Research and Markets: Global Gamification Market 2015-2019 - Market Segmentation by Application, End-user & Need

DUBLIN--()--Research and Markets (http://www.researchandmarkets.com/research/cdr755/global) has announced the addition of the "Global Gamification Market 2015-2019" report to their offering.

This market is expected to witness exponential growth during the forecast period and is envisaged to post a profound market growth rate of more than 48% by 2019. The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period.

The report envisages the Americas to account for more than 52% of the total market share by 2019. High market share of this region can be attributed to its high adoption rate of gamification applications. As gamification allows companies to gain a competitive edge over their rivals, an increase in their investments will augment market growth during the forecast period.

Application-based segmentation of the gamification market:

  • Consumer-driven applications
  • Enterprise-driven applications

The report has estimated the enterprise-driven applications segment to account for approximately 68% of the total revenue generated by this market during the forecast period. The increased awareness of gamification products and benefits is a critical factor that accounts for this segment's high revenue generating capacity during the forecast period.

The enterprises segment is envisaged to account for the largest market share during the forecast period. This segment is expected to account for close to 30% of the total market share by 2019 as increasing number of corporates find value proposition in deploying a gamification technique best suited for their business model.

Companies Mentioned:

  • Badgeville
  • Big Door Media
  • Bunchball
  • Gigya
  • Gamify
  • IActionable
  • Lithium Technologies
  • Pug Pharm
  • Seriosity
  • Spigit.

Key Topics Covered:

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Market research methodology

PART 04: Introduction

PART 05: Market description

PART 06: Market landscape

PART 07: Market segmentation by application

PART 08: Market segmentation by end-user

PART 09: Market segmentation by need

PART 10: Geographical segmentation

PART 11: Market drivers

PART 12: Market challenges

PART 13: Market trends

PART 14: Vendor landscape

PART 15: Key vendor analysis

For more information visit http://www.researchandmarkets.com/research/cdr755/global

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Sector: Gaming

Contacts

Research and Markets
Laura Wood, Senior Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
Sector: Gaming