Press Release

Exit Intent Gamified Apps are Expected to Steer the Growth of the Gamification Market

July, 2019

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The global gamification market will witness a CAGR of over 30% during the forecast period to surpass $32 billion by 2025


Bangalore, India, July 29, 2019: With its recently published study “Global Gamification Market – Drivers, Restraints, Opportunities, Trends, and Forecast up to 2025”, Infoholic Research estimates that there will be huge adoption of gamification mainly in the areas including user-engagement, employee motivation, increase sales, data collection, and solving a business problem.

Gamification refers to the use of game elements in a non-gaming environment for the purpose of enhancing the performance, efficiency, and behavior of employees. Gamification market is expected to witness significant growth on account of increasing number of mobile devices and internet penetration. The integration of social networking platform has further enhanced the effectiveness of gamification, making it reliable for large number of applications such as crowdsourcing. Gamification has emerged as a key element for the consumerization of the enterprise strategy for large number of B2B companies, for example, Oracle, Cisco, and Salesforce.Com. Several organizations are significantly investing in developing gamification and are leveraging several technologies to create a competitive advantage.

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The growing e-retail segment is one of the major factors behind the growth of the gamification market and it is expected to grow at a significant rate in the coming years. Gamification helps in adding marketing trends, building retailers strategy, and enhancing the customer's experience. Key players including Microsoft Corporation, Salesforce.Com, Badgeville, and Bunchball have a significant presence in the gamification market.

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North America is likely to lead the gamification market and will have a significant contribution in terms of revenue due to the high adoption of gamification in this region to streamline business operations. LAMEA is likely to experience a healthy growth in gamification market on account of improving the economic sustainability during the forecast period 2019—2025.
Need for enhanced social media-based market activities across enterprises will steer the growth of gamification market globally.” pointed out Rahul Kumar Pandey, Research Analyst, Infoholic Research

Few of the Key Vendors in the Gamification Market:

  • Microsoft Corporation

  • Salesforce.Com

  • Badgeville, Inc.

  • Bunchball

  • Arcaris, Inc.

  • SAP SE

  • Bigdoor, Inc.

  • Gigya

  • Faya Corporation

  • LevelEleven


Segmentation of the Report:

Gamification Market Segmentation By Deployment

  • On-premises

  • Cloud-based

  • Hybrid


Gamification Market Segmentation By Enterprise Size

  • Small and Medium Enterprises

  • Large Enterprises


Gamification Market Segmentation By End-User

  • Retail

  • Banking

  • Government

  • Others


Industry outlook: Market trends, drivers, restraints, and opportunities

Contact:

Mr. Karthick Subramani

Infoholic Research LLP

Marketing & Communication

karthick@infoholicresearch.com