Gamification Companies, Solutions, Market Outlook and Forecasts 2015-2020 - Gamification growth to reach $10.02 billion by 2020
DUBLIN, Feb. 24, 2015 /PRNewswire/ --Research and Markets
(http://www.researchandmarkets.com/research/z5v5zf/gamification) has announced the addition of the "Gamification Companies, Solutions, Market Outlook and Forecasts 2015 - 2020" report to their offering.
This research projects Gamification growth to reach $10.02 billion by 2020
The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a precursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors. Optimal design is based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.
Gamification technologies and solutions can make virtually any digital platform, device, or application more engaging for users, allowing gamers to explore their own desires towards game mastery and autonomy. From a business perspective, Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets.
In terms of data analytics, predictive analysis looks towards how end-users engage in gaming, providing insights into potential game improvements as well as gaming aspects that are most interesting/engaging wherein the brand can place its most important messaging to the consumer. Available data from Gamified websites, applications, and processes indicate potential improvements in areas like user engagement, ROI, data quality, timeliness, or learning.
This report evaluates the companies, solutions, strategies, and market outlook for gamification. All purchases of this report includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.
Key Topics Covered:
1. Introduction to the Gamification Paradigm
2. Gamification Market Trend analysis
2.1 Core Gaming Platforms Vs. Gamification (Gamified Platforms)
2.2 Loyalty Reward, Gaas (Gamification as a Service), and In-app Gamification
2.3 Customer acquisition, Engagement, Loyalty and Gamification
2.4 Social Web Engineering & Gamification
2.5 Location Based Service Network (Lbsn) & Gamification
2.6 F-Commerce, Social Network, and Gamification
2.7 Boost Up Social Innovations and Entrepreneurship
2.8 Social Goods Industry and Gamification
2.9 Social Business Startup and Cloud Gamification
2.10 Investment Trend In Gamification
2.11 Gamification and Big Data analytics
2.12 Gamification For Productivity
2.13 Virtual Reality and Gamification
2.14 Wearable Wireless and Self Gamification
2.15 Corporate Learning For Executive and It Leaders
2.16 Semantic Web & Gamification
2.17 Millennial and Gamification
3. Global Gamification Market assesssment
3.1 Global Gamification Market Projections 2015 - 2020
3.2 Gamification Market By Geography 2020
3.3 Gamification Market By End-User 2020
3.4 Gamification Market By Industry Vertical 2020
4. Gamification Technology Solutions
4.1 Game Style Marketing
4.2 Gamification Vs. Serious Gaming
4.3 Wearable Gamification
4.4 Mobile Social Gamification
4.5 Using Game Layer
4.6 Cloud Gamification
5. Gamification Company analysis
5.1 42 Terabytes
5.2 500 Friends
5.3 actapi
5.4 actiplay
5.5 Badgeville
5.6 Bankerslab
5.7 Belly
5.8 Bennu
5.9 Bigdoor
5.10 Bitoon Digital
5.11 Bizpart Engage
5.12 Black Ink Studio
5.13 Blue Telescope
5.14 Boombox
5.15 Brandgame
5.16 Bunchball
5.17 Catalysts
5.18 Challengera
5.19 Ci&T
5.20 Clic&Gain
5.21 Comarch
5.22 Crmgamified
5.23 Crowdtwist
5.24 Customeradvocacy
5.25 Designing Digitally
5.26 Dopamine
5.27 Dopawin
5.28 Dsxgroup, Llc
5.29 Dynamia
5.30 Echo.It
5.31 Emee
5.32 Enthuse
5.33 Expertoffice
5.34 Fantasysalesteam
5.35 Friendefi
5.36 Funifier
5.37 Game Craft
5.38 Game On! Learning
5.39 Gameffective
5.40 Gamification Nation
5.41 Gamified Labs
5.42 Gaminside
5.43 G-Era
5.44 Gigya
5.45 Iactionable
5.46 Leaderboarded
5.47 Levelup
5.48 Loyaltymatch
5.49 Mindspace
5.50 Mindtickle
5.51 Pakra
5.52 Playbasis
5.53 Playgen
5.54 Pugpharm
5.55 Punchcard
5.56 Punchtab
5.57 Salesforce
5.58 Sap
5.59 Seriosity
5.60 Tembosocial
5.61 the Gamifiers
5.62 Wonnova
5.63 Work Bandits (Fidup)
6. Conclusions and Recommendations
6.1 Recommendations For Brands and advertising agencies
6.2 Recommendations For Merchants and Instore Strategies
6.3 Recommendations For It Leaders and application Developers
For more information visit http://www.researchandmarkets.com/research/z5v5zf/gamification
Media Contact: Laura Wood , +353-1-481-1716, [email protected]
SOURCE Research and Markets
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