Monday, 13 October 2014

Worldwide Gamification Industry Trends Challenges and Key Vendors Analysis Report 2018

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.


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.

Single User License of the Report is Available at USD 2500, Buy the Report @ http://www.sandlerresearch.org/purchase?rname=25181 .