PRN: Global Gamification Market - Forecast to Decline at a CAGR of 30.3%

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Global Gamification Market - Forecast to Decline at a CAGR of 30.3%

 
[01-September-2017]
 

DUBLIN, September 1, 2017 /PRNewswire/ --

The "Global Gamification Market 2017-2021" report has been added to Research and Markets' offering.

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The global gamification market is forecast to decline at a CAGR of 30.3% during the period 2017-2021.

The report, Global Gamification Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

One trend in the market is increasing penetration of customized marketing. It is a huge challenge for any brand to spread the information of the products and market. Considering the diverse population, doing the same has become more sophisticated. Customers not only browse the internet for entertainment but also for information related to online shopping. Buyers role is no longer limited to being an online shopper but a technical consultant for the rest of the population who are planning to make a purchase.

According to the report, one driver in the market is increased requirement for data on customer behavior. The competition among businesses is hi! gh because of increased customer demands and pricing pressures. This provides businesses lesser opportunities to design a support process that can yield high-speed results. Gamification is the support process that can provide businesses with a competitive advantage as they try to react to the changing business environment and customer preference. Gamification applications can enhance customer engagement by providing real-time information about consumer behavior.

Further, the report states that one challenge in the market is gamification can be ineffective. Gamification is a popular market, and an increasing number of businesses and investors want to enter the market. However, there are very few vendors that make a significant impact in the market as the majority of the vendors still struggle to provide optimal solutions for organizations seeking gamification. Considering the varying requirements of organizations, each of which has a different level of hierarchical ! structure, several gamification solutions offer similar featur! es and o ptions. This is only effective for a few companies as the rest of the companies have trouble applying this business model.

Key vendors

  • Badgeville
  • BigDoor Media
  • Bunchball
  • Gigya

Other prominent vendors

  • Cadalys
  • IActionable
  • Lithium Technologies
  • Pug Pharm
  • Seriosity

Key Topics Covered:

Part 01: Executive Summary

Part 02: Scope Of The Report

Part 03: Research Methodology

Part 04: Introduction

Part 05: Market Description

Part 06: Market Landscape

Part 07: Market Segmentation By Application

Part 08: Market Segmentation By End-User

Part 09: Market Segmentation By Need

Part 10: Geographical Segmentation

Part 11: Key Leading Countries

Part 12: Decision Framework

Part 13: Drivers And Challenges

Part 14: Market Trends

Part 15: Vendor Landscape

Part 16: Appendix

For more information about this report visit https://www.researchandmarkets.com/research/7l5hcs/globa

Media Contact:

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com

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