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Global Gamification Market Forecast Report

Global Gamification Market Forecast Report

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Global Gamification Market, By Company size (Small and Medium Enterprise, Large Enterprise); By Deployment (On-premise, On-cloud); By Application (Marketing, Sales, Product Development, Human Resource, Others); By End-User (Retail, Banking, Healthcare, Government, Education and Research, IT and Telecom, others); By Region (North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle-East & Africa (MEA), 2021-2027

  • Published Date: April 2021
  • Report ID: BWC20306
  • Available Format: PDF
  • Page: 178

1. Research Framework

1.1. Research Objective

1.2. Product Overview

1.3. Market Segmentation

2.    Research Methodology

2.1. Qualitative Research

2.1.1.   Primary and Secondary Sources

2.2. Quantitative Research

2.2.1.   Primary and Secondary Sources

2.3. Breakdown of Primary Research Respondents

2.3.1.   Secondary Research

2.3.2.   Primary Research

2.4. Breakdown of Primary Research Respondents, By Industry Participants

2.5. Key Questionnaire asked during Primary Interviews

2.6. Key Primary Responses

2.7. Market Size Estimation

2.8. Assumption for the Study

2.9. Market Breakdown & Data Triangulation

3.    Executive Summary

4.    Global Gamification Market – Industry Insights

4.1. DROC Analysis

4.1.1.   Growth Drivers

4.1.2.   Restraints

4.1.3.   Opportunity

4.1.4.   Challenges

4.2. Recent Developments / Technical Landscape

4.3. Regulatory Framework

4.4. Porter’s Five Forces Analysis

4.5. Value Chain Analysis

4.6. PESTEL Analysis

4.7. Strategic Outlook

5.    Global Gamification Market Overview

5.1. Market Estimates & Forecast by Value, 2017-2027

5.1.1.   By Value (USD Million)

5.2. Market Share & Forecast

5.2.1.   By Company size

5.2.1.1. Small and Medium Enterprise

5.2.1.2. Large Enterprise

5.2.2.   By Deployment

5.2.2.1. On-premise

5.2.2.2. On-cloud

5.2.3.   By Application

5.2.3.1. Marketing

5.2.3.2. Sales

5.2.3.3. Product Development

5.2.3.4. Human Resource

5.2.3.5. Others

5.2.4.   End-User

5.2.4.1. Retail

5.2.4.2. Banking

5.2.4.3. Healthcare

5.2.4.4. Government

5.2.4.5. Education and Research

5.2.4.6. IT and Telecom

5.2.4.7. others

5.2.5.   By Region

5.2.5.1. North America

5.2.5.2. Europe

5.2.5.3. Asia-Pacific (APAC)

5.2.5.4. Latin America (LATAM)

5.2.5.5. Middle-East & Africa (MEA)

6.    North America Gamification Market Overview

6.1. Market Size and Forecast

6.1.1.   By Value (USD Million), 2017-2027

6.2. Market Share and Forecast

6.2.1.   By Type

6.2.2.   By Application

6.2.3.   By End Use

6.2.4.   By Country

6.2.4.1. U.S.

6.2.4.2. Canada

7.    Europe Gamification Market Overview

7.1.     Market Size and Forecast

7.1.1.   By Value (USD Million), 2017-2027

7.2.     Market Share and Forecast

7.2.1.   By Type

7.2.2.   By Application

7.2.3.   By End Use

7.2.4.   By Country

7.2.4.1.   Germany

7.2.4.2.   U.K.

7.2.4.3.   France

7.2.4.4.   Italy

7.2.4.5.   Spain

7.2.4.6.   Russia

7.2.4.7.   Netherlands

7.2.4.8.   Rest of Europe

8.    APAC Gamification Market Overview

8.1.     Market Size and Forecast

8.1.1.   By Value (USD Million), 2017-2027

8.2.     Market Share and Forecast

8.2.1.   By Type

8.2.2.   By Application

8.2.3.   By End-Use

8.2.4.   By Country

8.2.4.1.   China

8.2.4.2.   India

8.2.4.3.   Japan

8.2.4.4.   South Korea

8.2.4.5.   Rest of APAC

9.    LATAM Gamification Market Overview

9.1.     Market Size and Forecast

9.1.1.   By Value (USD Million), 2017-2027

9.2.     Market Share and Forecast

9.2.1.   By Type

9.2.2.   By Application

9.2.3.   By End Use

9.2.4.   By Country

9.2.4.1.   Mexico

9.2.4.2.   Brazil

9.2.4.3.   Rest of LATAM

10.MEA Gamification Market Overview

10.1.   Market Size and Forecast

10.1.1.                By Value (USD Million), 2017-2027

10.2.   Market Share and Forecast

10.2.1.                By Type

10.2.2.                By Application

10.2.3.                By End Use

10.2.4.                By Country

10.2.4.1.              Saudi Arabia

10.2.4.2.              UAE

10.2.4.3.              South Africa

10.2.4.4.              Rest of Europe

11.Competitive Landscape

11.1.1.                List of Key Producers and Their Offerings

11.1.2.                Market Share / Ranking Analysis (2020)

11.1.3.                Competitive Benchmarking, By Operating Parameters

12.COVID-19 Impact

12.1.             Future Impact

12.2.             Key Developments during COVID-19

12.3.             Impact on Market

12.3.1.                Different Scenario

12.3.2.                Impact on Companies

12.4.             Regional Impact

13.Key Strategic Recommendations

14.Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *

14.1.             Microsoft Corporation

14.2.             Influitive Corporation

14.3.             Khoros, LLC.

14.4.             SAP, SE

14.5.             Verint Systems

14.6.             Hoopla Software, Inc.

14.7.             Cognizent

14.8.             Callidus Software, Inc.

14.9.             Aon plc. (CUT-E GMBH)

14.10.          Mambo Solutions Ltd.

14.11.          MPS Interactive Systems Ltd.

14.12.          BI Worldwide

14.13.          G-Cube

14.14.          IActionable Inc

14.15.          Axonify Inc.

14.16.          Bunchball Inc.

14.17.          Ambition

14.18.          Akili Interactive Labs

14.19.          EveryMove Inc.

14.20.          Other prominent players