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2015-2027 Global Gamification Industry Market Research Report, Segment by Player, Type, Application, Marketing Channel, and Region

April 2020 | 133 pages | ID: 2B271CBB7C89EN
Maia Research

US$ 3,460.00

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The worldwide market for Gamification is estimated to grow at a CAGR of roughly X.X% in the next 8 years, and will reach X.X million US$ in 2027, from X.X million US$ in 2020.

The report covers market size status and forecast, value chain analysis, market segmentation of Top countries in Major Regions, such as North America, Europe, Asia-Pacific, Latin America and Middle East & Africa, by type, application and marketing channel. In addition, the report focuses on the driving factors, restraints, opportunities and PEST analysis of major regions.

Major Companies Covered
Lithium Technologies
Remedy
PUG PHARM
Bunchball
BADGEVILLE
Cadalys
Seriosity
Gameloft
Gigya
IActionable
Rovio
ZeptoLab
Supercell
Kiloo
BigDoor Media

Major Types Covered
On-Premises
Cloud

Major Applications Covered
Public Sector and Government
Banking, Financial Services and Insurance (BFSI)
Consumer Goods and Retail
High-Tech
Media and Publishing
Energy, Power and Utilities
Healthcare and Pharmaceuticals
Entertainment
Travel and Logistics
Education
Others

Top Countries Data Covered in This Report
United States
Canada
Germany
UK
France
Italy
Spain
Russia
Netherlands
Turkey
Switzerland
Sweden
Poland
Belgium
China
Japan
South Korea
Australia
India
Taiwan
Indonesia
Thailand
Philippines
Malaysia
Brazil
Mexico
Argentina
Columbia
Chile
Saudi Arabia
UAE
Egypt
Nigeria
South Africa

Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2027
1 INTRODUCTION

1.1 Objective of the Study
1.2 Definition of the Market
1.3 Market Scope
  1.3.1 Market Segment by Type, Application and Marketing Channel
  1.3.2 Major Regions Covered (North America, Europe, Asia Pacific, Mid East & Africa)
1.4 Years Considered for the Study (2015-2027)
1.5 Currency Considered (U.S. Dollar)
1.6 Stakeholders

2 KEY FINDINGS OF THE STUDY

3 MARKET DYNAMICS

3.1 Driving Factors for this Market
3.2 Factors Challenging the Market
3.3 Opportunities of the Global Gamification Market (Regions, Growing/Emerging Downstream Market Analysis)
3.4 Technological and Market Developments in the Gamification Market
3.5 Industry News by Region
3.6 Regulatory Scenario by Region/Country
3.7 Market Investment Scenario Strategic Recommendations Analysis

4 VALUE CHAIN OF THE GAMIFICATION MARKET

4.1 Value Chain Status
4.2 Upstream Raw Material Analysis
4.3 Midstream Major Company Analysis (by Manufacturing Base, by Product Type)
4.4 Distributors/Traders
4.5 Downstream Major Customer Analysis (by Region)

5 GLOBAL GAMIFICATION MARKET-SEGMENTATION BY TYPE

5.1 On-Premises
5.2 Cloud

6 GLOBAL GAMIFICATION MARKET-SEGMENTATION BY APPLICATION

6.1 Public Sector and Government
6.2 Banking, Financial Services and Insurance (BFSI)
6.3 Consumer Goods and Retail
6.4 High-Tech
6.5 Media and Publishing
6.6 Energy, Power and Utilities
6.7 Healthcare and Pharmaceuticals
6.8 Entertainment
6.9 Travel and Logistics
6.10 Education
6.11 Others

7 GLOBAL GAMIFICATION MARKET-SEGMENTATION BY MARKETING CHANNEL

7.1 Traditional Marketing Channel (Offline)
7.2 Online Channel

8 COMPETITIVE INTELLIGENCE – COMPANY PROFILES

8.1 Lithium Technologies
  8.1.1 Lithium Technologies Profile
  8.1.2 Lithium Technologies Sales, Growth Rate and Global Market Share from 2015-2020
  8.1.3 Lithium Technologies Product/Solution Launches and Enhancements Analysis
  8.1.4 Lithium Technologies Business Overview/Recent Development/Acquisitions
8.2 Remedy
  8.2.1 Remedy Profile
  8.2.2 Remedy Sales, Growth Rate and Global Market Share from 2015-2020
  8.2.3 Remedy Product/Solution Launches and Enhancements Analysis
  8.2.4 Remedy Business Overview/Recent Development/Acquisitions
8.3 PUG PHARM
  8.3.1 PUG PHARM Profile
  8.3.2 PUG PHARM Sales, Growth Rate and Global Market Share from 2015-2020
  8.3.3 PUG PHARM Product/Solution Launches and Enhancements Analysis
  8.3.4 PUG PHARM Business Overview/Recent Development/Acquisitions
8.4 Bunchball
  8.4.1 Bunchball Profile
  8.4.2 Bunchball Sales, Growth Rate and Global Market Share from 2015-2020
  8.4.3 Bunchball Product/Solution Launches and Enhancements Analysis
  8.4.4 Bunchball Business Overview/Recent Development/Acquisitions
8.5 BADGEVILLE
  8.5.1 BADGEVILLE Profile
  8.5.2 BADGEVILLE Sales, Growth Rate and Global Market Share from 2015-2020
  8.5.3 BADGEVILLE Product/Solution Launches and Enhancements Analysis
  8.5.4 BADGEVILLE Business Overview/Recent Development/Acquisitions
8.6 Cadalys
  8.6.1 Cadalys Profile
  8.6.2 Cadalys Sales, Growth Rate and Global Market Share from 2015-2020
  8.6.3 Cadalys Product/Solution Launches and Enhancements Analysis
  8.6.4 Cadalys Business Overview/Recent Development/Acquisitions
8.7 Seriosity
  8.7.1 Seriosity Profile
  8.7.2 Seriosity Sales, Growth Rate and Global Market Share from 2015-2020
  8.7.3 Seriosity Product/Solution Launches and Enhancements Analysis
  8.7.4 Seriosity Business Overview/Recent Development/Acquisitions
8.8 Gameloft
  8.8.1 Gameloft Profile
  8.8.2 Gameloft Sales, Growth Rate and Global Market Share from 2015-2020
  8.8.3 Gameloft Product/Solution Launches and Enhancements Analysis
  8.8.4 Gameloft Business Overview/Recent Development/Acquisitions
8.9 Gigya
  8.9.1 Gigya Profile
  8.9.2 Gigya Sales, Growth Rate and Global Market Share from 2015-2020
  8.9.3 Gigya Product/Solution Launches and Enhancements Analysis
  8.9.4 Gigya Business Overview/Recent Development/Acquisitions
8.10 IActionable
  8.10.1 IActionable Profile
  8.10.2 IActionable Sales, Growth Rate and Global Market Share from 2015-2020
  8.10.3 IActionable Product/Solution Launches and Enhancements Analysis
  8.10.4 IActionable Business Overview/Recent Development/Acquisitions
8.11 Rovio
  8.11.1 Rovio Profile
  8.11.2 Rovio Sales, Growth Rate and Global Market Share from 2015-2020
  8.11.3 Rovio Product/Solution Launches and Enhancements Analysis
  8.11.4 Rovio Business Overview/Recent Development/Acquisitions
8.12 ZeptoLab
  8.12.1 ZeptoLab Profile
  8.12.2 ZeptoLab Sales, Growth Rate and Global Market Share from 2015-2020
  8.12.3 ZeptoLab Product/Solution Launches and Enhancements Analysis
  8.12.4 ZeptoLab Business Overview/Recent Development/Acquisitions
8.13 Supercell
  8.13.1 Supercell Profile
  8.13.2 Supercell Sales, Growth Rate and Global Market Share from 2015-2020
  8.13.3 Supercell Product/Solution Launches and Enhancements Analysis
  8.13.4 Supercell Business Overview/Recent Development/Acquisitions
8.14 Kiloo
  8.14.1 Kiloo Profile
  8.14.2 Kiloo Sales, Growth Rate and Global Market Share from 2015-2020
  8.14.3 Kiloo Product/Solution Launches and Enhancements Analysis
  8.14.4 Kiloo Business Overview/Recent Development/Acquisitions
8.15 BigDoor Media
  8.15.1 BigDoor Media Profile
  8.15.2 BigDoor Media Sales, Growth Rate and Global Market Share from 2015-2020
  8.15.3 BigDoor Media Product/Solution Launches and Enhancements Analysis
  8.15.4 BigDoor Media Business Overview/Recent Development/Acquisitions

9 GLOBAL GAMIFICATION MARKET-SEGMENTATION BY GEOGRAPHY

10 NORTH AMERICA

10.1 North America Gamification Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
10.2 North America Gamification Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
10.3 North America Gamification Production Analysis from 2015-2020
10.4 North America Gamification Consumption Analysis from 2015-2020
10.5 North America Gamification Import and Export from 2015-2020
10.6 North America Gamification Value, Production and Market Share by Type (2015-2020)
10.7 North America Gamification Consumption, Value and Market Share by Application (2015-2020)
10.8 North America Gamification by Country (United States, Canada)
  10.8.1 North America Gamification Sales by Country (2015-2020)
  10.8.2 North America Gamification Consumption Value by Country (2015-2020)
10.9 North America Gamification Market PEST Analysis

11 EUROPE

11.1 Europe Gamification Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
11.2 Europe Gamification Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
11.3 Europe Gamification Production Analysis from 2015-2020
11.4 Europe Gamification Consumption Analysis from 2015-2020
11.5 Europe Gamification Import and Export from 2015-2020
11.6 Europe Gamification Value, Production and Market Share by Type (2015-2020)
11.7 Europe Gamification Consumption, Value and Market Share by Application (2015-2020)
11.8 Europe Gamification by Country (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden, Poland, Belgium)
  11.8.1 Europe Gamification Sales by Country (2015-2020)
  11.8.2 Europe Gamification Consumption Value by Country (2015-2020)
11.9 Europe Gamification Market PEST Analysis

12 ASIA-PACIFIC

12.1 Asia-Pacific Gamification Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
12.2 Asia-Pacific Gamification Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
12.3 Asia-Pacific Gamification Production Analysis from 2015-2020
12.4 Asia-Pacific Gamification Consumption Analysis from 2015-2020
12.5 Asia-Pacific Gamification Import and Export from 2015-2020
12.6 Asia-Pacific Gamification Value, Production and Market Share by Type (2015-2020)
12.7 Asia-Pacific Gamification Consumption, Value and Market Share by Application (2015-2020)
12.8 Asia-Pacific Gamification by Country (China, Japan, South Korea, Australia, India, Taiwan, Indonesia, Thailand, Philippines, Malaysia)
  12.8.1 Asia-Pacific Gamification Sales by Country (2015-2020)
  12.8.2 Asia-Pacific Gamification Consumption Value by Country (2015-2020)
12.9 Asia-Pacific Gamification Market PEST Analysis

13 LATIN AMERICA

13.1 Latin America Gamification Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
13.2 Latin America Gamification Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
13.3 Latin America Gamification Production Analysis from 2015-2020
13.4 Latin America Gamification Consumption Analysis from 2015-2020
13.5 Latin America Gamification Import and Export from 2015-2020
13.6 Latin America Gamification Value, Production and Market Share by Type (2015-2020)
13.7 Latin America Gamification Consumption, Value and Market Share by Application (2015-2020)
13.8 Latin America Gamification by Country (Brazil, Mexico, Argentina, Columbia, Chile)
  13.8.1 Latin America Gamification Sales by Country (2015-2020)
  13.8.2 Latin America Gamification Consumption Value by Country (2015-2020)
13.9 Latin America Gamification Market PEST Analysis

14 MIDDLE EAST & AFRICA

14.1 Middle East & Africa Gamification Production, Ex-factory Price, Revenue, Gross Margin (%) and Gross Analysis from 2015-2020
14.2 Middle East & Africa Gamification Consumption, Terminal Price, Consumption Value and Channel Margin Analysis from 2015-2020
14.3 Middle East & Africa Gamification Production Analysis from 2015-2020
14.4 Middle East & Africa Gamification Consumption Analysis from 2015-2020
14.5 Middle East & Africa Gamification Import and Export from 2015-2020
14.6 Middle East & Africa Gamification Value, Production and Market Share by Type (2015-2020)
14.7 Middle East & Africa Gamification Consumption, Value and Market Share by Application (2015-2020)
14.8 Middle East & Africa Gamification by Country (Saudi Arabia, UAE, Egypt, Nigeria, South Africa)
  14.8.1 Middle East & Africa Gamification Sales by Country (2015-2020)
  14.8.2 Middle East & Africa Gamification Consumption Value by Country (2015-2020)
14.9 Middle East & Africa Gamification Market PEST Analysis

15 FUTURE FORECAST OF THE GLOBAL GAMIFICATION MARKET FROM 2020-2027

15.1 Future Forecast of the Global Gamification Market from 2020-2027 Segment by Region
15.2 Global Gamification Production and Growth Rate Forecast by Type (2020-2027)
15.3 Global Gamification Consumption and Growth Rate Forecast by Application (2020-2027)

16 APPENDIX

16.1 Methodology
16.2 Research Data Source
LIST OF TABLES AND FIGURES

Global Gamification Market Value ($) and Growth Rate of Gamification from 2015-2027
Global Gamification Production and Growth Rate Segment by Product Type from 2015-2027
Global Gamification Consumption and Growth Rate Segment by Application from 2015-2027
Figure Gamification Picture
Table Product Specifications of Gamification
Table Driving Factors for this Market
Table Industry News of Gamification Market
Figure Value Chain Status of Gamification
Table Midstream Major Company Analysis (by Manufacturing Base, by Product Type)
Table Distributors/Traders
Table Downstream Major Customer Analysis (by Region, by Preference)
Table Global Gamification Production and Growth Rate Segment by Product Type from 2015-2020
Table Global Gamification Value ($) and Growth Rate Segment by Product Type from 2015-2020
Figure On-Premises of Gamification
Figure Cloud of Gamification
Table Global Gamification Consumption and Growth Rate Segment by Application from 2015-2020
Table Global Gamification Value ($) and Growth Rate Segment by Application from 2015-2020
Figure Public Sector and Government of Gamification
Figure Banking, Financial Services and Insurance (BFSI) of Gamification
Figure Consumer Goods and Retail of Gamification
Figure High-Tech of Gamification
Figure Media and Publishing of Gamification
Figure Energy, Power and Utilities of Gamification
Figure Healthcare and Pharmaceuticals of Gamification
Figure Entertainment of Gamification
Figure Travel and Logistics of Gamification
Figure Education of Gamification
Figure Others of Gamification
Table Global Gamification Consumption and Growth Rate Segment by Marketing Channel from 2015-2020
Table Global Gamification Value ($) and Growth Rate Segment by Marketing Channel from 2015-2020
Figure Traditional Marketing Channel (Offline) of Gamification
Figure Online Channel of Gamification
Table Lithium Technologies Profile (Company Name, Plants Distribution, Sales Region)
Figure Lithium Technologies Sales and Growth Rate from 2015-2020
Figure Lithium Technologies Revenue ($) and Global Market Share from 2015-2020
Table Lithium Technologies Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Remedy Profile (Company Name, Plants Distribution, Sales Region)
Figure Remedy Sales and Growth Rate from 2015-2020
Figure Remedy Revenue ($) and Global Market Share from 2015-2020
Table Remedy Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table PUG PHARM Profile (Company Name, Plants Distribution, Sales Region)
Figure PUG PHARM Sales and Growth Rate from 2015-2020
Figure PUG PHARM Revenue ($) and Global Market Share from 2015-2020
Table PUG PHARM Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Bunchball Profile (Company Name, Plants Distribution, Sales Region)
Figure Bunchball Sales and Growth Rate from 2015-2020
Figure Bunchball Revenue ($) and Global Market Share from 2015-2020
Table Bunchball Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table BADGEVILLE Profile (Company Name, Plants Distribution, Sales Region)
Figure BADGEVILLE Sales and Growth Rate from 2015-2020
Figure BADGEVILLE Revenue ($) and Global Market Share from 2015-2020
Table BADGEVILLE Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Cadalys Profile (Company Name, Plants Distribution, Sales Region)
Figure Cadalys Sales and Growth Rate from 2015-2020
Figure Cadalys Revenue ($) and Global Market Share from 2015-2020
Table Cadalys Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Seriosity Profile (Company Name, Plants Distribution, Sales Region)
Figure Seriosity Sales and Growth Rate from 2015-2020
Figure Seriosity Revenue ($) and Global Market Share from 2015-2020
Table Seriosity Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Gameloft Profile (Company Name, Plants Distribution, Sales Region)
Figure Gameloft Sales and Growth Rate from 2015-2020
Figure Gameloft Revenue ($) and Global Market Share from 2015-2020
Table Gameloft Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Gigya Profile (Company Name, Plants Distribution, Sales Region)
Figure Gigya Sales and Growth Rate from 2015-2020
Figure Gigya Revenue ($) and Global Market Share from 2015-2020
Table Gigya Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table IActionable Profile (Company Name, Plants Distribution, Sales Region)
Figure IActionable Sales and Growth Rate from 2015-2020
Figure IActionable Revenue ($) and Global Market Share from 2015-2020
Table IActionable Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Rovio Profile (Company Name, Plants Distribution, Sales Region)
Figure Rovio Sales and Growth Rate from 2015-2020
Figure Rovio Revenue ($) and Global Market Share from 2015-2020
Table Rovio Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table ZeptoLab Profile (Company Name, Plants Distribution, Sales Region)
Figure ZeptoLab Sales and Growth Rate from 2015-2020
Figure ZeptoLab Revenue ($) and Global Market Share from 2015-2020
Table ZeptoLab Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Supercell Profile (Company Name, Plants Distribution, Sales Region)
Figure Supercell Sales and Growth Rate from 2015-2020
Figure Supercell Revenue ($) and Global Market Share from 2015-2020
Table Supercell Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Kiloo Profile (Company Name, Plants Distribution, Sales Region)
Figure Kiloo Sales and Growth Rate from 2015-2020
Figure Kiloo Revenue ($) and Global Market Share from 2015-2020
Table Kiloo Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table BigDoor Media Profile (Company Name, Plants Distribution, Sales Region)
Figure BigDoor Media Sales and Growth Rate from 2015-2020
Figure BigDoor Media Revenue ($) and Global Market Share from 2015-2020
Table BigDoor Media Gamification Sales, Price, Revenue, Gross Margin (2015-2020)
Table Global Gamification Production Value ($) by Region from 2015-2020
Table Global Gamification Production Value Share by Region from 2015-2020
Table Global Gamification Production by Region from 2015-2020
Table Global Gamification Consumption Value ($) by Region from 2015-2020
Table Global Gamification Consumption by Region from 2015-2020
Table North America Gamification Production, Ex-factory Price Revenue ($), Gross Margin (%) and Gross ($) Analysis from 2015-2020
Table North America Gamification Consumption, Terminal Price, Consumption Value ($) and Channel Margin Analysis from 2015-2020
Table North America Gamification Import and Export from 2015-2020
Table North America Gamification Value ($) by Type (2015-2020)
Table North America Gamification Production by Type (2015-2020)
Table North America Gamification Consumption by Application (2015-2020)
Table North America Gamification Consumption by Country (2015-2020)
Table North America Gamification Consumption Value ($) by Country (2015-2020)
Figure North America Gamification Market PEST Analysis
Table Europe Gamification Production, Ex-factory Price Revenue ($), Gross Margin (%) and Gross ($) Analysis from 2015-2020
Table Europe Gamification Consumption, Terminal Price, Consumption Value ($) and Channel Margin Analysis from 2015-2020
Table Europe Gamification Import and Export from 2015-2020
Table Europe Gamification Value ($) by Type (2015-2020)
Table Europe Gamification Production by Type (2015-2020)
Table Europe Gamification Consumption by Application (2015-2020)
Table Europe Gamification Consumption by Country (2015-2020)
Table Europe Gamification Consumption Value ($) by Country (2015-2020)
Figure Europe Gamification Market PEST Analysis
Table Asia-Pacific Gamification Production, Ex-factory Price Revenue ($), Gross Margin (%) and Gross ($) Analysis from 2015-2020
Table Asia-Pacific Gamification Consumption, Terminal Price, Consumption Value ($) and Channel Margin Analysis from 2015-2020
Table Asia-Pacific Gamification Import and Export from 2015-2020
Table Asia-Pacific Gamification Value ($) by Type (2015-2020)
Table Asia-Pacific Gamification Production by Type (2015-2020)
Table Asia-Pacific Gamification Consumption by Application (2015-2020)
Table Asia-Pacific Gamification Consumption by Country (2015-2020)
Table Asia-Pacific Gamification Consumption Value ($) by Country (2015-2020)
Figure Asia-Pacific Gamification Market PEST Analysis
Table Latin America Gamification Production, Ex-factory Price Revenue ($), Gross Margin (%) and Gross ($) Analysis from 2015-2020
Table Latin America Gamification Consumption, Terminal Price, Consumption Value ($) and Channel Margin Analysis from 2015-2020
Table Latin America Gamification Import and Export from 2015-2020
Table Latin America Gamification Value ($) by Type (2015-2020)
Table Latin America Gamification Production by Type (2015-2020)
Table Latin America Gamification Consumption by Application (2015-2020)
Table Latin America Gamification Consumption by Country (2015-2020)
Table Latin America Gamification Consumption Value ($) by Country (2015-2020)
Figure Latin America Gamification Market PEST Analysis
Table Middle East & Africa Gamification Production, Ex-factory Price Revenue ($), Gross Margin (%) and Gross ($) Analysis from 2015-2020
Table Middle East & Africa Gamification Consumption, Terminal Price, Consumption Value ($) and Channel Margin Analysis from 2015-2020
Table Middle East & Africa Gamification Import and Export from 2015-2020
Table Middle East & Africa Gamification Value ($) by Type (2015-2020)
Table Middle East & Africa Gamification Production by Type (2015-2020)
Table Middle East & Africa Gamification Consumption by Application (2015-2020)
Table Middle East & Africa Gamification Consumption by Country (2015-2020)
Table Middle East & Africa Gamification Consumption Value ($) by Country (2015-2020)
Figure Middle East & Africa Gamification Market PEST Analysis
Table Global Gamification Value ($) and Growth Rate Forecast by Region (2020-2027)
Table Global Gamification Production and Growth Rate Forecast by Region (2020-2027)
Table Global Gamification Consumption and Growth Rate Forecast by Region (2020-2027)
Table Global Gamification Production and Growth Rate Forecast by Type (2020-2027)
Table Global Gamification Consumption and Growth Rate Forecast by Application (2020-2027)


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