• Global gamification market was valued at more than $ 9.80 billion in 2019 and is projected to grow at an impressive CAGR of over 32% during 2021-2026, on account of growing demand for customer experience enrichment and improved engagement of employees. In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform.

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    Major players operating in global gamification market include Microsoft Corporation, SAP SE, http://Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market. For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.
    Global gamification market was valued at more than $ 9.80 billion in 2019 and is projected to grow at an impressive CAGR of over 32% during 2021-2026, on account of growing demand for customer experience enrichment and improved engagement of employees. In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform. Download Free Sample Report: https://www.techsciresearch.com/sample-report.aspx?cid=3892 (Use your Corporate E-mail Id for Faster Response) For More Information Visit: https://www.techsciresearch.com/report/global-gamification-market/3892.html Major players operating in global gamification market include Microsoft Corporation, SAP SE, http://Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market. For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.
    Gamification Market 2026 By Size, Share, Trends, Growth, Forecast | TechSci Research
    Gamification Market By Size, Share, Trends, Growth, Forecast 2026, Segmented By Solution, By Deployment, By Organization Size, By Application, By End-User Vertical, By Region, Competition Forecast and Opportunities
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  • Global gamification market was valued at more than $ 9.80 billion in 2019 and is projected to grow at an impressive CAGR of over 32% during 2021-2026, on account of growing demand for customer experience enrichment and improved engagement of employees. In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform.

    Major players operating in global gamification market include Microsoft Corporation, SAP SE, http://Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market. For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.

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    Global gamification market was valued at more than $ 9.80 billion in 2019 and is projected to grow at an impressive CAGR of over 32% during 2021-2026, on account of growing demand for customer experience enrichment and improved engagement of employees. In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform. Major players operating in global gamification market include Microsoft Corporation, SAP SE, http://Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market. For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments. Download Free Sample Report: https://www.techsciresearch.com/sample-report.aspx?cid=3892 (Use your Corporate E-mail Id for Faster Response) For More Information Visit: https://www.techsciresearch.com/report/global-gamification-market/3892.html
    Gamification Market 2026 By Size, Share, Trends, Growth, Forecast | TechSci Research
    Gamification Market By Size, Share, Trends, Growth, Forecast 2026, Segmented By Solution, By Deployment, By Organization Size, By Application, By End-User Vertical, By Region, Competition Forecast and Opportunities
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  • Artificial Intelligence (AI) to Enhance Gamification Market

    Key factors, such as rapid adoption of gamification concept in the corporate sector, surge in need to enhance customer experience, and integration of social media with gamification, will drive the growth of the gamification market, with a CAGR of 24.2%, during the forecast period (2020–2030). The market was valued at $7,841.5 million in 2019, which is expected to reach $76,298.9 million by 2030. The prime area of opportunity for the market is the integration of AI with gamification.

    Integration of AI technologies, such as machine learning (ML), in gamification enables companies to study success rate of gamification solutions through a dashboard. Similarly, the companies are analyzing customer behavior from gaming platforms through the use of advanced business intelligence (BI) tools. In September 2018, Tritium Software S.L. (ForceManager) acquired Sellf S.r.l., a Europe-based firm developing gamification solutions, to integrate its AI capabilities into field sales gaming solutions offered by Sellf S.r.l. Through this integration, Tritium Software has created an intelligent personal assistant.

    Due to surging opportunities, the gamification market is expected to increase significantly in future. One of the key factors behind this growth is the rising need among companies to offer better customer experience. The enterprises are enhancing their customer engagement by leveraging gamification technologies in interactive communication, product exploration, game-based marketing, and loyalty programs. Additionally, personalized recommendation for quizzes and games are also being used to build brand loyalty and increase customer engagement.

    Also, the gamification market growth is driven by increasing focus of the companies on monitoring level progress to improve performance of employees and engagement with customers. With in-house competitions, activity feeds, and progress bars, the gamification lets the enterprises boost and monitor their employees' performance. Likewise, customer-brand engagement can be improved through virtual currencies, avatars and storytelling, and virtual gifts.

    Based on the end-user segment, the gamification market is categorized into banking, financial services, and insurance (BFSI); retail; healthcare; media and entertainment; education; information technology (IT) and telecom; and government. Of these, the retail category dominated the market during the historical period (2014–2019), due to the rising adoption of gamification solutions by retailers, to increase their brand loyalty and sales, by improving their customer engagement. During the forecast period, the media and entertainment category is expected to display the fastest growth, by employing the technologies to raise subscriptions rate, understand customers' preference, create brand awareness, and promote new products.

    Regarding the regional performance, the North American gamification market generated the maximum revenue in 2019, and is expected to retain its dominance during the forecast period. It is due to huge investments in the IT sector, presence of several gamification startups, increasing demand for AI-enabled gamification solutions, earlier penetration of the technologies for product development and marketing than other regions, and surging focus of businesses on improving employee performance and customer engagement. Whereas, the Asia-Pacific (APAC) market is expected to demonstrate the fastest growth during the forecast period, due to the increasing penetration of smartphones and fast-paced digitization.

    To expand their presence and product portfolios, players operating in the gamification market are opting for mergers and acquisitions. For example, LevelEleven LLC, a performance management software developer, merged with Geopointe LLC, a geographic mapping service provider, in February 2020, to provide solutions for improved customer relationship management (CRM) and better sales performance through the newly formed Ascent Cloud LLC. Some other players operating in the market include Faya Corporation, nGUVU Technologies Inc., Salesforce Inc., XLPro Training Solutions Pvt. Ltd., and Bigtincan Holdings Limited.

    Therefore, the increasing focus on improving customer engagement is expected to propel the demand for gamification technologies during the forecast period.

    Read More: https://www.psmarketresearch.com/market-analysis/gamification-market
    Artificial Intelligence (AI) to Enhance Gamification Market Key factors, such as rapid adoption of gamification concept in the corporate sector, surge in need to enhance customer experience, and integration of social media with gamification, will drive the growth of the gamification market, with a CAGR of 24.2%, during the forecast period (2020–2030). The market was valued at $7,841.5 million in 2019, which is expected to reach $76,298.9 million by 2030. The prime area of opportunity for the market is the integration of AI with gamification. Integration of AI technologies, such as machine learning (ML), in gamification enables companies to study success rate of gamification solutions through a dashboard. Similarly, the companies are analyzing customer behavior from gaming platforms through the use of advanced business intelligence (BI) tools. In September 2018, Tritium Software S.L. (ForceManager) acquired Sellf S.r.l., a Europe-based firm developing gamification solutions, to integrate its AI capabilities into field sales gaming solutions offered by Sellf S.r.l. Through this integration, Tritium Software has created an intelligent personal assistant. Due to surging opportunities, the gamification market is expected to increase significantly in future. One of the key factors behind this growth is the rising need among companies to offer better customer experience. The enterprises are enhancing their customer engagement by leveraging gamification technologies in interactive communication, product exploration, game-based marketing, and loyalty programs. Additionally, personalized recommendation for quizzes and games are also being used to build brand loyalty and increase customer engagement. Also, the gamification market growth is driven by increasing focus of the companies on monitoring level progress to improve performance of employees and engagement with customers. With in-house competitions, activity feeds, and progress bars, the gamification lets the enterprises boost and monitor their employees' performance. Likewise, customer-brand engagement can be improved through virtual currencies, avatars and storytelling, and virtual gifts. Based on the end-user segment, the gamification market is categorized into banking, financial services, and insurance (BFSI); retail; healthcare; media and entertainment; education; information technology (IT) and telecom; and government. Of these, the retail category dominated the market during the historical period (2014–2019), due to the rising adoption of gamification solutions by retailers, to increase their brand loyalty and sales, by improving their customer engagement. During the forecast period, the media and entertainment category is expected to display the fastest growth, by employing the technologies to raise subscriptions rate, understand customers' preference, create brand awareness, and promote new products. Regarding the regional performance, the North American gamification market generated the maximum revenue in 2019, and is expected to retain its dominance during the forecast period. It is due to huge investments in the IT sector, presence of several gamification startups, increasing demand for AI-enabled gamification solutions, earlier penetration of the technologies for product development and marketing than other regions, and surging focus of businesses on improving employee performance and customer engagement. Whereas, the Asia-Pacific (APAC) market is expected to demonstrate the fastest growth during the forecast period, due to the increasing penetration of smartphones and fast-paced digitization. To expand their presence and product portfolios, players operating in the gamification market are opting for mergers and acquisitions. For example, LevelEleven LLC, a performance management software developer, merged with Geopointe LLC, a geographic mapping service provider, in February 2020, to provide solutions for improved customer relationship management (CRM) and better sales performance through the newly formed Ascent Cloud LLC. Some other players operating in the market include Faya Corporation, nGUVU Technologies Inc., Salesforce Inc., XLPro Training Solutions Pvt. Ltd., and Bigtincan Holdings Limited. Therefore, the increasing focus on improving customer engagement is expected to propel the demand for gamification technologies during the forecast period. Read More: https://www.psmarketresearch.com/market-analysis/gamification-market
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    Gamification Market Growth, Size & Share Forecast Report, 2030
    The gamification market stood at USD 12.4 billion in 2022, and it is expected to advance at a CAGR of 24.2% during 2022–2030, to reach USD 70.4 billion by 2030.
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  • Global healthcare gamification market is expected to grow at an impressive rate during the forecast period. The global healthcare gamification market is driven by the increasing penetration of internet and smartphones. Additionally, increasing digitalization across the healthcare industry and improving healthcare IT infrastructure are further expected to fuel the market growth through 2027. Besides, the use of healthcare gamification system to spread awareness pertaining to several diseases is further expected to positively influence the market growth over the next five years. For instance, healthcare gamification technology is being used in South Africa to spread awareness pertaining to HIV and Ebola. Furthermore, technological advancements and new product launches by the major players operating in the market is further expected to create lucrative opportunities for market growth over the next few years.

    Global healthcare gamification market is segmented based on product, game type, application, company and region. Based on game type, the market can be categorized into exercise games, serious games and casual games. Causal games are those that are used for therapy and monitoring purposes. Hence, these games have a significant impact on the patient behavior, particularly on the cognitive health.

    Regionally, North America is expected to dominate the overall healthcare gamification market. This can be attributed to the well established healthcare IT infrastructure coupled with early adoption of technologies in the region. Additionally, the presence of major players operating in the market in the North America region is further expected to drive the market growth significantly in the region.

    The major players operating in the healthcare gamification market are Welltok Inc., SuperBetter,LLC, Reflexion Health Inc, Nike Inc., Microsoft Corporation, Mango Health Inc., JawBone Inc., FitBit Inc., EveryMove Inc., Ayogo Health Inc.

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    Global healthcare gamification market is expected to grow at an impressive rate during the forecast period. The global healthcare gamification market is driven by the increasing penetration of internet and smartphones. Additionally, increasing digitalization across the healthcare industry and improving healthcare IT infrastructure are further expected to fuel the market growth through 2027. Besides, the use of healthcare gamification system to spread awareness pertaining to several diseases is further expected to positively influence the market growth over the next five years. For instance, healthcare gamification technology is being used in South Africa to spread awareness pertaining to HIV and Ebola. Furthermore, technological advancements and new product launches by the major players operating in the market is further expected to create lucrative opportunities for market growth over the next few years. Global healthcare gamification market is segmented based on product, game type, application, company and region. Based on game type, the market can be categorized into exercise games, serious games and casual games. Causal games are those that are used for therapy and monitoring purposes. Hence, these games have a significant impact on the patient behavior, particularly on the cognitive health. Regionally, North America is expected to dominate the overall healthcare gamification market. This can be attributed to the well established healthcare IT infrastructure coupled with early adoption of technologies in the region. Additionally, the presence of major players operating in the market in the North America region is further expected to drive the market growth significantly in the region. The major players operating in the healthcare gamification market are Welltok Inc., SuperBetter,LLC, Reflexion Health Inc, Nike Inc., Microsoft Corporation, Mango Health Inc., JawBone Inc., FitBit Inc., EveryMove Inc., Ayogo Health Inc. Download Free Sample Report: https://www.techsciresearch.com/sample-report.aspx?cid=7394 (Use your Corporate E-mail Id for Faster Response) For More Information Visit: https://www.techsciresearch.com/report/healthcare-gamification-market/7394.html
    Healthcare Gamification Market 2027 By Size, Share, Trends, Growth, Forecast | TechSci Research
    Healthcare Gamification Market By Size, Share, Trends, Growth, Forecast 2027, Segmented By Product, By Game Type, By Application, By Company, By Region, Competition Forecast and Opportunities
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