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Gamification Market 2019 Strategic Assessments – MICROSOFT, COGNIZANT, ENSPIRE

The global gamification market was valued at USD 2.17 billion in 2017, and is expected to reach USD 19.39 billion by 2023, at a CAGR of 44.06% over the forecast period (2018-2023). 

 

Global Gamification Market

The report provides a comprehensive Gamification Market analysis and forecast along with the recent trends influencing the Gamification Market. While highlighting the key driving and restraining forces for this market, the report also provides a detailed study of the future trends and developments of the market. It also examines the role of the leading market players involved in the industry including their corporate overview, financials, financial summary and SWOT analysis

The global gamification market was valued at USD 2.17 billion in 2017, and is expected to reach USD 19.39 billion by 2023, at a CAGR of 44.06% over the forecast period (2018-2023). 

Top Companies: BADGEVILLE INC., BUNCHBALL INC., MICROSOFT CORPORATION, BREAKAWAY GAMES, TATA INTERACTIVE SYSTEMS, PERFORMANCE DEVELOPMENT GROUP, ENSPIRE, COGNIZANT, and ANOXIFY INC, amongst others

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Key Developments in the Gamification Market

November 2017 – Microsoft launched Azure location-based services, a new Azure cloud offering to power the location of things. This could empower industrial transformation from manufacturing to automotive to retail, as it includes geographical data that can better connect smart cities, IoT solutions, and infrastructure.
September 2017
Bunchball Inc., a specialized engagement and performance solutions company, launched Bunchall Go, a mobile engagement and performance hub.

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North America – The Largest Market

North America has a mature market for gamification in the field of marketing. However, the systems are also finding varied applications in product development and innovation in the region. The high penetration of internet and smartphone users in the region has also led to a greater use of gamification for marketing, especially using social media integration tools. These systems are designed to interact with the consumer base and market the interaction at the same time. This region is projected to witness the highest incorporation of gamification systems in enterprise level solutions, and a shift toward more technologically advanced methods in the case of consumer involvement systems

Influence of the Gamification market report:

-Comprehensive assessment of all opportunities and risk in the Gamification market.

-Gamification market recent innovations and major events.

-Detailed study of business strategies for growth of the Gamification market-leading players.

-Conclusive study about the growth plot of Gamification market for forthcoming years.

-In-depth understanding of Gamification market-particular drivers, constraints and major micro markets.

-Favourable impression inside vital technological and market latest trends striking the Gamification market.

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