Global Gamification Market Analysed by Mind Commerce in New Report Published at MarketPublishers.com26 Feb 2015 • by Natalie Aster
LONDON – Gamification has been explored and applied in a number of domains, with some of the key purposes being to engage, teach, entertain, measure, and to enhance the anticipated ease of use of information systems. At its core, gamification is a marketing tool used to engage customers to a specific brand in consumer gamification and engage employees with the organisational strategies and plans in employee gamification.
One of the paths to success is to evaluate users’ behavior patterns prior to deploying optimum game mechanics that align the expectations, likes, dislikes and behaviors of users. Excellent design relies on research into extrinsic motivators and values, as well as the facilitation of long-term engagement.
The gamification market is expected to growth to reach a value of just over USD 10 billion by 2020. Gamification solutions and technologies can make practically any digital platform, application or device more entertaining for users, enabling gamers to investigate their own inclinations toward game autonomy and mastery. From a business perspective, Gamification serves as a promising strategy for commercial and public brands to boost customers’ activity, build loyalty, expand reach and monetise assets. In light of data analytics, prediction analysis looks towards how end-users are involved in gaming, giving insight into prospective game advancements and also gaming aspects that are most interesting and/or entertaining wherein the brand can place its most significant messaging to consumers.
New study “Gamification Companies, Solutions, Market Outlook and Forecasts 2015 - 2020” developed by Mind Commerce provides an in-depth analysis of the world gamification market. It presents an assessment of the market by geography, end-user, and by industry vertical. The report provides a detailed review of the technology solutions, top companies, key strategies, and offers detailed forecasts of the global gamification market to 2020. Strategic recommendations are provided as well.
Gamification Companies, Solutions, Market Outlook and Forecasts 2015 - 2020
Published: February, 2015
Price: US$ 1,995.00
Other New Research Reports by Mind Commerce:
- Oracle's Data as a Service (DaaS) Offering
- Network Functions Virtualization (NFV) Market: Business Case, Market Analysis and Forecasts 2015 - 2020
- Mobile Network Operator Revenue Improvement and Profitability Enhancement
More new reports by the publisher can be found at Mind Commerce page.