Gamification Market by Component (Solution and Services), Deployment (Cloud and On-premises), Organization Size (SMEs and Large Enterprises), Application, End-User (Enterprise-Driven and Consumer-Driven), Vertical, and Region - Global Forecast to 2025

ゲーミフィケーションの世界市場予測:コンポーネント別(ソリューション、サービス)、展開モード別(クラウド、オンプレミス)、組織規模別(中小企業、大企業)、用途別、エンドユーザー別(企業、消費者)、産業別、地域別

◆タイトル:Gamification Market by Component (Solution and Services), Deployment (Cloud and On-premises), Organization Size (SMEs and Large Enterprises), Application, End-User (Enterprise-Driven and Consumer-Driven), Vertical, and Region - Global Forecast to 2025
◆商品コード:TC 1445
◆調査・発行会社:MarketsandMarkets
◆発行日:2020年3月30日
◆ページ数:135
◆レポート形式:PDF / 英語
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:通信
◆販売価格オプション(消費税別)
Single User(1名様閲覧)USD5,650 ⇒換算¥587,600見積依頼/購入/質問フォーム
Multi User (Five User)USD6,650 ⇒換算¥691,600見積依頼/購入/質問フォーム
Corporate License (全社内共有可)USD8,150 ⇒換算¥847,600見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※商品の納品後、納品日+5日以内に請求書を発行し、お客様宛に郵送いたしますので、請求書発行日より2ヶ月以内に銀行振込にて支払をお願いします。(振込先:三菱東京UFJ銀行/京橋支店/H&Iグローバルリサーチ株式会社)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
※ご購入後、レポートに記載の英語表現や単語の意味に関しましては無料でお答えいたします。(但し、対応範囲は弊社で判断)
※弊社H&Iグローバルリサーチ株式会社はMarketsandMarketsの日本における正規販売代理店です。

【レポートの概要】

MarketsandMarkets社はゲーミフィケーションの世界市場が、2020年91憶ドルから2025年307憶ドルまで、年平均27.4%成長すると予測しています。本調査レポートでは、ゲーミフィケーションの世界市場について調査・分析し、イントロダクション、調査手法、エグゼクティブサマリー、プレミアムインサイト、市場動向・産業トレンド、コンポーネント別(ソリューション、サービス)分析、展開モード別(クラウド、オンプレミス)分析、組織規模別(中小企業、大企業)分析、産業別(教育、医療、金融、小売り、製造、IT)分析、エンドユーザー別(企業、消費者)分析、用途別(マーケティング、販売、サポート、背品開発、その他)分析、地域別分析、競争状況、企業概要などを含め、次の構成でお届け致します。
・イントロダクション
・調査手法
・エグゼクティブサマリー
・プレミアムインサイト
・市場動向・産業トレンド
・ゲーミフィケーションの世界市場:コンポーネント別(ソリューション、サービス)
・ゲーミフィケーションの世界市場:展開モード別(クラウド、オンプレミス)
・ゲーミフィケーションの世界市場:組織規模別(中小企業、大企業)
・ゲーミフィケーションの世界市場:産業別(教育、医療、金融、小売り、製造、IT)
・ゲーミフィケーションの世界市場:エンドユーザー別(企業、消費者)
・ゲーミフィケーションの世界市場:用途別(マーケティング、販売、サポート、背品開発、その他)
・ゲーミフィケーションの世界市場:地域別
・競争状況
・企業概要

“The growing need to drive employee engagement via offering rewards and recognition drives the market”
Gamification is acting as an increasing trend of employee engagement that helps employees reach specific goals and objectives. The employee plays a game that offers points, status, and rewards with improving the skills and achieving goals or objectives of the company. Gamification provides rewards and recognition to the employees in the organization, makes them visible in the organization network, and boosts their confidence. The gamification market size is projected to grow from USD 9.1 billion in 2020 to USD 30.7 billion by 2025, at a Compound Annual Growth Rate (CAGR) of 27.4% during the forecast period. The major factors driving the growth of the gamification market include rewards and recognition to employees over performance to boost employee engagement, provision of lucrative offers to the customers and consumers, and gamification yielding higher Return on Investment (RoI).

“Education segment to hold the largest market share during the forecast period”
Based on vertical, the education segment of the gamification market is projected to hold the largest market share during the forecast period. The education sector is becoming one of the fastest technology adopting industries and has shown wide adoption of gamification solutions in learning. This sector is implementing advanced technologies to provide better facilities in Learning Management System/Learning Content Management System (LMS/LCMS), Student Information System (SIS), test and assessment, collaboration, and eContent. This sector is substantially adopting gamification techniques to make education and learning more effective. Gamified solutions are used to motivate and improve the productivity of trainers as well as of students excitingly and innovatively by providing leader boards, earned badges, point collections, and milestone achievement, among others. Gamification helps people have fun-loving training sessions that can be provided for academic education as well as for corporate training in organizations. Organizations can use gamification to boost their employee onboarding process and their learning and development throughout their career.

“SMEs segment to record a higher market share in 2020”
The rising usage of cloud for the deployment of gamification solutions has led to the increasing adoption of these solutions among Small and Medium-sized Enterprises (SMEs). The gamification solutions are high in cost and are involved in nature. However, the availability of these solutions on the cloud has reduced this problem of cost as cloud-based solutions are less expensive compared to the on-premises solutions. SMEs have to focus on their budget constraints; so, they prefer cloud-based solutions available in the market. The SME criteria may also be based upon various metrics such as revenue generated and ownership structure. These organizations have one or more full-time employees dedicated to managing their data and IT infrastructure. Cloud-based solutions are developed, keeping in mind the limited budget of SMEs.

“Cloud segment to hold more significant market share during the forecast period”
The increasing usage of the internet, along with the high adoption of innovative technologies such as web, mobile, and social media, has supplemented the growth of cloud-based gamification techniques. Organizations are demanding enterprise- and consumer-based gamification solutions to encourage employees and strengthen their marketing endeavors. However, these solutions are high in cost and offer limited scalability. This helps companies to adopt cloud-based gamification solutions. These cloud-based solutions deliver all the benefits at a condensed price as it does not involve a high upfront cost. Moreover, these cloud-based services include reduced licensing costs, the ability to cut out unnecessary Information Technology (IT) staff, focus on maintenance, and flexibility in the expansion of businesses. However, to implement cloud model deployment, enterprises need to analyze the benefits of their existing set-up as well as those that a cloud-based service can give them.

“North America to record the highest market share in the gamification market in 2020”
The North America region has been a predominately receptive market toward the adoption of gamification solutions. There has been an extensive usage of the internet to connect with various channel partners and clients among enterprises. The high adoption of customer-based solutions and enterprise-based solutions are driving the gamification market in North America. Moreover, in this region, countries such as the US and Canada are adopting gamification solutions to enrich their marketing activities with better advertising, customer interaction, and branding and selling. Furthermore, the rising demand for cloud-based gamified solutions among enterprises due to its low implementation cost has helped the gamification market to grow at a significant pace. Presently, the gamification market in North America is contributing a large portion of revenue as compared to the other regions.
In-depth interviews were conducted with Chief Executive Officers (CEOs), marketing directors, innovation and technology directors, and executives from various key organizations operating in the gamification market.

• By Company Type: Tier 1 – 35%, Tier 2 – 40%, and Tier 3 – 25%
• By Designation: C-level – 45%, Directors – 30%, and Others – 25%
• By Region: North America – 40%, Europe – 30%, APAC – 20%, and RoW– 10%

Key market players profiled in this report include Microsoft (US), SAP (Germany), BI WORLDWIDE (US), Verint (US) Aon (UK), Hoopla (US), Centrical (US), Mambo.IO (UK), MPS Interactive Systems (India), Influitive (Canada), LevelEleven (US), Ambition (US), Axonify Inc. (Canada), Gamifier (Latin America), IActionable (US), Khoros (US), Scrimmage (US), Xoxoday (India), Tango Card (US), and NIIT (US). These players have adopted various growth strategies, such as partnerships and new service launches, to expand their presence further in the gamification market and broaden their customer base.

Research coverage
The market study covers the gamification market across different segments. It aims at estimating the market size and the growth potential of this market across by component (solution and services), deployment (cloud and on-premises), organization size (SMEs and large enterprises), application, end-user (enterprise-driven and consumer-driven), vertical, and region. The study also includes an in-depth competitive analysis of the key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.

Key benefits of buying the report
The report is expected to help the market leaders/new entrants in this market by providing them information on the closest approximations of the revenue numbers for the overall gamification market and its segments. This report is also expected to help stakeholders understand the competitive landscape and gain insights to improve the position of their businesses and to plan suitable go-to-market strategies. The report also aims at helping stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

【レポートの目次】

1 INTRODUCTION (Page No. – 15)
1.1 OBJECTIVES OF THE STUDY
1.2 MARKET DEFINITION
1.2.1 INCLUSIONS AND EXCLUSIONS
1.3 MARKET SCOPE
1.3.1 MARKET SEGMENTATION
1.3.2 YEARS CONSIDERED FOR THE STUDY
1.4 CURRENCY CONSIDERED
1.5 STAKEHOLDERS

2 RESEARCH METHODOLOGY (Page No. – 19)
2.1 RESEARCH DATA
2.1.1 SECONDARY DATA
2.1.2 PRIMARY DATA
2.1.2.1 Breakup of primary profiles
2.1.2.2 Key industry insights
2.2 MARKET BREAKUP AND DATA TRIANGULATION
2.3 MARKET SIZE ESTIMATION
2.4 MARKET FORECAST
2.5 RESEARCH ASSUMPTIONS AND LIMITATIONS
2.5.1 ASSUMPTIONS FOR THE STUDY
2.5.2 LIMITATIONS OF THE STUDY

3 EXECUTIVE SUMMARY (Page No. – 27)

4 PREMIUM INSIGHTS (Page No. – 30)
4.1 ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION MARKET
4.2 ASIA PACIFIC GAMIFICATION MARKET, BY COMPONENT AND COUNTRY
4.3 GAMIFICATION MARKET: MAJOR COUNTRIES

5 MARKET OVERVIEW AND INDUSTRY TRENDS (Page No. – 32)
5.1 INTRODUCTION
5.2 MARKET DYNAMICS
5.2.1 DRIVERS
5.2.1.1 Rewards and recognition to employees over performance to boost the employee engagement
5.2.1.2 Providing lucrative offers to the customers and consumers
5.2.1.3 Gamification yields higher RoI
5.2.2 OPPORTUNITIES
5.2.2.1 AI used for processing and showing personalized results
5.2.2.2 Digitization of businesses creating new business avenues for gamification
5.2.3 CHALLENGES
5.2.3.1 Complexities in developing gamification application
5.2.3.2 Gamification is for short time
5.3 USE CASES
5.3.1 USE CASE 1: BUNCHBALL
5.3.2 USE CASE 2: BUNCHBALL
5.3.3 USE CASE 3: AXONIFY
5.3.4 USE CASE 4: OCTALYSIS GROUP
5.3.5 USE CASE 5: CENTRICAL

6 GAMIFICATION MARKET, BY COMPONENT (Page No. – 37)
6.1 INTRODUCTION
6.1.1 COMPONENT: GAMIFICATION MARKET DRIVERS
6.2 SOLUTION
6.3 SERVICES

7 GAMIFICATION MARKET, BY DEPLOYMENT (Page No. – 41)
7.1 INTRODUCTION
7.1.1 DEPLOYMENT: GAMIFICATION MARKET DRIVERS
7.2 CLOUD
7.3 ON-PREMISES

8 GAMIFICATION MARKET, BY ORGANIZATION SIZE (Page No. – 45)
8.1 INTRODUCTION
8.1.1 ORGANIZATION SIZE: GAMIFICATION MARKET DRIVERS
8.2 SMALL AND MEDIUM-SIZED ENTERPRISES
8.3 LARGE ENTERPRISES

9 GAMIFICATION MARKET, BY VERTICAL (Page No. – 49)
9.1 INTRODUCTION
9.1.1 VERTICAL: GAMIFICATION MARKET DRIVERS
9.2 EDUCATION
9.3 HEALTHCARE
9.4 BANKING, FINANCIAL SERVICES, AND INSURANCE
9.5 RETAIL
9.6 MANUFACTURING
9.7 MEDIA AND ENTERTAINMENT
9.8 TELECOM
9.9 IT AND ITES
9.10 HOSPITALITY
9.11 OTHERS

10 GAMIFICATION MARKET, BY END-USER (Page No. – 58)
10.1 INTRODUCTION
10.2 ENTERPRISE-DRIVEN
10.3 CONSUMER-DRIVEN

11 GAMIFICATION MARKET, BY APPLICATION (Page No. – 59)
11.1 INTRODUCTION
11.2 MARKETING
11.3 SALES
11.4 SUPPORT
11.5 PRODUCT DEVELOPMENT
11.6 HUMAN RESOURCES
11.7 OTHER APPLICATIONS

12 GAMIFICATION MARKET, BY REGION (Page No. – 61)
12.1 INTRODUCTION
12.1.1 REGION: GAMIFICATION MARKET DRIVERS
12.2 NORTH AMERICA
12.2.1 UNITED STATES
12.2.2 CANADA
12.3 EUROPE
12.3.1 UNITED KINGDOM
12.3.2 GERMANY
12.3.3 FRANCE
12.3.4 REST OF EUROPE
12.4 ASIA PACIFIC
12.4.1 CHINA
12.4.2 JAPAN
12.4.3 AUSTRALIA AND NEW ZEALAND
12.4.4 REST OF ASIA PACIFIC
12.5 MIDDLE EAST AND AFRICA
12.5.1 UNITED ARAB EMIRATES
12.5.2 SOUTH AFRICA
12.5.3 KINGDOM OF SAUDI ARABIA
12.5.4 REST OF MIDDLE EAST AND AFRICA
12.6 LATIN AMERICA
12.6.1 BRAZIL
12.6.2 MEXICO
12.6.3 REST OF LATIN AMERICA

13 COMPETITIVE LANDSCAPE (Page No. – 97)
13.1 COMPETITIVE LEADERSHIP MAPPING
13.1.1 VISIONARY LEADERS
13.1.2 INNOVATORS
13.1.3 DYNAMIC DIFFERENTIATORS
13.1.4 EMERGING COMPANIES
13.2 STRENGTH OF PRODUCT PORTFOLIO
13.3 BUSINESS STRATEGY EXCELLENCE

14 COMPANY PROFILES (Page No. – 101)
14.1 INTRODUCTION
14.2 MICROSOFT
(Business overview, Solutions offered, Recent developments, and SWOT analysis)*
14.3 SAP
14.4 BI WORLDWIDE (BUNCHBALL)
14.5 VERINT
14.6 AON (CUT-E GMBH)
14.7 HOOPLA
14.8 CENTRICAL
14.9 MAMBO.IO
14.10 MPS INTERACTIVE SYSTEMS
14.11 INFLUITIVE
14.12 LEVELELEVEN
14.13 AMBITION
14.14 AXONIFY
14.15 GAMIFIER
14.16 IACTIONABLE
14.17 KHOROS
14.18 SCRIMMAGE
14.19 XOXODAY
14.20 TANGO CARD
14.21 NIIT
*Details on Business overview, Solutions offered, Recent developments, and SWOT analysis might not be captured in case of unlisted companies.
14.22 RIGHT-TO-WIN

15 APPENDIX (Page No. – 128)
15.1 DISCUSSION GUIDE
15.2 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
15.3 AVAILABLE CUSTOMIZATION
15.4 RELATED REPORTS
15.5 AUTHOR DETAILS

LIST OF TABLES (104 Tables)

TABLE 1 UNITED STATES DOLLAR EXCHANGE RATE, 2016–2019
TABLE 2 FACTOR ANALYSIS
TABLE 3 GLOBAL GAMIFICATION MARKET SIZE, 2018–2025 (USD MILLION)
TABLE 4 GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 5 SOLUTION: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 6 SERVICES: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 7 GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 8 CLOUD: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 9 ON-PREMISES: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 10 GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 11 SMALL AND MEDIUM-SIZED ENTERPRISES: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 12 LARGE ENTERPRISES: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 13 GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 14 EDUCATION: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 15 HEALTHCARE: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 16 BANKING, FINANCIAL SERVICES, AND INSURANCE: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 17 RETAIL: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 18 MANUFACTURING: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 19 MEDIA AND ENTERTAINMENT: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 20 TELECOM: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 21 IT AND ITES: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 22 HOSPITALITY: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 23 OTHERS: GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 24 GAMIFICATION MARKET SIZE, BY REGION, 2018–2025 (USD MILLION)
TABLE 25 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 26 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 27 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 28 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 29 NORTH AMERICA: EDUCATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 30 NORTH AMERICA: HEALTHCARE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 31 NORTH AMERICA: BANKING, FINANCIAL SERVICES, AND INSURANCE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 32 NORTH AMERICA: RETAIL MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 33 NORTH AMERICA: MANUFACTURING MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 34 NORTH AMERICA: GAMIFICATION MARKET SIZE, BY COUNTRY, 2018–2025 (USD MILLION)
TABLE 35 UNITED STATES: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 36 UNITED STATES: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 37 UNITED STATES: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 38 CANADA: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 39 CANADA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 40 CANADA: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 41 EUROPE: GAMIFICATION MARKET SZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 42 EUROPE: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 43 EUROPE: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 44 EUROPE: GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 45 EUROPE: EDUCATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 46 EUROPE: HEALTHCARE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 47 EUROPE: BANKING, FINANCIAL SERVICES, AND INSURANCE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 48 EUROPE: RETAIL MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 49 EUROPE: MANUFACTURING MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 50 EUROPE: GAMIFICATION MARKET SIZE, BY COUNTRY, 2018–2025 (USD MILLION)
TABLE 51 UNITED KINGDOM: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 52 UNITED KINGDOM: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 53 UNITED KINGDOM: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 54 GERMANY: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 55 GERMANY: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 56 GERMANY: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 57 ASIA PACIFIC: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 58 ASIA PACIFIC: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 59 ASIA PACIFIC: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 60 ASIA PACIFIC: GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 61 ASIA PACIFIC: EDUCATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 62 ASIA PACIFIC: HEALTHCARE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 63 ASIA PACIFIC: BANKING, FINANCIAL SERVICES, AND INSURANCE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 64 ASIA PACIFIC: RETAIL MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 65 ASIA PACIFIC: MANUFACTURING MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 66 ASIA PACIFIC: GAMIFICATION MARKET SIZE, BY COUNTRY, 2018–2025 (USD MILLION)
TABLE 67 CHINA: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 68 CHINA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 69 CHINA: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 70 JAPAN: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 71 JAPAN: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 72 JAPAN: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 73 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 74 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 75 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 76 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 77 MIDDLE EAST AND AFRICA: EDUCATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 78 MIDDLE EAST AND AFRICA: HEALTHCARE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 79 MIDDLE EAST AND AFRICA: BANKING, FINANCIAL SERVICES, AND INSURANCE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 80 MIDDLE EAST AND AFRICA: RETAIL MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 81 MIDDLE EAST AND AFRICA: MANUFACTURING MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 82 MIDDLE EAST AND AFRICA: GAMIFICATION MARKET SIZE, BY COUNTRY, 2018–2025 (USD MILLION)
TABLE 83 UNITED ARAB EMIRATES: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 84 UNITED ARAB EMIRATES: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 85 UNITED ARAB EMIRATES: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 86 SOUTH AFRICA: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 87 SOUTH AFRICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 88 SOUTH AFRICA: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 89 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 90 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 91 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 92 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY VERTICAL, 2018–2025 (USD MILLION)
TABLE 93 LATIN AMERICA: EDUCATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 94 LATIN AMERICA: HEALTHCARE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 95 LATIN AMERICA: BANKING, FINANCIAL SERVICES, AND INSURANCE MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 96 LATIN AMERICA: RETAIL MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 97 LATIN AMERICA: MANUFACTURING MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 98 LATIN AMERICA: GAMIFICATION MARKET SIZE, BY COUNTRY, 2018–2025 (USD MILLION)
TABLE 99 BRAZIL: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 100 BRAZIL: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 101 BRAZIL: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)
TABLE 102 MEXICO: GAMIFICATION MARKET SIZE, BY COMPONENT, 2018–2025 (USD MILLION)
TABLE 103 MEXICO: GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018–2025 (USD MILLION)
TABLE 104 MEXICO: GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018–2025 (USD MILLION)

LIST OF FIGURES (30 Figures)

FIGURE 1 GAMIFICATION MARKET: RESEARCH DESIGN
FIGURE 2 MARKET SIZE ESTIMATION METHODOLOGY –(SUPPLY SIDE): REVENUE OF SOLUTION AND SERVICES OF THE GAMIFICATION MARKET
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY –BOTTOM-UP (SUPPLY SIDE): COLLECTIVE REVENUE OF ALL SOLUTIONS AND SERVICES OF THE GAMIFICATION MARKET
FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY –TOP-DOWN (DEMAND SIDE): SHARE OF THE GAMIFICATION MARKET
FIGURE 5 SOLUTION SEGMENT TO HOLD A LARGER MARKET SIZE IN 2020
FIGURE 6 CLOUD DEPLOYMENT TO HOLD A HIGHER MARKET SHARE IN 2020
FIGURE 7 LARGE ENTERPRISES SEGMENT TO HOLD A LARGER MARKET SIZE IN 2020
FIGURE 8 NEED FOR INCREASED EMPLOYEE AND CUSTOMER ENGAGEMENT TO DRIVE THE GAMIFICATION MARKET GROWTH
FIGURE 9 SOLUTION SEGMENT AND CHINA TO ACCOUNT FOR HIGH MARKET SHARES IN ASIA PACIFIC IN 2020
FIGURE 10 AUSTRALIA AND NEW ZEALAND TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
FIGURE 11 DRIVERS, OPPORTUNITIES, AND CHALLENGES: GAMIFICATION MARKET
FIGURE 12 SERVICES SEGMENT TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD
FIGURE 13 CLOUD SEGMENT TO GROW AT A HIGHER CAGR DURING THE FORECAST PERIOD
FIGURE 14 SMALL AND MEDIUM-SIZED ENTERPRISES SEGMENT TO WITNESS A HIGHER GROWTH RATE DURING THE FORECAST PERIOD
FIGURE 15 TELECOM SEGMENT TO WITNESS THE HIGHEST GROWTH RATE DURING THE FORECAST PERIOD
FIGURE 16 NORTH AMERICA TO EXHIBIT THE LARGEST MARKET SIZE DURING THE FORECAST PERIOD
FIGURE 17 NORTH AMERICA: MARKET SNAPSHOT
FIGURE 18 ASIA PACIFIC: MARKET SNAPSHOT
FIGURE 19 GAMIFICATION MARKET (GLOBAL), COMPETITIVE LEADERSHIP MAPPING, 2020
FIGURE 20 PRODUCT PORTFOLIO ANALYSIS OF TOP PLAYERS IN THE GLOBAL GAMIFICATION MARKET
FIGURE 21 BUSINESS STRATEGY EXCELLENCE OF TOP PLAYERS IN THE GLOBAL GAMIFICATION MARKET
FIGURE 22 MICROSOFT: COMPANY SNAPSHOT
FIGURE 23 MICROSOFT: SWOT ANALYSIS
FIGURE 24 SAP: COMPANY SNAPSHOT
FIGURE 25 SAP: SWOT ANALYSIS
FIGURE 26 BI WORLDWIDE (BUNCHBALL): SWOT ANALYSIS
FIGURE 27 VERINT: COMPANY SNAPSHOT
FIGURE 28 VERINT: SWOT ANALYSIS
FIGURE 29 AON (CUT-E GMBH): COMPANY SNAPSHOT
FIGURE 30 AON (CUT-E GMBH): SWOT ANALYSIS



★調査レポート[ゲーミフィケーションの世界市場予測:コンポーネント別(ソリューション、サービス)、展開モード別(クラウド、オンプレミス)、組織規模別(中小企業、大企業)、用途別、エンドユーザー別(企業、消費者)、産業別、地域別] ( Gamification Market by Component (Solution and Services), Deployment (Cloud and On-premises), Organization Size (SMEs and Large Enterprises), Application, End-User (Enterprise-Driven and Consumer-Driven), Vertical, and Region - Global Forecast to 2025 / TC 1445) 販売に関する免責事項
[ゲーミフィケーションの世界市場予測:コンポーネント別(ソリューション、サービス)、展開モード別(クラウド、オンプレミス)、組織規模別(中小企業、大企業)、用途別、エンドユーザー別(企業、消費者)、産業別、地域別] ( Gamification Market by Component (Solution and Services), Deployment (Cloud and On-premises), Organization Size (SMEs and Large Enterprises), Application, End-User (Enterprise-Driven and Consumer-Driven), Vertical, and Region - Global Forecast to 2025 / TC 1445) についてEメールでお問い合わせ


◆H&Iグローバルリサーチ株式会社のお客様(例)◆