Gamification Market Growing at 67.1% CAGR to 2018 Says a Global Gamification Research Report
DALLAS, September 30, 2014 /PRNewswire/ --
Gamification Market has significant potential that can change the dynamics of employee engagement, rewards and recognition and customer loyalty, globally. The mechanics of gamification, that is, rewarding people with points and other incentives, have been around since ages; it is the explosion of the digital world which has made marketers and product managers think of it as a packaged motivational tool. The report titled Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018) is available at http://www.rnrmarketresearch.com/gamification-market-consumer-gamification-enterprise-gamification-by-deployment-on-premise-on-demand-application-marketing-sales-hr-support-and-development-size-smb-enterprise-worl-market-report.html .
Gamification market refers to the social layer that involves engagement and loyalty, which exists on any enterprise or consumer-facing application. Gamification at its core is a marketing tool, which is used to engage customers to a particular brand in consumer gamification and engage employees with the organizational strategies and plans in employee gamification. The traditional way of engagement is to advertise the product or ideas and flash it across the portal or website. Retaining attention and driving real results remained a challenge in traditional loyalty programs such as campaigns. While just plain points, badges and other virtual goods may not have long lasting user engagement effects in gamification; they serve as an appropriate reward system, equipped with user attention grabbing techniques and immersive graphics technology, which can enable user engagement, over a period of time. Immersive digital technology implies the use of creative gaming dashboards, which imitate real life games such as golf, baseball or Farmville to be designed within and in sync with enterprise applications or the consumer brand which it is to be engaged with.
Global gamification market adoption trends and a prominent pervasiveness across most verticals are clear indications of a positive growth, as early adopters have emerged as brand names in this sector, startup companies are trying to pack in a punch with their product uniqueness and grab the limelight in this highly fragmented market. Multiple vendors have sprung in the gamification market over the past two years with the notion of just applying game mechanics such as points, badges and other virtual rewards to non-gaming applications, however the companies which would find a balance between proper Gamification design and which would continuously evolve over time, fine-tuning itself and finding the perfect balance between satisfying both the management or brand needs and also satisfying the consumers or employee needs without making the latter feel cynical or disadvantaged, will stand the real test of time.
Companies from the gamification market profiled in this research include Accenture, Alive Mobile, Arcaris Inc, Badgeville, Bigdoor Media, Bunchball, Crowdtwist, Digital Brand Group, Echo.It, Fantasy Sales Team, Gameffective, Gaminside, Globant, Google, Iactionable, IBM, Icon Platforms, Keas, Leveleleven, Manumatix, Microsoft, Mplifyr/Seiian Rewards, Persistent Systems-EMEE, Plyfe, Roarengine, Salesforce, SAP and Yahoo. Order a copy of this research at http://www.rnrmarketresearch.com/contacts/purchase?rname=99493 .
Gamification addresses the basic human instinct to get enticed by any novel, competitive, rewarding and fun idea, similar to what they experience while playing any game. Gamification inculcates game mechanics such as points, badges, levels, ranks, avatars, virtual goods and a host of other motivational mechanics, most of them used in combination with each other or as a chain of events with one reward leading to another, on any existing website, e-commerce portal or enterprise application.
While consumer gamification drives consumer purchases and new referrals from the prospective customers; employee gamification can drive employee motivation to align their behavior with organizational strategies, tasks and disciplinary plans thereby resulting in better acceptance of management plans along with increased productivity and low attrition. These solutions provide businesses with several advantages including increased transparency, better communication of business ideas and information, quicker adoption and alignment of management interests with end-user motives and quicker ROI at the core of the process.
Location Based Services (LBS) have further enhanced the adoption of gamification solutions making it accessible over various devices such as desktops, mobile devices, smartphones and tablets. While businesses across the globe are looking at including gamification in their current scenarios, gamification vendors are looking at gaining a better competitive advantage in the emerging market, by creating new technological features or focusing their expertise on niche markets that facilitate the acceptance of these.
The analysts of this gamification market research believe that appropriate game design, per application per organization, based on the customer culture or end-user requirements can ensure the success of gamification applications in the long run. Continuous monitoring of user engagement, on a regular basis, so as to modify and evolve game mechanics, over a period of time, will assist with better game design and thereby contribute to the success of gamification applications. Successful gamification applications based on the customer culture or end-user requirements can ensure the success of gamification applications in the long run and can drive real business goals and revenues thereby enhancing the brand name.
Explore more reports on the IT & Telecommunications market at http://www.rnrmarketresearch.com/reports/information-technology-telecommunication .
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