Gamification Software Market Future Prospects and Forecast To 2028
The global gamification software market size was valued at USD 9,841.5 million in 2021 and is poised to grow at a CAGR of 24% during the forecast period by 2022-2028. due to increasing technological advancement across the globe. Gamification software is any tool or platform used for applying game mechanics to non-game contexts in order to boost engagement and successful end-results. Common use cases include customer loyalty, e-learning, employee engagement, and performance management. The increase in adoption of gamification has led to a split in definition between gamification and gamified elements. While there are still many platforms that provide custom and complete gamification tools for marketers, salespeople, and consumer brands, there are even more types of software that have adopted gamified elements into existing products.
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The global gamification software market segmentation:
1) By Solution Type: Enterprise-Driven, Consumer-Driven, Others.
2) Deployment Mode: Cloud, On-Premises.
3) Application: Marketing, Sales,
Product Development, Human Resources, Analytics, E-Commerce.
4) End User: BFSI, Retail,
Healthcare, Media and Entertainment, Education, IT and Telecom, Government,
Others
E-commerce
Accounted for Higher Revenue Share in Global Gamification Software Market:
Based on application
type, global gamification software market is segmented into marketing, sales,
product development, human resources, analytics, e-Commerce. E-commerce is
accounted for higher revenue. Ecommerce,
also known as electronic commerce or internet commerce, refers to the buying
and selling of goods or services using the internet, and the transfer of money
and data to execute these transactions. Ecommerce is often used to refer to the
sale of physical products online, but it can also describe any kind of
commercial transaction that is facilitated through the internet. Whereas e-business refers to all
aspects of operating an online business, ecommerce refers specifically to the
transaction of goods and services.
North
America leads the Global Gamification Software Market:
Based on regional analysis, global gamification
software market segmented into North America, Europe, Asia Pacific,
Latin America, and Middle East & Africa. North America global gamification market
contributed the large share. Extensive use of the Internet has been made to
communicate with different channel partners and customers between businesses.
The strong penetration of customer-based solutions and enterprise-based
solutions propel the gamification market in North America. Moreover, in this
area, countries such as the United States and Canada are implementing
gamification solutions to improve their marketing efforts by improved
advertisement, customer engagement, and branding and sales.
Strategic
Acquisitions, Merger, Agreements, Collaborations and Partnerships are the key
strategies adopted by market players.
Global gamification market further
reveals that the key player’s increasingly adopting strategies such as strategic
acquisitions, merger, agreements, collaborations and partnerships to enhance
market revenue share. For instance, In
August 2019, Verint partnered with the authorities of the city of Barrie,
Ontario. This partnership helped Barrie city to simplify, modernize, and
automate its customer service operations for improved overall customer
experience and employee satisfaction. Verint used its engagement management offerings
to help Barrie expand its access and support to all citizens across channels,
including the city’s customer portal, online forms, and web chat.
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Key player’s profiles in the global gamification software market are: SAP SE, Indusgeeks USA Inc., Axonify Inc., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize Pte. Ltd., Gamify, Microsoft Corporation, Salesforce.com Inc., Faya Corporation, Verint Systems Inc., Khoros LLC, MPS Interactive Systems Limited
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