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市場調查報告書
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1416458

遊戲化市場報告:2030 年趨勢、預測與競爭分析

Gamification Market Report: Trends, Forecast and Competitive Analysis to 2030

出版日期: | 出版商: Lucintel | 英文 150 - page report | 商品交期: 3個工作天內

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簡介目錄

遊戲化趨勢和預測

到 2030 年,全球遊戲化市場預計將達到 574 億美元,2024 年至 2030 年年複合成長率為 23.9%。該市場的主要驅動力包括對獎勵、成功和競爭力的日益關注、數位化的提高和平板電腦和智慧型手機等小工具的普及,以及它們在企業部門的廣泛使用,以創造有趣和愉快的學習。全球遊戲化市場的未來性是光明的,BFSI、零售、教育、IT/通訊、製造和媒體/娛樂領域都有機會。

對遊戲化市場的見解

Lucintel 預測,解決方案將在整個預測期內繼續佔據重要地位,因為它們使用獎勵、徽章、挑戰、排行榜和身臨其境型敘事等遊戲元素來創造引人入勝的體驗,從而推動期望的行為和結果。

北美地區憑藉其現代技術的生態系統優勢以及尖端技術的廣泛運用,在整個預測期內仍將是最大的地區,為跨多個行業的解決方案整合提供了堅實的基礎。

常問問題

Q1.市場規模有多大?

A1. 到 2030 年,全球遊戲化市場預計將達到 574 億美元。

Q2.市場成長預測如何?

A2. 2024年至2030年,全球遊戲化市場預計將以23.9%的年複合成長率成長。

Q3.影響市場成長的主要促進因素有哪些?

A3. 這個市場的主要驅動力是人們對獎勵、成功和競爭力的日益關注,數位化的提高和平板電腦和智慧型手機等小工具的普及,以及它們在企業部門的廣泛使用,以創造有趣和有趣的學習。

Q4.市場的主要細分市場是什麼?

A4. 全球遊戲化市場未來性廣闊,BFSI、零售、教育、IT/通訊、製造和媒體/娛樂市場都有機會。

Q5. 市場上主要企業有哪些?

A5. 一些主要的遊戲化公司如下:

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Q6.未來最大的細分市場是什麼?

A6.Lucintel 預計其解決方案將在整個預測期內繼續在較大細分市場中成長,因為他們的解決方案使用獎勵、徽章、挑戰、排行榜和身臨其境型敘事等遊戲元素來創造引人入勝的體驗,從而推動期望的行為和結果。我預測會的。

Q7. 未來五年預計哪個地區將成為最大的市場?

A7. 北美地區憑藉著現代科技的生態系統優勢以及尖端技術的廣泛應用,在整個預測期內仍將是最大的地區,為跨行業解決方案的整合提供了堅實的基礎。

Q8. 可以客製化報告嗎?

A8. 是的,Lucintel 提供 10% 的客製化服務,無需額外付費。

目錄

第1章執行摘要

第2章全球遊戲化市場:市場動態

  • 簡介、背景、分類
  • 供應鏈
  • 產業促進因素與挑戰

第3章 2018-2030年市場趨勢及預測分析

  • 宏觀經濟趨勢(2018-2023)與預測(2024-2030)
  • 全球遊戲化市場趨勢(2018-2023)與預測(2024-2030)
  • 按組件分類的全球遊戲化市場
    • 解決方案
    • 服務
  • 按部署模式分類的全球遊戲化市場
    • 本地
    • 在雲端
  • 按公司規模分類的全球遊戲化市場
    • 中小企業
    • 主要企業
  • 按最終用途分類的全球遊戲化市場
    • 銀行、金融服務和保險 (BFSI)
    • 零售業
    • 教育
    • 資訊科技/通訊
    • 製造業
    • 媒體娛樂
    • 其他

第4章 2018-2030年區域市場趨勢及預測分析

  • 全球遊戲化市場(按地區)
  • 北美遊戲化市場
  • 歐洲遊戲化市場
  • 亞太地區遊戲化市場
  • 世界其他地區 (ROW) 遊戲化市場

第5章 競爭分析

  • 產品系列分析
  • 營運整合
  • 波特五力分析

第6章 成長機會與策略分析

  • 成長機會分析
    • 全球遊戲化市場成長機會(按組成部分)
    • 按部署模式分類的全球遊戲化市場成長機會
    • 按公司規模分類的全球遊戲化市場成長機會
    • 按最終用途分類的全球遊戲化市場成長機會
    • 按地區分類的全球遊戲化市場成長機會
  • 全球遊戲化市場新趨勢
  • 戰略分析
    • 新產品開發
    • 擴大全球遊戲化市場產能
    • 全球遊戲化市場的併購與合資企業
    • 認證和許可

第7章主要企業概況

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems
簡介目錄

Gamification Trends and Forecast

The future of the global gamification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets. The global gamification market is expected to reach an estimated $57.4 billion by 2030 with a CAGR of 23.9% from 2024 to 2030. The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

A more than 150-page report is developed to help in your business decisions.

Gamification by Segment

The study includes a forecast for the global gamification by component, deployment mode, enterprise size, end use, and region.

Gamification Market by Component [Shipment Analysis by Value from 2018 to 2030]:

  • Solutions
  • Services

Gamification Market by Deployment Mode [Shipment Analysis by Value from 2018 to 2030]:

  • On-Premises
  • On-Cloud

Gamification Market by Enterprise Size [Shipment Analysis by Value from 2018 to 2030]:

  • Small and Medium-Sized Enterprises
  • Large Enterprises

Gamification Market by End Use [Shipment Analysis by Value from 2018 to 2030]:

  • BFSI
  • Retail
  • Education
  • IT and Telecom
  • Manufacturing
  • Media and Entertainment
  • Others

Gamification Market by Region [Shipment Analysis by Value from 2018 to 2030]:

  • North America
  • Europe
  • Asia Pacific
  • The Rest of the World

List of Gamification Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies gamification companies cater increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the gamification companies profiled in this report include-

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Gamification Market Insights

Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Features of the Global Gamification Market

Market Size Estimates: Gamification market size estimation in terms of value ($B).

Trend and Forecast Analysis: Market trends (2018 to 2023) and forecast (2024 to 2030) by various segments and regions.

Segmentation Analysis: Gamification market size by various segments, such as by component, deployment mode, enterprise size, end use, and region in terms of value ($B).

Regional Analysis: Gamification market breakdown by North America, Europe, Asia Pacific, and Rest of the World.

Growth Opportunities: Analysis of growth opportunities in different component, deployment mode, enterprise size, end use, and regions for the gamification market.

Strategic Analysis: This includes M&A, new product development, and competitive landscape of the gamification market.

Analysis of competitive intensity of the industry based on Porter's Five Forces model.

FAQ

Q1. What is the gamification market size?

Answer: The global gamification market is expected to reach an estimated $57.4 billion by 2030.

Q2. What is the growth forecast for gamification market?

Answer: The global gamification market is expected to grow with a CAGR of 23.9% from 2024 to 2030.

Q3. What are the major drivers influencing the growth of the gamification market?

Answer: The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

Q4. What are the major segments for gamification market?

Answer: The future of the global gamification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets.

Q5. Who are the key gamification market companies?

Answer: Some of the key gamification companies are as follows:

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Q6. Which gamification market segment will be the largest in future?

Answer: Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

Q7. In gamification market, which region is expected to be the largest in next 5 years?

Answer: North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Q.8 Do we receive customization in this report?

Answer: Yes, Lucintel provides 10% customization without any additional cost.

This report answers following 11 key questions:

  • Q.1. What are some of the most promising, high-growth opportunities for the gamification market by component (solutions and services), deployment mode (on-premises and on-cloud), enterprise size (small and medium-sized enterprises and large enterprises), end use (BFSI, retail, education, IT and telecom, manufacturing, media and entertainment, and others), and region (North America, Europe, Asia Pacific, and the Rest of the World)?
  • Q.2. Which segments will grow at a faster pace and why?
  • Q.3. Which region will grow at a faster pace and why?
  • Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?
  • Q.5. What are the business risks and competitive threats in this market?
  • Q.6. What are the emerging trends in this market and the reasons behind them?
  • Q.7. What are some of the changing demands of customers in the market?
  • Q.8. What are the new developments in the market? Which companies are leading these developments?
  • Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?
  • Q.10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?
  • Q.11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

Table of Contents

1. Executive Summary

2. Global Gamification Market : Market Dynamics

  • 2.1: Introduction, Background, and Classifications
  • 2.2: Supply Chain
  • 2.3: Industry Drivers and Challenges

3. Market Trends and Forecast Analysis from 2018 to 2030

  • 3.1. Macroeconomic Trends (2018-2023) and Forecast (2024-2030)
  • 3.2. Global Gamification Market Trends (2018-2023) and Forecast (2024-2030)
  • 3.3: Global Gamification Market by Component
    • 3.3.1: Solutions
    • 3.3.2: Services
  • 3.4: Global Gamification Market by Deployment Mode
    • 3.4.1: On-premises
    • 3.4.2: On-Cloud
  • 3.5: Global Gamification Market by Enterprise Size
    • 3.5.1: Small and Medium-sized Enterprises
    • 3.5.2: Large Enterprises
  • 3.6: Global Gamification Market by End Use
    • 3.6.1: BFSI
    • 3.6.2: Retail
    • 3.6.3: Education
    • 3.6.4: IT and Telecom
    • 3.6.5: Manufacturing
    • 3.6.6: Media and Entertainment
    • 3.6.7: Others

4. Market Trends and Forecast Analysis by Region from 2018 to 2030

  • 4.1: Global Gamification Market by Region
  • 4.2: North American Gamification Market
    • 4.2.2: North American Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.3: European Gamification Market
    • 4.3.1: European Gamification Market by Component: Solutions and Services
    • 4.3.2: European Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.4: APAC Gamification Market
    • 4.4.1: APAC Gamification Market by Component: Solutions and Services
    • 4.4.2: APAC Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.5: ROW Gamification Market
    • 4.5.1: ROW Gamification Market by Component: Solutions and Services
    • 4.5.2: ROW Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others

5. Competitor Analysis

  • 5.1: Product Portfolio Analysis
  • 5.2: Operational Integration
  • 5.3: Porter's Five Forces Analysis

6. Growth Opportunities and Strategic Analysis

  • 6.1: Growth Opportunity Analysis
    • 6.1.1: Growth Opportunities for the Global Gamification Market by Component
    • 6.1.2: Growth Opportunities for the Global Gamification Market by Deployment Mode
    • 6.1.3: Growth Opportunities for the Global Gamification Market by Enterprise Size
    • 6.1.4: Growth Opportunities for the Global Gamification Market by End Use
    • 6.1.5: Growth Opportunities for the Global Gamification Market by Region
  • 6.2: Emerging Trends in the Global Gamification Market
  • 6.3: Strategic Analysis
    • 6.3.1: New Product Development
    • 6.3.2: Capacity Expansion of the Global Gamification Market
    • 6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Gamification Market
    • 6.3.4: Certification and Licensing

7. Company Profiles of Leading Players

  • 7.1: Ambition
  • 7.2: Aon
  • 7.3: Axonify
  • 7.4: Cognizant
  • 7.5: Lactionable
  • 7.6: Microsoft Corporation
  • 7.7: Verint Systems