit 90: SAP SE - Organizational developments
  • Exhibit 91: SAP SE - Geographic focus
  • Exhibit 92: SAP SE - Segment focus
  • Exhibit 93: SAP SE - Key offerings
  • Exhibit 94: Validation techniques employed for market sizing
  • Exhibit 95: Definition of market positioning of vendors
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