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The New Various Trends in Gamification Market With Their Financials

04-30-2019 05:35 PM CET | Leisure, Entertainment, Miscellaneous

Press release from: Prudour Pvt. Ltd.

Gamification Market

Gamification Market

The global gamification market was valued at US$ 3.3 Bn in 2017 and is expected to register a CAGR of 36.2%. The report offers in-depth insights, revenue details, and other vital information regarding the global gamification market and the various trends, drivers, restraints, opportunities, and threats in the target market till 2026.

Increasing customer engagement activities through various marketing campaigns with the help of social media which offer rewards and incentives such as coupons or special offers and discounts. In addition, penetration of connected devices is growing.

The World Bank, there is 6.6 billion mobile phone users in 2013 and their penetration is growing at over 30% year on year.

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The effective elements in apps are rewards, virtual goods, badges, leaderboards, and progress display. Globally, the online gamer community counts over 800 million people around the world.

The presence of these gamification solutions on cloud helps SMBs to adopt these gamification techniques without increasing their budgets. It also has the ability to standardise applications, reduction in IT cost, increase application flexibility, improve data and trend analysis.

Education segment is expected to witness the highest CAGR growth of over 37% in the global gamification market during the forecast period, owing to learning activities through grading gamification, assignments and tests.

North America market is expected to dominate the global gamification market, and is expected to account for largest market revenue share of US$ 4.5 Bn by end of 2020, as compared to that of markets in other regions. Dominance by North America market is expected to continue over the forecast period.

The market in North America is expected to account for major revenue share of US$ 1,774.4 Mn in 2017.

Key players in the global gamification market include Microsoft Corporation, Salesforce.com Inc., Badgeville, Inc., Bunchball Inc., Arcaris Inc., SAP SE, Big Door Inc.

MarketResearch.biz is a specialized market research, analytics, and solutions company, offering strategic and tactical support to clients for making well-informed business decisions. We are a team of dedicated and impassioned individuals, who believe strongly in giving our very best to what we do and we never back down from any challenge. MarketResearch.biz offers services such as data mining, information management, and revenue enhancement solutions and suggestions.

Lawrence John
Prudour Pvt. Ltd.
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New York City, NY 10170,
United States
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