PRN: Global Gamification Market Value of USD 11.10 Billion by 2020 - Analysis, Trends & Opportunities Report 2016-2020 - Key Vendors: Leveleleven, Arcaris Inc & Badgeville Inc

19/feb/2016 15:10:18 PR Newswire Turismo Contatta l'autore

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Global Gamification Market Value of USD 11.10 Billion by 2020 - Analysis, Trends & Opportunities Report 2016-2020 - Key Vendors: Leveleleven, Arcaris Inc & Badgeville Inc


DUBLIN, Feb. 19, 2016 /PRNewswire/ --

Research and Markets ( has announced the addition of the "Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020" report to their offering.

The gamification market is estimated to grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020. The is expected to grow at an impressive Compound Annual Growth Rate (CAGR) of 46.3% because of increasing need of gamification solutions and applications in consumer and enterprise brands. Other significant factors driving this market are increasing Return on Investment (ROI) and enhanced overall user experience.

The gamification solutions are being increasingly adopted in various verticals, such as media and publishing, entertainment, and e-commerce, which have led to the growth of the Gamification market across the globe. The media and publishing sector is expected to grow at the highest CAGR from 2015 to 2020.

Key Topics Covered:

  • This report segments the market into solutions, application market, deployment type, user type, industry verticals, and region covering this market comprehensively. The report provides the closest approximations of the revenue numbers for the overall market and the subsegments. The market numbers are further split across the different users and regions.
  • This report will help them better understand the competitors and gain more insights to better position ones business. There is a separate section on competitive landscape, including end user analysis, mergers and acquisition and expansions. Besides this, there are company profiles of the ten major players in this market. In this section, market internals are provided that can help place one's company ahead of the competitors.
  • The report helps them understand the pulse of the market. The report provides information on key market drivers, restraints, challenges, and opportunities.

Companies Mentioned:

  • Faya Corporation
  • Leveleleven
  • Arcaris Inc.
  • Badgeville, Inc.
  • Bigdoor, Inc.
  • Bunchball
  • Gigya
  • Microsoft Corporation
  • Salesforce.Com
  • Sap Se

Report Structure:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights

5 Market Overview

6 Industry Trends

7 Gamification Market Analysis, By Solution

8 Gamification Market Analysis, By Application

9 Gamification Market Analysis, By Deployment Type

10 Gamification Market Analysis, By User Type

11 Gamification Market Analysis, By Industry

12 Geographic Analysis

13 Competitive Landscape

14 Company Profile

15 Appendix

For more information visit

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