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市场调查报告书
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1416458

游戏化市场报告:2030 年趋势、预测与竞争分析

Gamification Market Report: Trends, Forecast and Competitive Analysis to 2030

出版日期: | 出版商: Lucintel | 英文 150 - page report | 商品交期: 3个工作天内

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简介目录

游戏化趋势和预测

到 2030 年,全球游戏化市场预计将达到 574 亿美元,2024 年至 2030 年复合年增长率为 23.9%。该市场的主要驱动力包括对奖励、成功和竞争力的日益关注、数位化的提高和平板电脑和智慧型手机等小工具的普及,以及它们在企业部门的广泛使用,以创造有趣和愉快的学习。全球游戏化市场的未来性是光明的,BFSI、零售、教育、IT/通讯、製造和媒体/娱乐领域都有机会。

对游戏化市场的见解

Lucintel 预测,解决方案将在整个预测期内继续占据重要地位,因为它们使用奖励、徽章、挑战、排行榜和身临其境型叙事等游戏元素来创造引人入胜的体验,从而推动期望的行为和结果。

北美地区凭藉其现代技术的生态系统优势以及尖端技术的广泛运用,在整个预测期内仍将是最大的地区,为跨多个行业的解决方案整合提供了坚实的基础。

常问问题

Q1.市场规模有多大?

A1. 到 2030 年,全球游戏化市场预计将达到 574 亿美元。

Q2.市场成长预测如何?

A2. 2024年至2030年,全球游戏化市场预计将以23.9%的复合年增长率成长。

Q3.影响市场成长的主要驱动因素有哪些?

A3. 这个市场的主要驱动力是人们对奖励、成功和竞争力的日益关注,数位化的提高和平板电脑和智慧型手机等小工具的普及,以及它们在企业部门的广泛使用,以创造有趣和有趣的学习。

Q4.市场的主要细分市场是什么?

A4. 全球游戏化市场未来性广阔,BFSI、零售、教育、IT/通讯、製造和媒体/娱乐市场都有机会。

Q5. 市场上主要企业有哪些?

A5. 一些主要的游戏化公司如下:

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Q6.未来最大的细分市场是什么?

A6.Lucintel 预计其解决方案将在整个预测期内继续在较大细分市场中成长,因为他们的解决方案使用奖励、徽章、挑战、排行榜和身临其境型叙事等游戏元素来创造引人入胜的体验,从而推动期望的行为和结果。我预测会的。

Q7. 未来五年预计哪个地区将成为最大的市场?

A7. 北美地区凭藉着现代科技的生态系统优势以及尖端技术的广泛应用,在整个预测期内仍将是最大的地区,为跨行业解决方案的整合提供了坚实的基础。

Q8. 可以客製化报告吗?

A8. 是的,Lucintel 提供 10% 的客製化服务,无需额外付费。

目录

第一章执行摘要

第二章全球游戏化市场:市场动态

  • 简介、背景、分类
  • 供应链
  • 产业驱动因素与挑战

第三章 2018-2030年市场趋势及预测分析

  • 宏观经济趋势(2018-2023)与预测(2024-2030)
  • 全球游戏化市场趋势(2018-2023)与预测(2024-2030)
  • 按组件分類的全球游戏化市场
    • 解决方案
    • 服务
  • 按部署模式分類的全球游戏化市场
    • 本地
    • 在云端
  • 按公司规模分類的全球游戏化市场
    • 中小企业
    • 大公司
  • 按最终用途分類的全球游戏化市场
    • 银行、金融服务和保险 (BFSI)
    • 零售业
    • 教育
    • 资讯科技/通讯
    • 製造业
    • 媒体娱乐
    • 其他的

第四章 2018-2030年区域市场趋势及预测分析

  • 全球游戏化市场(按地区)
  • 北美游戏化市场
  • 欧洲游戏化市场
  • 亚太地区游戏化市场
  • 世界其他地区 (ROW) 游戏化市场

第五章 竞争分析

  • 产品系列分析
  • 营运整合
  • 波特五力分析

第六章 成长机会与策略分析

  • 成长机会分析
    • 全球游戏化市场成长机会(按组成部分)
    • 按部署模式分類的全球游戏化市场成长机会
    • 按公司规模分類的全球游戏化市场成长机会
    • 按最终用途分類的全球游戏化市场成长机会
    • 按地区分類的全球游戏化市场成长机会
  • 全球游戏化市场新趋势
  • 战略分析
    • 新产品开发
    • 扩大全球游戏化市场产能
    • 全球游戏化市场的併购与合资企业
    • 认证和许可

第七章主要企业概况

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems
简介目录

Gamification Trends and Forecast

The future of the global gamification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets. The global gamification market is expected to reach an estimated $57.4 billion by 2030 with a CAGR of 23.9% from 2024 to 2030. The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

A more than 150-page report is developed to help in your business decisions.

Gamification by Segment

The study includes a forecast for the global gamification by component, deployment mode, enterprise size, end use, and region.

Gamification Market by Component [Shipment Analysis by Value from 2018 to 2030]:

  • Solutions
  • Services

Gamification Market by Deployment Mode [Shipment Analysis by Value from 2018 to 2030]:

  • On-Premises
  • On-Cloud

Gamification Market by Enterprise Size [Shipment Analysis by Value from 2018 to 2030]:

  • Small and Medium-Sized Enterprises
  • Large Enterprises

Gamification Market by End Use [Shipment Analysis by Value from 2018 to 2030]:

  • BFSI
  • Retail
  • Education
  • IT and Telecom
  • Manufacturing
  • Media and Entertainment
  • Others

Gamification Market by Region [Shipment Analysis by Value from 2018 to 2030]:

  • North America
  • Europe
  • Asia Pacific
  • The Rest of the World

List of Gamification Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies gamification companies cater increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the gamification companies profiled in this report include-

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Gamification Market Insights

Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Features of the Global Gamification Market

Market Size Estimates: Gamification market size estimation in terms of value ($B).

Trend and Forecast Analysis: Market trends (2018 to 2023) and forecast (2024 to 2030) by various segments and regions.

Segmentation Analysis: Gamification market size by various segments, such as by component, deployment mode, enterprise size, end use, and region in terms of value ($B).

Regional Analysis: Gamification market breakdown by North America, Europe, Asia Pacific, and Rest of the World.

Growth Opportunities: Analysis of growth opportunities in different component, deployment mode, enterprise size, end use, and regions for the gamification market.

Strategic Analysis: This includes M&A, new product development, and competitive landscape of the gamification market.

Analysis of competitive intensity of the industry based on Porter's Five Forces model.

FAQ

Q1. What is the gamification market size?

Answer: The global gamification market is expected to reach an estimated $57.4 billion by 2030.

Q2. What is the growth forecast for gamification market?

Answer: The global gamification market is expected to grow with a CAGR of 23.9% from 2024 to 2030.

Q3. What are the major drivers influencing the growth of the gamification market?

Answer: The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

Q4. What are the major segments for gamification market?

Answer: The future of the global gamification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets.

Q5. Who are the key gamification market companies?

Answer: Some of the key gamification companies are as follows:

  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems

Q6. Which gamification market segment will be the largest in future?

Answer: Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

Q7. In gamification market, which region is expected to be the largest in next 5 years?

Answer: North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Q.8 Do we receive customization in this report?

Answer: Yes, Lucintel provides 10% customization without any additional cost.

This report answers following 11 key questions:

  • Q.1. What are some of the most promising, high-growth opportunities for the gamification market by component (solutions and services), deployment mode (on-premises and on-cloud), enterprise size (small and medium-sized enterprises and large enterprises), end use (BFSI, retail, education, IT and telecom, manufacturing, media and entertainment, and others), and region (North America, Europe, Asia Pacific, and the Rest of the World)?
  • Q.2. Which segments will grow at a faster pace and why?
  • Q.3. Which region will grow at a faster pace and why?
  • Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?
  • Q.5. What are the business risks and competitive threats in this market?
  • Q.6. What are the emerging trends in this market and the reasons behind them?
  • Q.7. What are some of the changing demands of customers in the market?
  • Q.8. What are the new developments in the market? Which companies are leading these developments?
  • Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?
  • Q.10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?
  • Q.11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

Table of Contents

1. Executive Summary

2. Global Gamification Market : Market Dynamics

  • 2.1: Introduction, Background, and Classifications
  • 2.2: Supply Chain
  • 2.3: Industry Drivers and Challenges

3. Market Trends and Forecast Analysis from 2018 to 2030

  • 3.1. Macroeconomic Trends (2018-2023) and Forecast (2024-2030)
  • 3.2. Global Gamification Market Trends (2018-2023) and Forecast (2024-2030)
  • 3.3: Global Gamification Market by Component
    • 3.3.1: Solutions
    • 3.3.2: Services
  • 3.4: Global Gamification Market by Deployment Mode
    • 3.4.1: On-premises
    • 3.4.2: On-Cloud
  • 3.5: Global Gamification Market by Enterprise Size
    • 3.5.1: Small and Medium-sized Enterprises
    • 3.5.2: Large Enterprises
  • 3.6: Global Gamification Market by End Use
    • 3.6.1: BFSI
    • 3.6.2: Retail
    • 3.6.3: Education
    • 3.6.4: IT and Telecom
    • 3.6.5: Manufacturing
    • 3.6.6: Media and Entertainment
    • 3.6.7: Others

4. Market Trends and Forecast Analysis by Region from 2018 to 2030

  • 4.1: Global Gamification Market by Region
  • 4.2: North American Gamification Market
    • 4.2.2: North American Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.3: European Gamification Market
    • 4.3.1: European Gamification Market by Component: Solutions and Services
    • 4.3.2: European Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.4: APAC Gamification Market
    • 4.4.1: APAC Gamification Market by Component: Solutions and Services
    • 4.4.2: APAC Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
  • 4.5: ROW Gamification Market
    • 4.5.1: ROW Gamification Market by Component: Solutions and Services
    • 4.5.2: ROW Gamification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others

5. Competitor Analysis

  • 5.1: Product Portfolio Analysis
  • 5.2: Operational Integration
  • 5.3: Porter's Five Forces Analysis

6. Growth Opportunities and Strategic Analysis

  • 6.1: Growth Opportunity Analysis
    • 6.1.1: Growth Opportunities for the Global Gamification Market by Component
    • 6.1.2: Growth Opportunities for the Global Gamification Market by Deployment Mode
    • 6.1.3: Growth Opportunities for the Global Gamification Market by Enterprise Size
    • 6.1.4: Growth Opportunities for the Global Gamification Market by End Use
    • 6.1.5: Growth Opportunities for the Global Gamification Market by Region
  • 6.2: Emerging Trends in the Global Gamification Market
  • 6.3: Strategic Analysis
    • 6.3.1: New Product Development
    • 6.3.2: Capacity Expansion of the Global Gamification Market
    • 6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Gamification Market
    • 6.3.4: Certification and Licensing

7. Company Profiles of Leading Players

  • 7.1: Ambition
  • 7.2: Aon
  • 7.3: Axonify
  • 7.4: Cognizant
  • 7.5: Lactionable
  • 7.6: Microsoft Corporation
  • 7.7: Verint Systems