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市場調查報告書

遊戲化的全球市場 - 產業分析與成長預測 (到2030年)

Gamification Market Research Report: By Solution, Deployment, Application, End User - Global Industry Analysis and Growth Forecast to 2030

出版商 Prescient & Strategic Intelligence Private Limited 商品編碼 949807
出版日期 內容資訊 英文 148 Pages
商品交期: 2-3個工作天內
價格
遊戲化的全球市場 - 產業分析與成長預測 (到2030年) Gamification Market Research Report: By Solution, Deployment, Application, End User - Global Industry Analysis and Growth Forecast to 2030
出版日期: 2020年04月01日內容資訊: 英文 148 Pages
簡介

全球遊戲化市場預測將從2019年的78億4150萬美元,到2030年達到762億9890萬美元,2020年∼2030年將以年複合成長率24.2%的速度成長。

本報告提供全球遊戲化市場相關調查分析,提供市場概要,市場規模與預測,各市場區隔的市場分析,各地區的市場分析,競爭情形等相關的系統性資訊。

目錄

第1章 調查背景

第2章 調查手法

第3章 摘要整理

第4章 簡介

第5章 全球市場規模與預測

  • 各解決方案
  • 各部署
  • 各用途
  • 各終端用戶
  • 各地區

第6章 北美的市場規模與預測

  • 各解決方案
  • 各部署
  • 各用途
  • 各終端用戶
  • 各國

第7章 歐洲的市場規模與預測

  • 各解決方案
  • 各部署
  • 各用途
  • 各終端用戶
  • 各國

第8章 亞太地區的市場規模與預測

  • 各解決方案
  • 各部署
  • 各用途
  • 各終端用戶
  • 各國

第9章 中東·非洲的市場規模與預測

  • 各解決方案
  • 各部署
  • 各用途
  • 各終端用戶
  • 各國

第10章 南美的市場規模與預測

  • 各解決方案
  • 各部署
  • 各用途
  • 各終端用戶
  • 各國

第11章 競爭情形

  • 企業·提供產品清單
  • 主要企業的競爭分析
  • 主要企業的競爭基準
  • 主要企業的策略性開發

第12章 企業簡介

  • BI WORLDWIDE
  • Microsoft Corporation
  • SAP SE
  • Salesforce.com Inc.
  • Verint Systems Inc.
  • FAYA Corporation
  • Axonify Inc.
  • MPS Interactive Systems Limited
  • Infosys Limited
  • Khoros LLC

第13章 附錄

目錄
Product Code: IM10615

Title:
Gamification Market Research Report: By Solution (Enterprise-Driven, Consumer-Driven), Deployment (Cloud, On-Premises), Application (Marketing, Sales, Product Development, Human Resources, Analytics, E-Commerce), End User (BFSI, Retail, Healthcare, Media and Entertainment, Education, IT and Telecom, Government) - Global Industry Analysis and Growth Forecast to 2030.

"Around the globe, companies are increasing focus on improving the engagement of customers, with regard to product exploration, loyalty programs, interactive communication, and game-based marketing. Businesses are now utilizing gaming solutions, such as quizzes and games that offer personalized recommendations, to make the process of exploring the various products offered by them fun and enjoyable for users.

Thus, with companies looking at interactive ways to engage customers with their brand, the gamification market share is projected to witness a substantial increase in its revenue, from $7,841.5 million in 2019 to $76,298.9 million by 2030, at a CAGR of 24.2% between 2020 and 2030 (forecast period).

Human Resources to Witness Fastest Growth during Forecast Period

During the forecast period, the human resources category is expected to witness the highest gamification market CAGR, of 27.8%, on account of the increasing adoption of gaming solutions in recruitment, training and development, and employee motivation, for company growth.

By 2030, the consumer-driven bifurcation will dominate the market, owing to the steps being taken by organizations to raise the customer engagement rate, with the ultimate aim to make them loyal to the brand.

Cloud was the larger bifurcation in the gamification market during the historical period (2014-2019), as the adoption of cloud computing is rising due to the need for configurable gaming platforms, which helps extract as much return on investment (RoI) as possible.

In 2019, the retail division generated the highest revenue in the market, as retailers are quickly embracing the concept to increase their brand loyalty and sales, by better engaging with customers.

North America dominated the gamification market during the historical period, due to the growing IT spending, increasing number of startups, surging demand for artificial intelligence (AI)-powered gamification solutions, and surging efforts of businesses on better employee productivity and customer engagement. In the coming years, the fastest advance in the market would be experienced by Asia-Pacific (APAC), driven by the escalating smartphone penetration and digitization rate.

Market Players Leveraging Opportunities Created by Mergers and Acquisitions

In recent years, the gamification market players have entered into various mergers and acquisitions, as these moves give them the opportunity to:

Improve their gamification solutions

Drastically increase their customer base

Leverage each other's technology

Deploy their solutions on the cloud

Expand their offering portfolio

The major players in the global gamification market are SAP SE, BI WORLDWIDE, Indusgeeks USA Inc., Gametize Pte. Ltd., TGC Technologies Pvt. Ltd., Axonify Inc., Gamify,  Faya Corporation, Microsoft Corporation, Khoros LLC, Verint Systems Inc., Salesforce.com Inc., MPS Interactive Systems Limited, Juego Studio Private Limited, IActionable Inc., EASYPROMOS S.L., Infosys Limited, Ikipixel Information Technologies Inc. (Motivacraft), nGUVU Technologies Inc., Mindspace LLC, Torry Harris Business Solutions Private Limited, XLPro Training Solutions Pvt. Ltd., Program-Ace, Diantum Sociedad Limitada, MJV Technology and Innovation, Bigtincan Holdings Limited, Centigrade GmbH, and CRMGamified."

Table of Contents

Chapter 1. Research Background

  • 1.1 Research Objectives
  • 1.2 Market Definition
  • 1.3 Research Scope
    • 1.3.1 Market Segmentation by Solution
    • 1.3.2 Market Segmentation by Deployment
    • 1.3.3 Market Segmentation by Application
    • 1.3.4 Market Segmentation by End User
    • 1.3.5 Market Segmentation by Region
    • 1.3.6 Analysis Period
    • 1.3.7 Market Data Reporting Unit
      • 1.3.7.1 Value
  • 1.4 Key Stakeholders

Chapter 2. Research Methodology

  • 2.1 Secondary Research
  • 2.2 Primary Research
    • 2.2.1 Breakdown of Primary Research Respondents
      • 2.2.1.1 By region
      • 2.2.1.2 By industry participant
      • 2.2.1.3 By company type
  • 2.3 Market Size Estimation
  • 2.4 Data Triangulation
  • 2.5 Assumptions for the Study

Chapter 3. Executive Summary

Chapter 4. Introduction

  • 4.1 Definition of Market Segments
    • 4.1.1 By Solution
      • 4.1.1.1 Enterprise-driven
      • 4.1.1.2 Consumer-driven
    • 4.1.2 By Deployment
      • 4.1.2.1 Cloud
      • 4.1.2.2 On-premises
    • 4.1.3 By Application
      • 4.1.3.1 Marketing
      • 4.1.3.2 Sales
      • 4.1.3.3 Product development
      • 4.1.3.4 Human resources
      • 4.1.3.5 Analytics
      • 4.1.3.6 E-commerce
      • 4.1.3.7 Others
    • 4.1.4 By End User
      • 4.1.4.1 BFSI
      • 4.1.4.2 Retail
      • 4.1.4.3 Healthcare
      • 4.1.4.4 Media and entertainment
      • 4.1.4.5 Education
      • 4.1.4.6 IT and telecom
      • 4.1.4.7 Government
      • 4.1.4.8 Others
  • 4.2 Value Chain Analysis
  • 4.3 Market Dynamics
    • 4.3.1 Trends
      • 4.3.1.1 Growing focus on level-progression monitoring
    • 4.3.2 Drivers
      • 4.3.2.1 Adoption of gamification solutions by corporate sector
      • 4.3.2.2 Integration of social media with gamification
      • 4.3.2.3 Rising focus on enhanced customer experience
      • 4.3.2.4 Impact analysis of drivers on market forecast
    • 4.3.3 Restraints
      • 4.3.3.1 Lack of awareness about advantages of gamification
      • 4.3.3.2 Impact analysis of restraints on market forecast
    • 4.3.4 Opportunities
      • 4.3.4.1 Integration of advanced technologies, such as AI and ML, in gamification solutions
  • 4.4 Porter's Five Forces Analysis

Chapter 5. Global Market Size and Forecast

  • 5.1 By Solution
  • 5.2 By Deployment
  • 5.3 By Application
  • 5.4 By End User
  • 5.5 By Region

Chapter 6. North America Market Size and Forecast

  • 6.1 By Solution
  • 6.2 By Deployment
  • 6.3 By Application
  • 6.4 By End User
  • 6.5 By Country

Chapter 7. Europe Market Size and Forecast

  • 7.1 By Solution
  • 7.2 By Deployment
  • 7.3 By Application
  • 7.4 By End User
  • 7.5 By Country

Chapter 8. APAC Market Size and Forecast

  • 8.1 By Solution
  • 8.2 By Deployment
  • 8.3 By Application
  • 8.4 By End User
  • 8.5 By Country

Chapter 9. MEA Market Size and Forecast

  • 9.1 By Solution
  • 9.2 By Deployment
  • 9.3 By Application
  • 9.4 By End User
  • 9.5 By Country

Chapter 10. LATAM Market Size and Forecast

  • 10.1 By Solution
  • 10.2 By Deployment
  • 10.3 By Application
  • 10.4 By End User
  • 10.5 By Country

Chapter 11. Competitive Landscape

  • 11.1 List of Players and Their Offerings
  • 11.2 Competitive Analysis of Key Players
  • 11.3 Competitive Benchmarking of Key Players
  • 11.4 Strategic Developments of Key Players
    • 11.4.1 Product Launches
    • 11.4.2 Mergers and Acquisitions
    • 11.4.3 Partnerships
    • 11.4.4 Client Wins

Chapter 12. Company Profiles

  • 12.1 BI WORLDWIDE
    • 12.1.1 Business Overview
    • 12.1.2 Product and Service Offerings
  • 12.2 Microsoft Corporation
    • 12.2.1 Business Overview
    • 12.2.2 Product and Service offerings
    • 12.2.3 Key Financial Summary
  • 12.3 SAP SE
    • 12.3.1 Business Overview
    • 12.3.2 Product and Service Offerings
    • 12.3.3 Key Financial Summary
  • 12.4 Salesforce.com Inc.
    • 12.4.1 Business Overview
    • 12.4.2 Product and Service Offerings
    • 12.4.3 Key Financial Summary
  • 12.5 Verint Systems Inc.
    • 12.5.1 Business Overview
    • 12.5.2 Product and Service Offerings
    • 12.5.3 Key Financial Summary
  • 12.6 FAYA Corporation
    • 12.6.1 Business Overview
    • 12.6.2 Product and Service Offerings
  • 12.7 Axonify Inc.
    • 12.7.1 Business Overview
    • 12.7.2 Product and Service Offerings
  • 12.8 MPS Interactive Systems Limited
    • 12.8.1 Business Overview
    • 12.8.2 Product and Service Offerings
  • 12.9 Infosys Limited
    • 12.9.1 Business Overview
    • 12.9.2 Product and Service Offerings
    • 12.9.3 Key Financial Summary
  • 12.10 Khoros LLC
    • 12.10.1 Business Overview
    • 12.10.2 Product and Service Offerings

Chapter 13. Appendix

  • 13.1 Abbreviations
  • 13.2 Sources and References
  • 13.3 Related Reports

List of Tables

  • TABLE 1 ANALYSIS PERIOD OF THE STUDY
  • TABLE 2 DRIVERS FOR THE MARKET: IMPACT ANALYSIS
  • TABLE 3 RESTRAINTS FOR THE MARKET: IMPACT ANALYSIS
  • TABLE 4 GLOBAL GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
  • TABLE 5 GLOBAL GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
  • TABLE 6 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
  • TABLE 7 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
  • TABLE 8 GLOBAL GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 9 GLOBAL GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 10 GLOBAL GAMIFICATION MARKET, BY END USER, $M (2014-2019)
  • TABLE 11 GLOBAL GAMIFICATION MARKET, BY END USER, $M (2020-2030)
  • TABLE 12 GLOBAL GAMIFICATION MARKET, BY REGION, $M (2014-2019)
  • TABLE 13 GLOBAL GAMIFICATION MARKET, BY REGION, $M (2020-2030)
  • TABLE 14 NORTH AMERICA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
  • TABLE 15 NORTH AMERICA GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
  • TABLE 16 NORTH AMERICA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
  • TABLE 17 NORTH AMERICA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
  • TABLE 18 NORTH AMERICA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 19 NORTH AMERICA GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 20 NORTH AMERICA GAMIFICATION MARKET, BY END USER, $M (2014-2019)
  • TABLE 21 NORTH AMERICA GAMIFICATION MARKET, BY END USER, $M (2020-2030)
  • TABLE 22 NORTH AMERICA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 23 NORTH AMERICA GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 24 EUROPE GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
  • TABLE 25 EUROPE GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
  • TABLE 26 EUROPE GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
  • TABLE 27 EUROPE GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
  • TABLE 28 EUROPE GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 29 EUROPE GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 30 EUROPE GAMIFICATION MARKET, BY END USER, $M (2014-2019)
  • TABLE 31 EUROPE GAMIFICATION MARKET, BY END USER, $M (2020-2030)
  • TABLE 32 EUROPE GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 33 EUROPE GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 34 APAC GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
  • TABLE 35 APAC GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
  • TABLE 36 APAC GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
  • TABLE 37 APAC GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
  • TABLE 38 APAC GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 39 APAC GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 40 APAC GAMIFICATION MARKET, BY END USER, $M (2014-2019)
  • TABLE 41 APAC GAMIFICATION MARKET, BY END USER, $M (2020-2030)
  • TABLE 42 APAC GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 43 APAC GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 44 MEA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
  • TABLE 45 MEA GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
  • TABLE 46 MEA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
  • TABLE 47 MEA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
  • TABLE 48 MEA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 49 MEA GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 50 MEA GAMIFICATION MARKET, BY END USER, $M (2014-2019)
  • TABLE 51 MEA GAMIFICATION MARKET, BY END USER, $M (2020-2030)
  • TABLE 52 MEA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 53 MEA GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 54 LATAM GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
  • TABLE 55 LATAM GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
  • TABLE 56 LATAM GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
  • TABLE 57 LATAM GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
  • TABLE 58 LATAM GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
  • TABLE 59 LATAM GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
  • TABLE 60 LATAM GAMIFICATION MARKET, BY END USER, $M (2014-2019)
  • TABLE 61 LATAM GAMIFICATION MARKET, BY END USER, $M (2020-2030)
  • TABLE 62 LATAM GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
  • TABLE 63 LATAM GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
  • TABLE 64 LIST OF PLAYERS AND THEIR OFFERINGS
  • TABLE 65 COMPETITIVE BENCHMARKING OF KEY PLAYERS
  • TABLE 66 BI WORLDWIDE - AT A GLANCE
  • TABLE 67 MICROSOFT CORPORATION - AT A GLANCE
  • TABLE 68 MICROSOFT CORPORATION - KEY FINANCIAL SUMMARY
  • TABLE 69 SAP SE - AT A GLANCE
  • TABLE 70 SAP SE - KEY FINANCIAL SUMMARY
  • TABLE 71 SALESFORCE.COM INC. - AT A GLANCE
  • TABLE 72 SALESFORCE.COM INC. - KEY FINANCIAL SUMMARY
  • TABLE 73 VERINT SYSTEMS INC. - AT A GLANCE
  • TABLE 74 VERINT SYSTEMS INC. - KEY FINANCIAL SUMMARY
  • TABLE 75 FAYA CORPORATION - AT A GLANCE
  • TABLE 76 AXONIFY INC. - AT A GLANCE
  • TABLE 77 MPS INTERACTIVE SYSTEMS LIMITED - AT A GLANCE
  • TABLE 78 INFOSYS LIMITED - AT A GLANCE
  • TABLE 79 INFOSYS LIMITED - KEY FINANCIAL SUMMARY
  • TABLE 80 KHOROS LLC - AT A GLANCE

List of Figures

  • FIG 1 RESEARCH SCOPE
  • FIG 2 RESEARCH METHODOLOGY
  • FIG 3 REGIONAL SPLIT OF PRIMARY AND SECONDARY RESEARCH
  • FIG 4 BREAKDOWN OF PRIMARY RESEARCH BY REGION
  • FIG 5 BREAKDOWN OF PRIMARY RESEARCH BY INDUSTRY PARTICIPANT
  • FIG 6 BREAKDOWN OF PRIMARY RESEARCH BY COMPANY TYPE
  • FIG 7 DATA TRIANGULATION APPROACH
  • FIG 8 GLOBAL GAMIFICATION MARKET SUMMARY
  • FIG 9 VALUE CHAIN ANALYSIS
  • FIG 10 BARGAINING POWER OF BUYERS
  • FIG 11 BARGAINING POWER OF SUPPLIERS
  • FIG 12 THREAT OF NEW ENTRANTS
  • FIG 13 INTENSITY OF RIVALRY
  • FIG 14 THREAT OF SUBSTITUTES
  • FIG 15 GLOBAL GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
  • FIG 16 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
  • FIG 17 GLOBAL GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 18 GLOBAL GAMIFICATION MARKET, BY END USER, $M (2014-2030)
  • FIG 19 WORLDWIDE MAJOR MARKETS FOR GAMIFICATION SOLUTIONS
  • FIG 20 GLOBAL GAMIFICATION MARKET, BY REGION, $M (2014-2030)
  • FIG 21 NORTH AMERICA GAMIFICATION MARKET SNAPSHOT
  • FIG 22 NORTH AMERICA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
  • FIG 23 NORTH AMERICA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
  • FIG 24 NORTH AMERICA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 25 NORTH AMERICA GAMIFICATION MARKET, BY END USER, $M (2014-2030)
  • FIG 26 NORTH AMERICA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 27 EUROPE GAMIFICATION MARKET SNAPSHOT
  • FIG 28 EUROPE GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
  • FIG 29 EUROPE GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
  • FIG 30 EUROPE GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 31 EUROPE GAMIFICATION MARKET, BY END USER, $M (2014-2030)
  • FIG 32 EUROPE GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 33 APAC GAMIFICATION MARKET SNAPSHOT
  • FIG 34 APAC GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
  • FIG 35 APAC GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
  • FIG 36 APAC GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 37 APAC GAMIFICATION MARKET, BY END USER, $M (2014-2030)
  • FIG 38 APAC GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 39 MEA GAMIFICATION MARKET SNAPSHOT
  • FIG 40 MEA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
  • FIG 41 MEA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
  • FIG 42 MEA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 43 MEA GAMIFICATION MARKET, BY END USER, $M (2014-2030)
  • FIG 44 MEA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 45 LATAM GAMIFICATION MARKET SNAPSHOT
  • FIG 46 LATAM GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
  • FIG 47 LATAM GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
  • FIG 48 LATAM GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
  • FIG 49 LATAM GAMIFICATION MARKET, BY END USER, $M (2014-2030)
  • FIG 50 LATAM GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
  • FIG 51 RANKING OF KEY PLAYERS IN GLOBAL GAMIFICATION MARKET (2019)
  • FIG 52 MICROSOFT CORPORATION - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 53 SAP SE - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 54 SALESFORCE.COM INC. - REVENUE SPLIT BY GEOGRAPHY (2020)
  • FIG 55 VERINT SYSTEMS INC. - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
  • FIG 56 INFOSYS LIMITED - REVENUE SPLIT BY SEGMENT AND BY GEOGRAPHY (2019)