DUBLIN--(BUSINESS WIRE)--Research and Markets (http://www.researchandmarkets.com/research/3v779v/gamification) has announced the addition of the "Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020" report to their offering.
This report forecasts the global gamification market to grow from USD 1.65 billion in 2015 to USD 11.10 billion by 2020, at a CAGR of 46.3%. The speedy growth of social media is driving the gamification market.
Key Topics Covered:
- This report segments the market into solutions, application market, deployment type, user type, industry verticals, and region covering this market comprehensively. The report provides the closest approximations of the revenue numbers for the overall market and the subsegments. The market numbers are further split across the different users and regions.
- This report will help them better understand the competitors and gain more insights to better position ones business. There is a separate section on competitive landscape, including end user analysis, mergers and acquisition and expansions. Besides this, there are company profiles of the ten major players in this market. In this section, market internals are provided that can help place one's company ahead of the competitors.
- The report helps them understand the pulse of the market. The report provides information on key market drivers, restraints, challenges, and opportunities.
Companies Mentioned:
- Faya Corporation
- Leveleleven
- Arcaris Inc.
- Badgeville, Inc.
- Bigdoor, Inc.
- Bunchball
- Gigya
- Microsoft Corporation
- Salesforce.Com
- Sap Se
Report Structure:
1 Introduction
2 Research Methodology
3 Executive Summary
4 Premium Insights
5 Market Overview
6 Industry Trends
7 Gamification Market Analysis, By Solution
8 Gamification Market Analysis, By Application
9 Gamification Market Analysis, By Deployment Type
10 Gamification Market Analysis, By User Type
11 Gamification Market Analysis, By Industry
12 Geographic Analysis
13 Competitive Landscape
14 Company Profile
15 Appendix
For more information visit http://www.researchandmarkets.com/research/3v779v/gamification