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Published: Jun, 2019 | Pages:
152 | Publisher: 9Dimen Research
Industry: Equipment | Report Format: Electronic (PDF)
Gamification is the process of taking something that already exists - a website, an enterprise application, an online community - and integrating game mechanics into it to motivate participation, engagement, and loyalty. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to business. The explosion of adoption of the smart electronical devices and digital information world provides virtually any digital platform for the Gamification market, which marketers and product managers think of it as a packaged motivational tool, it is a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets, according to research, the global Gamification market is projected to register a CAGR of 18.2% during 2017-2021. On the basis of application, Gamification has been widely applied in marketing to maximum user brand/product engagement through facilitation of entertainment; Gamification has also been used as a tool for customer engagement, it accounted for the largest market share of Gamification, which is a new ways to extend relationships, craft longer-term engagement, and drive customer, encourage desirable website usage behavior. Moreover, Gamification used in health sector to encourage their users to exercise more effectively and improve their overall health; however, education is expected to register a significant CAGR for the forecast period. Geographically, the Asia Pacific is expected to register a highest CAGR during the forecast, the rapid growth of emerging economies in Asia, China, which is the most booming digital world, others countries India, Japan, Korea are likely to help the Asia Pacific Gamification market in the coming years. Global top manufacturers operating in Gamification market are Tencent, Alibaba Group, Microsoft Corporation, Baidu, Salesforce, Badgeville, Inc., Bunchball, Arcaris Inc., SAP SE, Bigdoor, Inc., Gigya, Faya Corporation, Leveleleven among others. Gamification Report by Material, and Geography - Global Forecast to 2023 is a professional and comprehensive research report on the world's major regional market conditions, focusing on the main regions (North America, Europe and Asia-Pacific) and the main countries (United States, Germany, United Kingdom, Japan, South Korea and China). The report firstly introduced the Gamification basics: definitions, classifications, applications and market overview; product specifications; manufacturing processes; cost structures, raw materials and so on. Then it analyzed the world's main region market conditions, including the product price, profit, capacity, production, supply, demand and market growth rate and forecast etc. In the end, the report introduced new project SWOT analysis, investment feasibility analysis, and investment return analysis.
Table of Contents Part I Gamification Industry Overview Chapter One Gamification Industry Overview 1.1 Gamification Definition 1.2 Gamification Classification Analysis 1.2.1 Gamification Main Classification Analysis 1.2.2 Gamification Main Classification Share Analysis 1.3 Gamification Application Analysis 1.3.1 Gamification Main Application Analysis 1.3.2 Gamification Main Application Share Analysis 1.4 Gamification Industry Chain Structure Analysis 1.5 Gamification Industry Development Overview 1.5.1 Gamification Product History Development Overview 1.5.1 Gamification Product Market Development Overview 1.6 Gamification Global Market Comparison Analysis 1.6.1 Gamification Global Import Market Analysis 1.6.2 Gamification Global Export Market Analysis 1.6.3 Gamification Global Main Region Market Analysis 1.6.4 Gamification Global Market Comparison Analysis 1.6.5 Gamification Global Market Development Trend Analysis Chapter Two Gamification Up and Down Stream Industry Analysis 2.1 Upstream Raw Materials Analysis 2.1.1 Proportion of Manufacturing Cost 2.1.2 Manufacturing Cost Structure of Gamification Analysis 2.2 Down Stream Market Analysis 2.2.1 Down Stream Market Analysis 2.2.2 Down Stream Demand Analysis 2.2.3 Down Stream Market Trend Analysis Part II Asia Gamification Industry (The Report Company Including the Below Listed But Not All) Chapter Three Asia Gamification Market Analysis 3.1 Asia Gamification Product Development History 3.2 Asia Gamification Competitive Landscape Analysis 3.3 Asia Gamification Market Development Trend Chapter Four 2014-2019 Asia Gamification Productions Supply Sales Demand Market Status and Forecast 4.1 2014-2019 Gamification Production Overview 4.2 2014-2019 Gamification Production Market Share Analysis 4.3 2014-2019 Gamification Demand Overview 4.4 2014-2019 Gamification Supply Demand and Shortage 4.5 2014-2019 Gamification Import Export Consumption 4.6 2014-2019 Gamification Cost Price Production Value Gross Margin Chapter Five Asia Gamification Key Manufacturers Analysis 5.1 Company A 5.1.1 Company Profile 5.1.2 Product Picture and Specification 5.1.3 Product Application Analysis 5.1.4 Capacity Production Price Cost Production Value 5.1.5 Contact Information 5.2 Company B 5.2.1 Company Profile 5.2.2 Product Picture and Specification 5.2.3 Product Application Analysis 5.2.4 Capacity Production Price Cost Production Value 5.2.5 Contact Information 5.3 Company C 5.3.1 Company Profile 5.3.2 Product Picture and Specification 5.3.3 Product Application Analysis 5.3.4 Capacity Production Price Cost Production Value 5.3.5 Contact Information 5.4 Company D 5.4.1 Company Profile 5.4.2 Product Picture and Specification 5.4.3 Product Application Analysis 5.4.4 Capacity Production Price Cost Production Value 5.4.5 Contact Information Chapter Six Asia Gamification Industry Development Trend 6.1 2019-2023 Gamification Production Overview 6.2 2019-2023 Gamification Production Market Share Analysis 6.3 2019-2023 Gamification Demand Overview 6.4 2019-2023 Gamification Supply Demand and Shortage 6.5 2019-2023 Gamification Import Export Consumption 6.6 2019-2023 Gamification Cost Price Production Value Gross Margin Part III North American Gamification Industry (The Report Company Including the Below Listed But Not All) Chapter Seven North American Gamification Market Analysis 7.1 North American Gamification Product Development History 7.2 North American Gamification Competitive Landscape Analysis 7.3 North American Gamification Market Development Trend Chapter Eight 2014-2019 North American Gamification Productions Supply Sales Demand Market Status and Forecast 8.1 2014-2019 Gamification Production Overview 8.2 2014-2019 Gamification Production Market Share Analysis 8.3 2014-2019 Gamification Demand Overview 8.4 2014-2019 Gamification Supply Demand and Shortage 8.5 2014-2019 Gamification Import Export Consumption 8.6 2014-2019 Gamification Cost Price Production Value Gross Margin Chapter Nine North American Gamification Key Manufacturers Analysis 9.1 Company A 9.1.1 Company Profile 9.1.2 Product Picture and Specification 9.1.3 Product Application Analysis 9.1.4 Capacity Production Price Cost Production Value 9.1.5 Contact Information 9.2 Company B 9.2.1 Company Profile 9.2.2 Product Picture and Specification 9.2.3 Product Application Analysis 9.2.4 Capacity Production Price Cost Production Value 9.2.5 Contact Information Chapter Ten North American Gamification Industry Development Trend 10.1 2019-2023 Gamification Production Overview 10.2 2019-2023 Gamification Production Market Share Analysis 10.3 2019-2023 Gamification Demand Overview 10.4 2019-2023 Gamification Supply Demand and Shortage 10.5 2019-2023 Gamification Import Export Consumption 10.6 2019-2023 Gamification Cost Price Production Value Gross Margin Part IV Europe Gamification Industry Analysis (The Report Company Including the Below Listed But Not All) Chapter Eleven Europe Gamification Market Analysis 11.1 Europe Gamification Product Development History 11.2 Europe Gamification Competitive Landscape Analysis 11.3 Europe Gamification Market Development Trend Chapter Twelve 2014-2019 Europe Gamification Productions Supply Sales Demand Market Status and Forecast 12.1 2014-2019 Gamification Production Overview 12.2 2014-2019 Gamification Production Market Share Analysis 12.3 2014-2019 Gamification Demand Overview 12.4 2014-2019 Gamification Supply Demand and Shortage 12.5 2014-2019 Gamification Import Export Consumption 12.6 2014-2019 Gamification Cost Price Production Value Gross Margin Chapter Thirteen Europe Gamification Key Manufacturers Analysis 13.1 Company A 13.1.1 Company Profile 13.1.2 Product Picture and Specification 13.1.3 Product Application Analysis 13.1.4 Capacity Production Price Cost Production Value 13.1.5 Contact Information 13.2 Company B 13.2.1 Company Profile 13.2.2 Product Picture and Specification 13.2.3 Product Application Analysis 13.2.4 Capacity Production Price Cost Production Value 13.2.5 Contact Information Chapter Fourteen Europe Gamification Industry Development Trend 14.1 2019-2023 Gamification Production Overview 14.2 2019-2023 Gamification Production Market Share Analysis 14.3 2019-2023 Gamification Demand Overview 14.4 2019-2023 Gamification Supply Demand and Shortage 14.5 2019-2023 Gamification Import Export Consumption 14.6 2019-2023 Gamification Cost Price Production Value Gross Margin Part V Gamification Marketing Channels and Investment Feasibility Chapter Fifteen Gamification Marketing Channels Development Proposals Analysis 15.1 Gamification Marketing Channels Status 15.2 Gamification Marketing Channels Characteristic 15.3 Gamification Marketing Channels Development Trend 15.2 New Firms Enter Market Strategy 15.3 New Project Investment Proposals Chapter Sixteen Development Environmental Analysis 16.1 China Macroeconomic Environment Analysis 16.2 European Economic Environmental Analysis 16.3 United States Economic Environmental Analysis 16.4 Japan Economic Environmental Analysis 16.5 Global Economic Environmental Analysis Chapter Seventeen Gamification New Project Investment Feasibility Analysis 17.1 Gamification Market Analysis 17.2 Gamification Project SWOT Analysis 17.3 Gamification New Project Investment Feasibility Analysis Part VI Global Gamification Industry Conclusions Chapter Eighteen 2014-2019 Global Gamification Productions Supply Sales Demand Market Status and Forecast 18.1 2014-2019 Gamification Production Overview 18.2 2014-2019 Gamification Production Market Share Analysis 18.3 2014-2019 Gamification Demand Overview 18.4 2014-2019 Gamification Supply Demand and Shortage 18.5 2014-2019 Gamification Import Export Consumption 18.6 2014-2019 Gamification Cost Price Production Value Gross Margin Chapter Nineteen Global Gamification Industry Development Trend 19.1 2019-2023 Gamification Production Overview 19.2 2019-2023 Gamification Production Market Share Analysis 19.3 2019-2023 Gamification Demand Overview 19.4 2019-2023 Gamification Supply Demand and Shortage 19.5 2019-2023 Gamification Import Export Consumption 19.6 2019-2023 Gamification Cost Price Production Value Gross Margin Chapter Twenty Global Gamification Industry Research Conclusions
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