Gamification Market by Current Industry Status, Growth Opportunities, Top Key Players, and Forecast till 2027- A Report by Absolute Markets Insights
AsiaNet 85138
PUNE, India, Aug. 17, 2020 /PRNewswire=KYODO JBN/--
- The global gamification market was valued at US$ 6397.81 Mn in 2018 and is
anticipated to witness a compound annual growth rate of 26.15% over the
forecast period.
- The increasing proliferation across the globe is bringing more number of
users online. These new digital natives are more likely to engage with some or
the other online activities which makes them potential customers for online
businesses. This trend is driving the demand for gamified solutions to actively
engage with such users.
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- The recent outbreak of COVID-19 pandemic has further inflated the adoption of
online medium from people for shopping, learning and entertainment purpose,
which is expected to positively affect the demand of gamification market from
businesses for engaging with these users.
- Employee engagement application is witnessing high growth as human resource
departments of various organizations are using gamification to enhance
productivity of their employees and participation in corporate training.
- Gamification of learning is enhancing student engagement and is making
learning activity more interactive. Promotion of gamification of learning by
government entities is encouraging educational institutes to adopt these
solutions, thus increasing the share of education vertical in gamification
market
[https://www.absolutemarketsinsights.com/reports/Gamification-Market-2019-2027-6
37].
- North America accounted for the highest market share in 2018. Asia Pacific is
anticipated to register the highest growth rate over the forecast period due
to the flourishing e-commerce industry, which is likely to create higher demand
for game-based solutions so as to increase customer engagement and improve
sales.
- Some of the players operating in the gamification market are Ambition, Aon
plc., Axonify Inc., Bunchball Inc., Gamifier, Inc., Growth Engineering, Hoopla,
IActionable, Influitive, KNOLSKAPE Solutions, Microsoft, MPS Interactive
Systems Limited, NIIT LTD., PentaQuest Pty Ltd and Scrimmage amongst others.
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The detailed research study provides qualitative and quantitative analysis of
gamification market. The market has been analyzed from demand as well as supply
side. The geographical analysis done emphasizes on each of the major countries
across North America, Europe, Asia Pacific, Middle East & Africa and Latin
America.
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Source: Absolute Market Insights
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