Global Gamification Market 2017-2021
SKU ID :TNV-10508853 | Published Date: 23-Aug-2017 | No. of pages: 76Description
TOC
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market description
• Evolution of gamification
• Process of gamification
• Application areas of gamification
• Uses of gamification
• Advantages of gamification
PART 06: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 07: Market segmentation by application
• Global gamification market by application
• Global gamification market by consumer
• Global gamification market by enterprise
PART 08: Market segmentation by end-user
• Global gamification market by end-user
• Global gamification market by healthcare
• Global gamification market by entertainment
• Global gamification market by education
• Global gamification market by retail
• Global gamification market by consumer goods
• Global gamification market by media
• Global gamification market by others
PART 09: Market segmentation by need
• Global gamification market by need
• Global gamification market by user engagement
• Global gamification market by brand loyalty
• Global gamification market by brand awareness
• Global gamification market by training
• Global gamification market by motivation
PART 10: Geographical segmentation
• Global gamification market by geography
• Gamification market in Americas
• Gamification market in EMEA
• Gamification market in APAC
PART 11: Key leading countries
• Global gamification market by key leading countries
• Gamification market in US
• Gamification market in Japan
PART 12: Decision framework
PART 13: Drivers and challenges
• Market drivers
• Market challenges
PART 14: Market trends
• Increasing penetration of customized marketing
• Social media acting as a marketing platform for gamification
• Gamification through mobile devices
PART 15: Vendor landscape
• Competitive scenario
• Other prominent vendors
PART 16: Appendix
• List of abbreviations
List of Exhibits
Exhibit 01: Gamification process
Exhibit 02: Global gamification market: Overview
Exhibit 03: Global gamification market 2016-2021 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Global gamification market by application 2016 and 2021 (% share of revenue)
Exhibit 06: Global gamification market by consumer 2016-2021 ($ billions)
Exhibit 07: Global gamification market by enterprise 2016-2021 ($ billions)
Exhibit 08: Global gamification market by end-user 2016 and 2021 (% share of revenue)
Exhibit 09: Global gamification market by healthcare 2016-2021 ($ billions)
Exhibit 10: Global gamification market by entertainment 2016-2021 ($ billions)
Exhibit 11: Global gamification market by education 2016-2021 ($ billions)
Exhibit 12: Global gamification market by retail 2016-2021 ($ billions)
Exhibit 13: Global gamification market by consumer goods 2016-2021 ($ billions)
Exhibit 14: Global gamification market by media 2016-2021 ($ billions)
Exhibit 15: Global gamification market by others 2016-2021 ($ billions)
Exhibit 16: Global gamification market by need 2016 and 2021 (% share of revenue)
Exhibit 17: Global gamification market by user engagement 2016-2021 ($ billions)
Exhibit 18: Global gamification market by brand loyalty 2016-2021 ($ billions)
Exhibit 19: Global gamification market by brand awareness 2016-2021 ($ billions)
Exhibit 20: Global gamification market by training 2016-2021 ($ billions)
Exhibit 21: Global gamification market by motivation 2016-2021 ($ billions)
Exhibit 22: Global gamification market by geography 2016 and 2021 (% share of revenue)
Exhibit 23: Gamification market in Americas 2016-2021 ($ billions)
Exhibit 24: Gamification market in EMEA 2016-2021 ($ billions)
Exhibit 25: Gamification market in APAC 2016-2021 ($ billions)
Exhibit 26: Global gamification market: Top ten countries 2016 (% share)
Exhibit 27: Global gamification market: Revenue of top ten countries 2016 ($ millions)
Exhibit 28: Gamification market in US 2016-2021 ($ billions)
Exhibit 29: Gamification market in Japan 2016-2021 ($ billions)
Exhibit 30: Other prominent vendors
Tables & Figures
Companies
BADGEVILLE, BigDoor Media, Bunchball, Gigya, Cadalys, IActionable, Lithium Technologies, PUG PHARM, and Seriosity.
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