Gamification Market by Component, By Deployment, By Organization Size, By Vertical, By End-User, By Application and By Region – Global Opportunities & Forecast, 2022-2029
1. Executive Summary
1.1. Key Market Insights
2. Introduction
2.1. Study Objectives
2.2. Market Definition
2.2.1. Market Covered
2.2.2. Regional Coverage
2.2.3. Study Years & Currency
2.3. Market Stakeholders
2.4. Key Questions this Study will Answer
2.5. GMI Research’s Approach & Methodology
2.5.1. Research Data
2.5.2. Primary Data
2.5.3. Demand Side and Supply Side Analysis
2.5.4. Market Size Estimation
2.5.5. Research Assumptions
3. Global Gamification Market - Overview
3.1. Introduction
3.2. Market Segmentation
3.3. Value Chain Analysis
3.4. Market Drivers
3.5. Market Restraints
3.6. Market Trends
4. Global Gamification Market Revenue Forecast till 2029
5. Global Gamification Market by Component Revenue Forecast till 2029
5.1. Services
5.2. Solution
6. Global Gamification Market by Deployment Revenue Forecast till 2029
6.1. On-Premises
6.2. Cloud
7. Global Gamification Market by Organization Size Revenue Forecast till 2029
7.1. Small & Medium Enterprises
7.2. Large Enterprises
8. Global Gamification Market by Vertical Revenue Forecast till 2029
8.1. Healthcare
8.2. Retail
8.3. Hospitality
8.4. BFSI
8.5. Manufacturing
8.6. Education
8.7. Media & Entertainment
8.8. IT & ITES
8.9. Telecom
8.10. Others
9. Global Gamification Market by End-User Revenue Forecast till 2029
9.1. Consumer-Driven
9.2. Enterprise-Driven
10. Global Gamification Market by Application Revenue Forecast till 2029
10.1. Sales
10.2. Marketing
10.3. Product Development
10.4. Support
10.5. Human Resources
10.6. Other Applications
11. Global Gamification Market by Region Revenue Forecast till 2029
11.1. North America Gamification Market Revenue Forecast till 2029
(Option 1: As a part of the free 25% customization)
11.1.1. North America Gamification Market by Component
11.1.1.1. Services
11.1.1.2. Solution
11.1.2. North America Gamification Market by Deployment
11.1.2.1. On-Premises
11.1.2.2. Cloud
11.1.3. North America Gamification Market by Organization Size
11.1.3.1. Small & Medium Enterprises
11.1.3.2. Large Enterprises
11.1.4. North America Gamification Market by Vertical
11.1.4.1. Healthcare
11.1.4.2. Retail
11.1.4.3. Hospitality
11.1.4.4. BFSI
11.1.4.5. Manufacturing
11.1.4.6. Education
11.1.4.7. Media & Entertainment
11.1.4.8. IT & ITES
11.1.4.9. Telecom
11.1.4.10. Others
11.1.5. North America Gamification Market by End-User
11.1.5.1. Consumer-Driven
11.1.5.2. Enterprise-Driven
11.1.6. North America Gamification Market by Application
11.1.6.1. Sales
11.1.6.2. Marketing
11.1.6.3. Product Development
11.1.6.4. Support
11.1.6.5. Human Resources
11.1.6.6. Other Applications
11.1.7. US Gamification Market All-Up
11.1.8. Canada Gamification Market All-Up
11.2. Europe Gamification Market Revenue Forecast till 2029
(Option 2: As a part of the free 25% customization)
11.2.1. Europe Gamification Market by Component
11.2.1.1. Services
11.2.1.2. Solution
11.2.2. Europe Gamification Market by Deployment
11.2.2.1. On-Premises
11.2.2.2. Cloud
11.2.3. Europe Gamification Market by Organization Size
11.2.3.1. Small & Medium Enterprises
11.2.3.2. Large Enterprises
11.2.4. Europe Gamification Market by Vertical
11.2.4.1. Healthcare
11.2.4.2. Retail
11.2.4.3. Hospitality
11.2.4.4. BFSI
11.2.4.5. Manufacturing
11.2.4.6. Education
11.2.4.7. Media & Entertainment
11.2.4.8. IT & ITES
11.2.4.9. Telecom
11.2.4.10. Others
11.2.5. Europe Gamification Market by End-User
11.2.5.1. Consumer-Driven
11.2.5.2. Enterprise-Driven
11.2.6. Europe Gamification Market by Application
11.2.6.1. Sales
11.2.6.2. Marketing
11.2.6.3. Product Development
11.2.6.4. Support
11.2.6.5. Human Resources
11.2.6.6. Other Applications
11.2.7. UK Gamification Market All-Up
11.2.8. Germany Gamification Market All-Up
11.2.9. France Gamification Market All-Up
11.2.10. Spain Gamification Market All-Up
11.2.11. Rest of Europe Gamification Market All-Up
11.3. Asia-Pacific Gamification Market Revenue Forecast till 2029
(Option 3: As a part of the free 25% customization)
11.3.1. Asia-Pacific Gamification Market by Component
11.3.1.1. Services
11.3.1.2. Solution
11.3.2. Asia-Pacific Gamification Market by Deployment
11.3.2.1. On-Premises
11.3.2.2. Cloud
11.3.3. Asia-Pacific Gamification Market by Organization Size
11.3.3.1. Small & Medium Enterprises
11.3.3.2. Large Enterprises
11.3.4. Asia-Pacific Gamification Market by Vertical
11.3.4.1. Healthcare
11.3.4.2. Retail
11.3.4.3. Hospitality
11.3.4.4. BFSI
11.3.4.5. Manufacturing
11.3.4.6. Education
11.3.4.7. Media & Entertainment
11.3.4.8. IT & ITES
11.3.4.9. Telecom
11.3.4.10. Others
11.3.5. Asia-Pacific Gamification Market by End-User
11.3.5.1. Consumer-Driven
11.3.5.2. Enterprise-Driven
11.3.6. Asia-Pacific Gamification Market by Application
11.3.6.1. Sales
11.3.6.2. Marketing
11.3.6.3. Product Development
11.3.6.4. Support
11.3.6.5. Human Resources
11.3.6.6. Other Applications
11.3.7. China Gamification Market All-Up
11.3.8. India Gamification Market All-Up
11.3.9. Japan Gamification Market All-Up
11.3.10. Rest of APAC Gamification Market All-Up
11.4. Rest of the World Gamification Market Revenue Forecast till 2029
(Option 4: As a part of the free 25% customization)
11.4.1. Rest of the World Gamification Market by Component
11.4.1.1. Services
11.4.1.2. Solution
11.4.2. Rest of the World Gamification Market by Deployment
11.4.2.1. On-Premises
11.4.2.2. Cloud
11.4.3. Rest of the World Gamification Market by Organization Size
11.4.3.1. Small & Medium Enterprises
11.4.3.2. Large Enterprises
11.4.4. Rest of the World Gamification Market by Vertical
11.4.4.1. Healthcare
11.4.4.2. Retail
11.4.4.3. Hospitality
11.4.4.4. BFSI
11.4.4.5. Manufacturing
11.4.4.6. Education
11.4.4.7. Media & Entertainment
11.4.4.8. IT & ITES
11.4.4.9. Telecom
11.4.4.10. Others
11.4.5. Rest of the World Gamification Market by End-User
11.4.5.1. Consumer-Driven
11.4.5.2. Enterprise-Driven
11.4.6. Rest of the World Gamification Market by Application
11.4.6.1. Sales
11.4.6.2. Marketing
11.4.6.3. Product Development
11.4.6.4. Support
11.4.6.5. Human Resources
11.4.6.6. Other Applications
11.4.7. Brazil Gamification Market All-Up
11.4.8. South Africa Gamification Market All-Up
11.4.9. Saudi Arabia Gamification Market All-Up
11.4.10. UAE Gamification Market All-Up
11.4.11. Rest of world (remaining countries of the LAMEA region) Gamification Market All-Up.
12. Competitive Landscape Analysis
12.1. Porter’s Five Forces Analysis
12.2. Industry – Competitive Landscape
12.3. Market Presence (Intensity Mapping)
12.4. Key Strategic Market Developments
13. Company Profiles (Option 5: Free 25% Customization - Profiles of 5 Additional Companies of your Choice)
13.1.1. Verint
13.1.2. Company Overview
13.1.3. Key Executives
13.1.4. Footprint & Employee Strength
13.1.5. Product Offerings
13.1.6. Financials
13.1.7. Key Company Developments
13.2. Hoopla
13.2.1. Company Overview
13.2.2. Key Executives
13.2.3. Footprint & Employee Strength
13.2.4. Product Offerings
13.2.5. Financials
13.2.6. Key Company Developments
13.3. Microsoft
13.3.1. Company Overview
13.3.2. Key Executives
13.3.3. Footprint & Employee Strength
13.3.4. Product Offerings
13.3.5. Financials
13.3.6. Key Company Developments
13.4. SAP
13.4.1. Company Overview
13.4.2. Key Executives
13.4.3. Footprint & Employee Strength
13.4.4. Product Offerings
13.4.5. Financials
13.4.6. Key Company Developments
13.5. AON
13.5.1. Company Overview
13.5.2. Key Executives
13.5.3. Footprint & Employee Strength
13.5.4. Product Offerings
13.5.5. Financials
13.5.6. Key Company Developments
13.6. Bi Worldwide
13.6.1. Company Overview
13.6.2. Key Executives
13.6.3. Footprint & Employee Strength
13.6.4. Product Offerings
13.6.5. Financials
13.6.6. Key Company Developments
13.7. Centrical
13.7.1. Company Overview
13.7.2. Key Executives
13.7.3. Footprint & Employee Strength
13.7.4. Product Offerings
13.7.5. Financials
13.7.6. Key Company Developments
13.8. Influitive
13.8.1. Company Overview
13.8.2. Key Executives
13.8.3. Footprint & Employee Strength
13.8.4. Product Offerings
13.8.5. Financials
13.8.6. Key Company Developments
13.9. MPS Interactive Systems
13.9.1. Company Overview
13.9.2. Key Executives
13.9.3. Footprint & Employee Strength
13.9.4. Product Offerings
13.9.5. Financials
13.9.6. Key Company Developments
13.10. Mambo.IO
13.10.1. Company Overview
13.10.2. Key Executives
13.10.3. Footprint & Employee Strength
13.10.4. Product Offerings
13.10.5. Financials
13.10.6. Key Company Developments
13.11. Ambition
13.11.1. Company Overview
13.11.2. Key Executives
13.11.3. Footprint & Employee Strength
13.11.4. Product Offerings
13.11.5. Financials
13.11.6. Key Company Developments
13.12. LevelEleven
13.12.1. Company Overview
13.12.2. Key Executives
13.12.3. Footprint & Employee Strength
13.12.4. Product Offerings
13.12.5. Financials
13.12.6. Key Company Developments
13.13. Axonify Inc.
13.13.1. Company Overview
13.13.2. Key Executives
13.13.3. Footprint & Employee Strength
13.13.4. Product Offerings
13.13.5. Financials
13.13.6. Key Company Developments
13.14. IActionable
13.14.1. Company Overview
13.14.2. Key Executives
13.14.3. Footprint & Employee Strength
13.14.4. Product Offerings
13.14.5. Financials
13.14.6. Key Company Developments
13.15. Gamifier
13.15.1. Company Overview
13.15.2. Key Executives
13.15.3. Footprint & Employee Strength
13.15.4. Product Offerings
13.15.5. Financials
13.15.6. Key Company Developments
14. About GMI Research
- Published Date: Oct-2021
- Report Format: Excel/PPT
- Report Code: UP922A-00-0620
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Report is shared with unlimited user (employees) of the purchasing corporation only
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
Gamification Market by Component, By Deployment, By Organization Size, By Vertical, By End-User, By Application and By Region – Global Opportunities & Forecast, 2022-2029
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