openPR Logo
Press release

Gamification Market Competitor Analysis Winning Strategies and Growth Drivers 2028

12-13-2023 11:40 AM CET | Business, Economy, Finances, Banking & Insurance

Press release from: Premium Market Insights

Gamification Market

Gamification Market

The "Gamification Market" is expected to grow from US$ 12.35 billion in 2021; it is estimated to grow at a compound annual growth rate of (CAGR) 26.1% from 2022 to 2028.

Gamification is the practice of applying game mechanics, features, and ideas to non-game environments, such as a website and online community or learning management system, to increase consumer participation. The major goal of gamification in any industry vertical is to engage, inspire, collaborate, share, and interact with consumers, employees, and partners. Moreover, games and game-like aspects have been utilized to educate, entertain, and engage people for many years. Gamification can be applied across a broad spectrum of situations where individuals must be motivated to pursue specific actions or activities.

Get Exclusive Sample Pages of This Report @: https://www.premiummarketinsights.com/sample/TIP00001606?utm_source=OpenPr&utm_medium=10688

Companies Profiled in this report includes:

• Microsoft Corporation
• Bunchball
• Arcaris Inc.
• Bigdoor, Inc.
• Faya Corporation
• LevelEleven LLC
• SAP SE
• Gigya, Inc.
• Salesforce.com, Inc.
• Badgeville, Inc.

Market Dynamics

The increasing adoption of artificial intelligence-based gamification solutions and cloud-based gamification solutions and the increasing demand for gamification solutions from various verticals such as education as well as from small and mid-size businesses are driving the gamification market.

MARKET SCOPE

The "Global Gamification Market Forecast to 2028" is a specialized and in-depth study of the market with a special focus on the global market trend analysis. The report aims to provide an overview of the market with detailed market segmentation. It provides key statistics on the performance of the leading gamification market players. It also offers key trends and opportunities in the market.

Get Full Report here @: https://www.premiummarketinsights.com/reports-tip/gamification-market

Gamification Market Segmentation:

By Solution:
• Enterprise-Driven
• Consumer-Driven

Deployment Type:
• On-Premise
• Cloud

Application:
• Sales
• Marketing
• Product Development
• Human Resource

Vertical:
• Entertainment
• Healthcare
• BFSI
• E-Commerce
• Education

REGIONAL FRAMEWORK

The global gamification market is segmented into five major regions-North America, Europe, Asia Pacific (APAC), Middle East & Africa (MEA), and South America. The report covers analysis and forecast of 18 countries globally, along with current trends and opportunities prevailing in the region.
In 2021, North America dominated the gamification market with a ~35% share of the market. The North America market growth is majorly attributed to the presence of a large number of market players who have been increasingly focusing on the development of innovative gamification solutions. A few of the key players operating in the market in the region are Badgeville, Inc.; Bigdoor, Inc.; Bunchball inc.; Faya Corporation; Gamification Co.; Gamifier, Inc.; Gamify; Microsoft Corporation; Salesforce.com Inc.; and SAP SE. These players have been witnessing constant demand for gamification solutions from SMEs and large enterprises.

Buy this research report @: https://www.premiummarketinsights.com/buy/TIP00001606?utm_source=OpenPr&utm_medium=10688

Contact Us:

If you have any queries about this report or if you would like further information, please
Contact Person: Ankit Mathur
Phone: +1-646-491-9876
Email: sales@premiummarketinsights.com

About Us:

Premium Market Insights is a one stop shop of market research reports and solutions to various companies across the globe. We help our clients in their decision support system by helping them choose most relevant and cost-effective research reports and solutions from various publishers.
The market research industry has changed in last decade. As corporate focus has shifted to niche markets and emerging countries, a number of publishers have stepped in to fulfil these information needs. We have experienced and trained staff that helps you navigate different options and lets you choose best research solution at most effective cost.
Premium Market Insights has an extensive coverage of industry reports, company reports and country reports across all industries. In case your research needs are not met by syndicated reports offered by leading publishers, we can help you by offering a customized research solution by liaising with different research agencies saving your valuable time and money.
We provide best in class customer service and our customer support team is always available to help you on your research queries. Our commitment to customer service is best exemplified by free analyst support that we offer to our clients which sets us apart from any other provider. We also offer enterprise subscriptions which provide significant cost savings to our clients.

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release Gamification Market Competitor Analysis Winning Strategies and Growth Drivers 2028 here

News-ID: 3326172 • Views:

More Releases from Premium Market Insights

Blood Irradiation Market Size is Anticipated to Increase During the Study Period …
Blood Irradiation Market Forecast To 2028 - COVID-19 Impact And Global Analysis By Type (Intravenous Laser Blood Irradiation, Transcutaneous Laser Blood Irradiation, And Extracorporeal Blood Irradiation), Indication (Acute Leukemia, Lymphoma, Solid Tumors, Pelvic Tumors, And Others), And End User (Hospitals, Blood Banks, Diagnostics Clinics, And Research Institutes) The blood irradiation market is projected to reach US$ 104.37 million by 2028 from US$ 65.15 million in 2021; it is expected to
Plasma Fractionation Market Detailed Analysis of Current Scenario with Growth Fo …
Plasma Fractionation Market To 2027 - Global Analysis And Forecasts By Product ( Immunoglobulin, Albumin, Coagulation Factor Concentrates, Protease Inhibitors And Other Plasma Products ); Application ( Neurology, Immunology, Hematology, Critical Care, Pulmonology And Other Applications ); End User ( Hospitals And Clinics, Clinical Research Laboratories, Academic Institutes And Other End Users ) An Get PDF Sample Report + All Related Table and Graphs @: https://www.premiummarketinsights.com/sample/TIP00009632?utm_source=OpenPR&utm_medium=10823 Competitive Landscape: Plasma Fractionation Market: Plasma fractionation
Photoelectric Sensor Market Global Rising Demand & Huge Scope Till 2027
Photoelectric Sensor Market To 2027 - Global Analysis And Forecasts By Technology ( Diffused, Retro-Reflective, Thru-Beam ); End-Use (Automotive, Military & Aerospace, Electronics & Semiconductor, Packaging, And Others) Get PDF Sample Report + All Related Table and Graphs @: https://www.premiummarketinsights.com/sample/TIP00009446?utm_source=OpenPR&utm_medium=10823 Competitive Landscape: Fire Pump Controllers Market: Photoelectric sensor is a specialized sensor that is used to detect the presence and absence or distance of an object using alight transmitter and a photoelectric receiver.
Vision Sensor Market Size is Anticipated to Increase During the Study Period to …
Vision Sensor Market Size And Forecasts (2020 - 2030), Global And Regional Share, Trends, And Growth Opportunity Analysis Report Coverage: By Type (Less Than 3D And 3D), Application (Inspection, Gauging, Code Reading, And Others), And Industry Vertical (Automotive, Electronics, Industrial Manufacturing, Food & Beverages, And Others) The vision sensors market is expected to grow from US$ 3.28 billion in 2022 to US$ 8.33 billion by 2030; it is estimated to

All 5 Releases


More Releases for Gamification

Benefits of Gamification in Learning
‘All work and no play make Jack a dull boy.’ In this world of online education, computerised learning and video games, children are always hooked onto one device or another. The era of outdoor games is gone whereas online screen time is increasing every day. With every passing day, technology is evolving in a manner that heralds a day, not far away, when every educational component will be
New Startup Injects Gamification into Ideation
BRAINSTORM Online Launches Creative Collaboration Solution for Marketers to Increase Engagement and Focus in Team Brainstorms. SINGAPORE​, 5 February 2021 — New startup BRAINSTORM Online, today announced the launch of its web-based brainstorming software for marketing teams to collaborate, create and innovate, anytime, anywhere. BRAINSTORM Online is poised to transform collaborative brainstorming through gamification. With methodology-fueled prompts, bold graphics and interactive modules, BRAINSTORM Online injects the excitement of gameplay into brainstorming, keeping
Gamification Industry Outlook and Forecast 2020-2027| Faya Corporation, Gamifica …
The research report provides deep insights into the global market revenue, parent market trends, macro-economic indicators, and governing factors, along with market attractiveness per market segment. The report provides an overview of the growth rate of the Gamification market during the forecast period, i.e., 2020–2027. Most importantly, the report further identifies the qualitative impact of various market factors on market segments and geographies. The research segments the market on the
Growing Acceptance for Fitness Apps with Gamification Features Seen as A Major B …
This is a digital era where technology has touched nearly every industrial sector today. Since past two decades, it has firmly set its eyes on the healthcare industry. Currently, there are several applications in the market that are functioning as health trackers and reminders for patients. These apps use alerts and messages to notify patients after a fixed interval to make healthier choices. Many researches have shown that gamification is
Gamification Market With Emerging Factors 2020 | Alive Mobile, Badgeville, BigDo …
Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world. Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about market dynamics, top winning strategies
Gamification Nation wins award for Excellence in Gamification Design
London-based Gamification Nation has won the award for Excellence in No-Tech Gamification Design at GamiCon 2018. It won the award for its design of a cybersecurity board game for an insurance client. “We enjoyed working with our client to design this collaborative board game, which was aimed at helping insurance agents understand the effects that cyberattacks could have on a business through a number of scenarios,” said An Coppens, CEO and