Gamification is the
process of implementing game mechanics into the non-gaming context, in order to
better audience engagement and solve problems. Points, badges, leaderboards,
challenges, and rewards are some of the examples of the game mechanics. It is
not about creating the real games but to use game techniques to drive user
engagement. From the loyalty program of businesses to educational video games,
to rewarding school children for homework, people have always been trying to
better merge work with play.
Analysts forecast
the Global Gamification
market to grow at a CAGR of
68.4 percent over the period 2013-2018.
The report
recognizes the following companies as the key players in the Global
Gamification Market: Badgeville Inc., Bunchball Inc., Gigya Inc. and Pug Pharm
Inc.
Other Prominent
Vendors in the market are: BigDoor Media, Captain Up, Conteneo, Crowd Twist,
Enterprise Gamification, Gamify, IActionable, Leaderboarded, NextBee and
PunchTab.
The increased
importance of social media is one of the major trends upcoming in the market.
The market is witnessing the integration of social networks with gamification
applications, which support the growth of the Global Gamification market.
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Covered in this Report
This report covers
the present scenario and the growth prospects of the Global Gamification market
for the period 2014-2018. To calculate the market size, the report considers
revenue generated from the sales of gamification solutions.
In terms of
application, the Global Gamification market can be divided into two:
- Consumer-driven application
- Enterprise-driven application
The report has been prepared
based on an in-depth market analysis with inputs from industry experts. The
report covers the APAC region, Central and Eastern Europe, Middle East and
Africa (MEA), North America, South America, and Western Europe; it also covers
the Global Gamification market landscape and its growth prospects in the coming
years. The report includes a discussion of the key vendors operating in this
market.
According to the
report, one of the major drivers of market growth is the need to improve
customer interaction. To implement competitive strategies and reduce cycle
time, customer interaction is important for the growth of the market.
Further, the report
states that one of the major challenges that hinder the market growth is the
difficulty in selecting the right solution. Gamification techniques are only
helpful if they are properly customized according to a customer's requirements.
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