Global Gamification Market 2017-2021

SKU ID :TNV-10508853 | Published Date: 23-Aug-2017 | No. of pages: 76
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
BADGEVILLE, BigDoor Media, Bunchball, Gigya, Cadalys, IActionable, Lithium Technologies, PUG PHARM, and Seriosity.
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