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(USGovernment-News.Com, January 14, 2020 ) Meticulous Research® – leading global market research company Is researching on Gamification market titled “Gamification Market Solutions (Engagement & Performance Services, Strategic Services, Consulting & Professional Services), By End-use (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), By Application (Marketing, Sales, Product Development, Human Resource, Others), By Organization Size (Small and Medium Enterprises, Large Enterprises), and Region - Global Forecast to 2025”.
Increasing adoption of innovative technologies such as penetration of devices with display & web and rapid acceptance of social networks are some of the key factors driving the global gamification market. It is projected to influence an individual’s needs for socializing, knowledge, mastery, rivalry, accomplishment, position, closure, or just their answer to the framing of a situation as a game that encourages companies to move towards gamification.
Based on end-use, the gamification market is segmented into banking, retail, government, education, education, IT & telecom, healthcare, and others. Among these, the retail segment is expected to be the fastest-growing category in the market during the forecast period. The retail segment is on a high growth trajectory driven by strategic or engagement services, without distracting the core idea of the business. It offers positive behaviors from customers and employees, leading to a rich brand understanding and higher sales. It also recruits new and frequent customers to store, while offering understandings into how shoppers participate with a brand.
𝐁𝐚𝐬𝐞𝐝 𝐨𝐧 𝐭𝐡𝐞 𝐚𝐩𝐩𝐥𝐢𝐜𝐚𝐭𝐢𝐨𝐧, the gamification market is segmented into marketing, sales, product development, and HR. Among these, marketing and sales are projected to grow at the highest rate in the coming years.
𝐀𝐬𝐢𝐚-𝐏𝐚𝐜𝐢𝐟𝐢𝐜: 𝐓𝐡𝐞 𝐅𝐚𝐬𝐭𝐞𝐬𝐭 𝐆𝐫𝐨𝐰𝐢𝐧𝐠 𝐑𝐞𝐠𝐢𝐨𝐧𝐚𝐥 𝐌𝐚𝐫𝐤𝐞𝐭
𝐆𝐞𝐨𝐠𝐫𝐚𝐩𝐡𝐢𝐜𝐚𝐥𝐥𝐲, North America, comprising the U.S. and Canada, accounted for the largest share of the global market. However, Asia-Pacific is expected to witness rapid growth during the forecast period. The growth of this market is mainly due to the increasing number of internet and smartphone users in the region and growing strategic collaborative initiatives, especially by using social media integration tools, which led to the greater usage of gamification.
𝐊𝐞𝐲 𝐏𝐥𝐚𝐲𝐞𝐫𝐬
The report includes the competitive landscape based on extensive assessment of the key strategic developments adopted by the leading market participants in the industry. The key players profiled in the gamification market are Microsoft Corporation (US), Cognizant Technology Solution Corp. (US), MPS Interactive Systems Limited (India), Ambition (US), Callidus Software Inc. (US), Axonify Inc. (UK), IActionable Inc. (US), Bunchball Inc. (India), G-Cube (INDIA), Cut-e GmbH (AON, PLC) (GERMANY).
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