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Global Gamification Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered: Ranking by Gamification Revenue
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Gamification Market Size Growth Rate by Type: 2020 VS 2026
      • 1.4.2 Enterprise-Driven Solution
      • 1.4.3 Consumer-Driven Solution
    • 1.5 Market by Application
      • 1.5.1 Global Gamification Market Share by Application: 2020 VS 2026
      • 1.5.2 Small and Medium Businesses
      • 1.5.3 Large Enterprise
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends by Regions

    • 2.1 Gamification Market Perspective (2015-2026)
    • 2.2 Gamification Growth Trends by Regions
      • 2.2.1 Gamification Market Size by Regions: 2015 VS 2020 VS 2026
      • 2.2.2 Gamification Historic Market Share by Regions (2015-2020)
      • 2.2.3 Gamification Forecasted Market Size by Regions (2021-2026)
    • 2.3 Industry Trends and Growth Strategy
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Challenges
      • 2.3.4 Porter’s Five Forces Analysis
      • 2.3.5 Gamification Market Growth Strategy
      • 2.3.6 Primary Interviews with Key Gamification Players (Opinion Leaders)

    3 Competition Landscape by Key Players

    • 3.1 Global Top Gamification Players by Market Size
      • 3.1.1 Global Top Gamification Players by Revenue (2015-2020)
      • 3.1.2 Global Gamification Revenue Market Share by Players (2015-2020)
      • 3.1.3 Global Gamification Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    • 3.2 Global Gamification Market Concentration Ratio
      • 3.2.1 Global Gamification Market Concentration Ratio (CR5 and HHI)
      • 3.2.2 Global Top 10 and Top 5 Companies by Gamification Revenue in 2019
    • 3.3 Gamification Key Players Head office and Area Served
    • 3.4 Key Players Gamification Product Solution and Service
    • 3.5 Date of Enter into Gamification Market
    • 3.6 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type (2015-2026)

    • 4.1 Global Gamification Historic Market Size by Type (2015-2020)
    • 4.2 Global Gamification Forecasted Market Size by Type (2021-2026)

    5 Gamification Breakdown Data by Application (2015-2026)

    • 5.1 Global Gamification Market Size by Application (2015-2020)
    • 5.2 Global Gamification Forecasted Market Size by Application (2021-2026)

    6 North America

    • 6.1 North America Gamification Market Size (2015-2020)
    • 6.2 Gamification Key Players in North America (2019-2020)
    • 6.3 North America Gamification Market Size by Type (2015-2020)
    • 6.4 North America Gamification Market Size by Application (2015-2020)

    7 Europe

    • 7.1 Europe Gamification Market Size (2015-2020)
    • 7.2 Gamification Key Players in Europe (2019-2020)
    • 7.3 Europe Gamification Market Size by Type (2015-2020)
    • 7.4 Europe Gamification Market Size by Application (2015-2020)

    8 China

    • 8.1 China Gamification Market Size (2015-2020)
    • 8.2 Gamification Key Players in China (2019-2020)
    • 8.3 China Gamification Market Size by Type (2015-2020)
    • 8.4 China Gamification Market Size by Application (2015-2020)

    9 Japan

    • 9.1 Japan Gamification Market Size (2015-2020)
    • 9.2 Gamification Key Players in Japan (2019-2020)
    • 9.3 Japan Gamification Market Size by Type (2015-2020)
    • 9.4 Japan Gamification Market Size by Application (2015-2020)

    10 Southeast Asia

    • 10.1 Southeast Asia Gamification Market Size (2015-2020)
    • 10.2 Gamification Key Players in Southeast Asia (2019-2020)
    • 10.3 Southeast Asia Gamification Market Size by Type (2015-2020)
    • 10.4 Southeast Asia Gamification Market Size by Application (2015-2020)

    11 India

    • 11.1 India Gamification Market Size (2015-2020)
    • 11.2 Gamification Key Players in India (2019-2020)
    • 11.3 India Gamification Market Size by Type (2015-2020)
    • 11.4 India Gamification Market Size by Application (2015-2020)

    12 Central & South America

    • 12.1 Central & South America Gamification Market Size (2015-2020)
    • 12.2 Gamification Key Players in Central & South America (2019-2020)
    • 12.3 Central & South America Gamification Market Size by Type (2015-2020)
    • 12.4 Central & South America Gamification Market Size by Application (2015-2020)

    13 Key Players Profiles

    • 13.1 MICROSOFT
      • 13.1.1 MICROSOFT Company Details
      • 13.1.2 MICROSOFT Business Overview and Its Total Revenue
      • 13.1.3 MICROSOFT Gamification Introduction
      • 13.1.4 MICROSOFT Revenue in Gamification Business (2015-2020))
      • 13.1.5 MICROSOFT Recent Development
    • 13.2 SALESFORCE
      • 13.2.1 SALESFORCE Company Details
      • 13.2.2 SALESFORCE Business Overview and Its Total Revenue
      • 13.2.3 SALESFORCE Gamification Introduction
      • 13.2.4 SALESFORCE Revenue in Gamification Business (2015-2020)
      • 13.2.5 SALESFORCE Recent Development
    • 13.3 BADGEVILLE
      • 13.3.1 BADGEVILLE Company Details
      • 13.3.2 BADGEVILLE Business Overview and Its Total Revenue
      • 13.3.3 BADGEVILLE Gamification Introduction
      • 13.3.4 BADGEVILLE Revenue in Gamification Business (2015-2020)
      • 13.3.5 BADGEVILLE Recent Development
    • 13.4 BUNCHBALL
      • 13.4.1 BUNCHBALL Company Details
      • 13.4.2 BUNCHBALL Business Overview and Its Total Revenue
      • 13.4.3 BUNCHBALL Gamification Introduction
      • 13.4.4 BUNCHBALL Revenue in Gamification Business (2015-2020)
      • 13.4.5 BUNCHBALL Recent Development
    • 13.5 ARCARIS
      • 13.5.1 ARCARIS Company Details
      • 13.5.2 ARCARIS Business Overview and Its Total Revenue
      • 13.5.3 ARCARIS Gamification Introduction
      • 13.5.4 ARCARIS Revenue in Gamification Business (2015-2020)
      • 13.5.5 ARCARIS Recent Development
    • 13.6 SAP
      • 13.6.1 SAP Company Details
      • 13.6.2 SAP Business Overview and Its Total Revenue
      • 13.6.3 SAP Gamification Introduction
      • 13.6.4 SAP Revenue in Gamification Business (2015-2020)
      • 13.6.5 SAP Recent Development
    • 13.7 BIGDOOR
      • 13.7.1 BIGDOOR Company Details
      • 13.7.2 BIGDOOR Business Overview and Its Total Revenue
      • 13.7.3 BIGDOOR Gamification Introduction
      • 13.7.4 BIGDOOR Revenue in Gamification Business (2015-2020)
      • 13.7.5 BIGDOOR Recent Development
    • 13.8 GIGYA
      • 13.8.1 GIGYA Company Details
      • 13.8.2 GIGYA Business Overview and Its Total Revenue
      • 13.8.3 GIGYA Gamification Introduction
      • 13.8.4 GIGYA Revenue in Gamification Business (2015-2020)
      • 13.8.5 GIGYA Recent Development
    • 13.9 FAYA
      • 13.9.1 FAYA Company Details
      • 13.9.2 FAYA Business Overview and Its Total Revenue
      • 13.9.3 FAYA Gamification Introduction
      • 13.9.4 FAYA Revenue in Gamification Business (2015-2020)
      • 13.9.5 FAYA Recent Development
    • 13.10 LEVELELEVEN
      • 13.10.1 LEVELELEVEN Company Details
      • 13.10.2 LEVELELEVEN Business Overview and Its Total Revenue
      • 13.10.3 LEVELELEVEN Gamification Introduction
      • 13.10.4 LEVELELEVEN Revenue in Gamification Business (2015-2020)
      • 13.10.5 LEVELELEVEN Recent Development

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
        • 15.1.2 Data Source
      • 15.2 Disclaimer

      This report focuses on the global Gamification status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

      The key players covered in this study
      MICROSOFT
      SALESFORCE
      BADGEVILLE
      BUNCHBALL
      ARCARIS
      SAP
      BIGDOOR
      GIGYA
      FAYA
      LEVELELEVEN

      Market segment by Type, the product can be split into
      Enterprise-Driven Solution
      Consumer-Driven Solution
      Market segment by Application, split into
      Small and Medium Businesses
      Large Enterprise

      Market segment by Regions/Countries, this report covers
      North America
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global Gamification status, future forecast, growth opportunity, key market and key players.
      To present the Gamification development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by type, market and key regions.

      In this study, the years considered to estimate the market size of Gamification are as follows:
      History Year: 2015-2019
      Base Year: 2019
      Estimated Year: 2020
      Forecast Year 2020 to 2026
      For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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