Global Gamification Market

Topics: Abbas Kiarostami, Wall Street Crash of 1929, Market trends Pages: 3 (350 words) Published: September 24, 2014
Global Gamification Market 2014-2018

Gamification is the process of implementing game mechanics into the non-gaming context to drive user engagement and problem solving. Points, badges, a leaderboard, challenges, and rewards are some examples of game mechanics. It is not about creating real games but using game techniques to engage users. From loyalty programs of businesses to educational video games and rewarding schoolchildren for homework, people have always been trying to merge work with play.

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Gamification market for the period 2014-2018. To calculate the market size, the report considers revenue generated from the sales of gamification solutions. It also presents the vendor landscape and a corresponding detailed analysis of the top four vendors in the market. In addition, the report discusses the major drivers that influence the growth of the Global Gamification market. It also outlines the challenges faced by vendors and the market at large, as well as the key trends that are emerging in the market.

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Key Regions

North America
Western Europe
South America

Key Vendors

Badgeville Inc.
Bunchball Inc.
Gigya Inc.
Pug Pharm Inc.

Other Prominent Vendors

BigDoor Media
Captain Up
Crowd Twist
Enterprise Gamification

Key Market Driver

Need to Improve Customer Interaction
For a full, detailed list, view our report.

Key Market Challenge

Issues Related to Solution Selection
For a full, detailed list, view our report.

Key Market Trend

Increased Importance of Social Media
For a full, detailed list, view our report.

Key Questions Answered in this Report

What will the market size be in 2018 and what will the growth rate be? What are the key market trends?
What is driving this market?
What are the...
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