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Research and Markets - Global Gamification Market Analysis 2016-2022 - Trends, Technologies & Opportunities Report - Key Vendors: Gigya, Knewton, KuaTo Studios

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Research and Markets

03 Jun, 2016, 16:10 GMT

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DUBLIN, June 3, 2016 /PRNewswire/ --

Research and Markets has announced the addition of the "Global Gamification Market Size, Share, Development, Growth and Demand Forecast to 2022" report to their offering.

The display gadgets, such as laptops, tablets and smartphones are the popular mediums that connect the gamification technology with its target audiences. The increasing penetration of such gadgets is consequently driving the growth of the global gamification market. The automotive manufacturer Ford offers reward points, such as 100,000 oil-free EV miles, if the user reaches certain level in their MyFord Mobile application. The healthcare company Bayer has a glucose-monitoring program in the form of a gadget, Didget that helps children to manage their diabetes by rewarding them for building consistent blood glucose testing habits, in order to meet the personalized glucose targets.

The global gamification market is increasing, due to its growing application in corporate sector, increasing penetration of gadgets with display, and rapid uptake of social networks. The advantages of gamification including motivation, and customer engagement have been encouraging the organizations and individuals to utilize them.

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 other gamification techniques. Level progress refers to crossing the difficulty levels for reaching the next level.

Now-a-days, the corporates are becoming increasingly organized, and they are incorporating technologies for enhancing the learning process of their employees. The employees that are trained through gamification technology tend to learn at a faster pace, as compared to the traditional training methods. They also feel motivated to learn in such a way and do not witness boredom while learning. The educational institutions and universities are also using gamification for imparting learning to the students. These shifts from traditional to technical methods of teaching are driving the growth of the gamification market globally.

Companies Mentioned:

  • Badgeville Inc.
  • Bigdoor Inc.
  • Bunchball Inc.
  • Cisco Systems Inc.
  • Gigya Inc.
  • Knewton
  • KuaTo Studios
  • Lithium Technologies Inc.
  • Microsoft Corporation
  • SAP SE

Report Structure:

1. Research Scope & Methodology

2. Executive Summary

3. Market Outlook

4. Global Gamification Market Size and Forecast (2012 - 2022)

5. Global Gamification Market, by Geography

6. Competitive Analysis

7. Company Profiles and Strategic Developments

For more information visit http://www.researchandmarkets.com/research/qj28sd/global

Media Contact:

Research and Markets

Laura Wood, Senior Manager

press@researchandmarkets.com

For E.S.T Office Hours Call +1-917-300-0470

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Related Links

http://www.researchandmarkets.com

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