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Global Gamification Market Expected to Grow at 41.8% CAGR During 2016 - 2022: P&S Market Research


News provided by

P&S Market Research

24 Mar, 2016, 13:30 GMT

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NEW YORK, March 24, 2016 /PRNewswire/ --

The global gamification market is expected to grow from an estimated $1,698.7 million in 2015, and reach $22,913.0 million by 2022, growing at a CAGR of 41.8% during 2016 - 2022. The global gamification market is being driven by several factors, such as increasing adoption in corporate and institutions, increasing penetration of display devices and gadgets, and people's growing engagement with social networking sites. The key opportunities observed in the global market include passion for gaming in Southeast Asia and application of gamification in consumer survey and opinions.

     (Logo: http://photos.prnewswire.com/prnh/20150727/756778 )

Explore Report with Detailed TOC on "Global Gamification Market" at: https://www.psmarketresearch.com/market-analysis/gamification-market

North America dominated the global gamification market in 2015; however the developing regions including Asia-Pacific, Latin America and Middle-East & Africa is expected to grow at higher pace, as compared to the developed regions including North America and Europe.

The impact of gamification in learning over traditional methods has been increasing. The learners in industries and institutions feel more motivated by learning through points and rewards. According to a study conducted by University of Colorado on the impact of simulations and games among adult learners, gamification techniques offer 14% higher skill-based knowledge, 11% higher factual knowledge, and 9% increase in knowledge retention rate, over the traditional methods of learning.

Request for Sample Pages: https://www.psmarketresearch.com/market-analysis/gamification-market/report-sample

There are several gamification technologies and strategies of customer engagement, including level progress, points and scores, real time performance feedback, progress bars, activity feeds, competition with friends, virtual gifts, being part of story, avatars, and virtual currencies. Approximately 30% of the gamification participants are observed to prefer level progress among all gamification techniques. Level progress refers to crossing the difficulty levels for reaching the next level.

The population in Southeast Asia has high level of digital enthusiasm. The population in the region readily adopts digital entertainment. The swift growth rate of market for laptops, mobile phones and tablets is the key indicator for this. About 95% of the population in Singapore and Malaysia own a laptop or personal computer. About 64% of the internet users in Indonesia are also regular users of social media, which is much higher than the global average 54%. Nearly half of the internet users in Southeast Asia play online games every week, of which every 6 of 10 play them at social networking websites. The growing population of Asia-Pacific and the interest of the population in the region towards gaming is expected to significantly boost the growth of the gamification market during the forecast period.

Browse Related Research at: https://www.psmarketresearch.com/industry-report/ict-and-media

The key companies operating in the global market include Badgeville Inc., Gigya Inc., Bunchball Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Microsoft Corporation, BigDoor Inc., Knewton, and Lithium Technologies Inc.

GLOBAL GAMIFICATION MARKET SEGMENTATION 

By Application 

  • Marketing
  • Sales
  • Product Development
  • Human Resource
  • Others

    By End-User 

  • Enterprise
  • Entertainment
  • Media
  • Consumer Goods
  • Retail
  • Education
  • Financial Services
  • Healthcare
  • Others

    By Solution 

  • Enterprise-driven
  • Consumer-driven

    By Deployment Type 

  • On Premises
  • Cloud-based

    By Geography 

  • North America
  • Latin America
  • Western Europe
  • Central & Western Europe
  • Asia-Pacific
  • Middle-East & Africa

Browse Other Reports by P&S Market Research 

Global Digital Pen Market - https://www.psmarketresearch.com/market-analysis/digital-pen-market

Global Energy Management System (EMS) Market - https://www.psmarketresearch.com/market-analysis/energy-management-systems-market

Global Mobile Wallet Market - https://www.psmarketresearch.com/market-analysis/mobile-wallet-market

About P&S Market Research 

P&S Market Research is a market research company, which offers market research and consulting services for various geographies around the globe. We provide market research reports, industry forecasting reports, business intelligence, and research based consulting services across different industry/business verticals.

As one of the top growing market research agency, we're keen upon providing market landscape and accurate forecasting. Our analysts and consultants are proficient with business intelligence and market analysis, through their interaction with leading companies of the concerned domain. We help our clients with B2B market research and assist them in identifying various windows of opportunity, and framing informed and customized business expansion strategies in different regions.

Contact:
Abhishek
Executive - Client Partner
347, 5th Ave. #1402
New York City, NY - 10016
Toll-free: +1-888-778-7886 (USA/Canada)
Email: enquiry@psmarketresearch.com
Web: https://www.psmarketresearch.com

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