Gamification Market Growing at 46.3% CAGR to 2020 led by Social Media
PUNE, India, February 16, 2016 /PRNewswire/ --
Global gamification market is set to grow from USD 1.65 billion in 2015 to USD 11.10 billion by 2020, at a CAGR of 46.3% with rising adoption of Bring Your Own Device (BYOD) among enterprises and Asia-Pacific (APAC) expected to become one of the major adopters of gamification techniques by 2020.
Complete report on global gamification market spread across 127 pages, profiling 10 companies and supported with 73 tables and 54 figures is now available at http://www.reportsnreports.com/reports/479613-gamification-market-by-solution-consumer-driven-and-enterprise-driven-applications-sales-and-marketing-deployment-type-on-premises-and-cloud-user-type-large-enterprise-smbs-industry-and-region-global-forecast-to-2020.html .
The speedy growth of social media is driving the gamification market. Social networks are fast becoming the norm of modern day technologies, which is evident across social media networks such as Facebook, Twitter, LinkedIn, and others and enterprise social networks. Users in regions such as North America and Europe prefer using social media websites to make purchases or to connect with the companies. This has encouraged organizations to provide online gamification techniques to customers as well as employees.
The usage of gamification technology has become the most important constituent for today's organizations. For marketing activities such as advertising, marketing campaign, and branding of products as well as services, companies are providing employees with progressive marketing solutions that can help them in improving their marketing and sales programs. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate the marketing personnel. This helps them in increasing the number of prospective clients for the company.
APAC is growing at a higher rate in comparison to other regions. Moreover, countries in the region, mainly Australia, Japan, China, and India, are prominently adopting technologies and solutions within the organizations for increasing profits along with employee satisfaction. Gamification can help companies in this region by providing them techniques to build goodwill in the market. The solutions such as virtual badges, reward points, and club cards are building loyalty among the customers towards the brand. Furthermore, the adoption of emerging technologies and the economic growth of countries such as India and China are driving the adoption of gamification.
In-depth interviews have been conducted with various key industry participants, subject matter experts, C-level executives of key market players, and industry consultants among other experts to obtain & verify critical qualitative and quantitative information as well as assess future market prospects. In Tier 1 (17%), Tier 2 (33%) and Tier 3 (50%) companies were contacted for primary interviews. The interviews were conducted with various key people such as C-level (50%) and Manager Level (20%) and other executives (30%) from various key organizations operating in the global gamification market. The primary interviews were conducted worldwide covering regions such as North America (57%), Europe (14%) and Asia-Pacific (29%).
The companies profiled in this report include are Microsoft, Salesforce, Badgeville, Bunchball, Arcaris, SAP, Bigdoor Media, Gigya, FAYA and Levelelven. Order a copy of Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020 research report at http://www.reportsnreports.com/purchase.aspx?name=479613 .
In the coming five years, the growing demand of SaaS-based solutions in the gamification market will improve the offerings and create huge opportunities for growth. Many developing countries in the APAC region are showing interest and demanding SaaS-based solutions for implementing gamification solutions in their organizations.
On a related note, another research on Sales Performance Management Market Global Forecast to 2020 says, the global sales performance management market comprising software and services to grow from $2,480.0 Million in 2015 to $5,623.1 Million by 2020, at a CAGR of 17.8%. In terms of regions, North America is expected to be the biggest market in terms of market size, whereas APAC and Europe are expected to experience increased market traction, during the forecast period. Companies like SAP AG, Salesforce.com, Inc., IBM Corporation, Xactly Corporation, Synygy Inc., and Callidus Software, Inc. have been profiled in this 193 pages research report available at http://www.reportsnreports.com/reports/401104-sales-performance-management-market-by-solution-incentive-compensation-management-territory-management-sales-planning-and-monitoring-sales-analytics-by-services-consulting-implementation-training-and-support-managed-global-forecast-to-2020.html .
Explore more reports on IT & Telecommunication market at http://www.reportsnreports.com/market-research/information-technology/ .
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