Gamification Market Revenue, Trend and Forecast to 2030 - PowerPoint PPT Presentation

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Gamification Market Revenue, Trend and Forecast to 2030

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The increasing integration of social media with gaming platforms will propel the gamification market at a vigorous CAGR of 24.2% between 2020 and 2030. – PowerPoint PPT presentation

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Title: Gamification Market Revenue, Trend and Forecast to 2030


1
2022
Gamification Market Size, Share, Opportunities,
and Trends in Coming Years
2
The corporate sector is showing a high preference
for level progress monitoring solutions to
improve engagement with customers and enhance the
performance of employees. To achieve these goals,
enterprises around the world are adopting
gamification solutions as they allow
organizations to monitor and improve the
performance of their employees by observing
activity feeds, in-house competitions, and
progress bars of gaming platforms. Thus, the
rising focus of business entities on level
progress monitoring will facilitate the usage of
gamification solutions in the upcoming years.
Additionally, the increasing integration of
social media with gaming platforms will propel
the gamification market at a vigorous CAGR of
24.2 between 2020 and 2030. According to PS
Intelligence, the market revenue stood at
7,841.5 million in 2019 and it will reach
76,298.9 million by 2030. In contemporary years,
enterprises are increasingly adopting machine
learning (ML) technology-based gamification
solutions to study the success rate of such
solutions. Additionally, business entities are
also using advanced business intelligence (BI)
tools to extract information on customer behavior
for better output.
3
At present, the needs of the aforementioned end
users are being met by Indusgeeks USA Inc.,
Microsoft Corporation, MPS Interactive Systems
Limited, Ikipixel Information Technologies Inc.
(Motivacraft), Torry Harris Business Solutions
Private Limited, SAP SE, Diantum Sociedad
Limitada, Juego Studio Private Limited, MJV
Technology and Innovation, CRMGamified, Axonify
Inc., Salesforce.com Inc., and XLPro Training
Solutions Pvt. Ltd. In recent years, these
gamification companies have emphasized product
portfolio expansions to cater to the evolving
needs of customers. Globally, the North
American region led the gamification market in
the recent past, and it is expected to maintain
the same trend in the foreseeable future as well.
The dominance can be ascribed to the mounting
investments being made in the IT industry, the
surging need for AI-enabled gamification
solutions, and the soaring number of gamification
startups in Canada and the U.S. The increasing
use of gamification solutions in North America
can also be credited to the enormous focus of
enterprises on improving their employee
performance and customer engagement and early
penetration of advanced technologies. Request to
Get the Sample Report https//www.psmarketresearc
h.com/market-analysis/gamification-market/report-s
ample
4
Furthermore, the Asia-Pacific (APAC) region is
expected to witness a largescale adoption of
gamification solutions in the upcoming years, on
account of the growing penetration of smartphones
and accelerating digitization rate in regional
countries. Moreover, the mounting focus of
business entities on enhancing employee
performance and improving customer engagement
will also result in the widescale adoption of
gamification solutions in the region.
Additionally, the escalating IT investments will
also encourage the adoption of such solutions in
China, Japan, Australia, South Korea, and India.
Therefore, the surging need for level progress
monitoring solutions and the rising integration
of social media with gaming platforms will propel
the usage of gamification solutions in the
forthcoming years.
5
  • Market Segmentation by Solution
  • Enterprise-Driven
  • Consumer-Driven
  • Market Segmentation by Deployment
  • Cloud
  • On-Premises
  • Market Segmentation by Application
  • Marketing
  • Sales
  • Product Development
  • Human Resources
  • Analytics
  • E-Commerce
  • Others (Customer Support and Financial Services)

6
  • Market Segmentation by End User
  • Banking, Financial Services, and Insurance (BFSI)
  • Retail
  • Healthcare
  • Media and Entertainment
  • Education
  • Information Technology (IT) and Telecom
  • Government
  • Others (Travel and Hospitality, Manufacturing,
    Agriculture, and Event Management)
  • Market Segmentation by Region
  • North America Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country U.S. and Canada

7
  • Europe Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country U.K., Germany, France, Italy,
    Russia, and Rest of Europe
  • Asia-Pacific (APAC) Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country China, Japan, Australia, South
    Korea, India, and Rest of APAC

8
  • Middle East and Africa (MEA) Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country Turkey, U.A.E., Saudi Arabia, South
    Africa, and Rest of MEA
  • Latin America (LATAM) Gamification Market
  • By solution
  • By deployment
  • By application
  • By end user
  • By country Brazil, Mexico, and Rest of LATAM

9
This study covers 1. Historical and the present
size of the Gamification Market 2. Historical and
the present size of the market segments and
understand their comparative future
potential 3. Potential of on-demand logistics
services, so the market players make informed
decisions on the sales of their
offerings 4. Competitive scenario of various
market segments across key countries in several
regions for uncovering market opportunities for
the stakeholders 5. Major players operating in
the market and their service offerings
10
Disclaimer PS Intelligence always keeps its
customers interests at the core while carrying
out research activities. PS Intelligence ensures
the reliability and accuracy of information and
data provided in its market research
publications. However, the information in
publications is subject to fluctuations, as it is
based on primary interviews of officials from
various companies or organizations. PS
Intelligence is not responsible for any incorrect
data provided by the key industry players of the
concerned domain. the information or analysis in
PS Intelligence publications represents opinions
based on research and should not be interpreted
as statements of fact. Information in this report
was believed to be correct at the time of
publication, but cannot be guaranteed. PS
Intelligence does not endorse any product,
service, or vendor depicted in its research
publications. All intellectual properties,
including trademarks and copyrights, belong to
their respective owners and may be protected by
copyright. Under no circumstance can these be
reproduced in any form without prior written
agreement of their owners. An order for market
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the company only and not for disclosure to third
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Intelligence can be reproduced, republished,
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Intelligence Pvt. Ltd.
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