Home » Computers & Software, Gaming, News & Current Affairs, Technology, Telecom » Global Gamification Market Estimated to reach $15.9 billion by 2021
“Market Research Reports and Industry Analysis”
OrbisResearch.com has published “Gamification Companies, Solutions, Market Outlook and Forecasts 2016 – 2021” market report to its research database. The report evaluates the companies, solutions, strategies, and market outlook for gamification.

A “game” can be defined as an activity utilizing rules, challenges, interaction, and rewards. Gamification is related, but something entirely different. Embedded gaming or “Gamification” is a next generation advertising approach in which gaming elements are integrated into a non-game environment. 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.

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.

Companies listed in the Global Gamification Market report are 500 FRIENDS, ACTAPI, ACTIPLAY, BADGEVILLE, BANKERSLAB, BELLY, BENNU, BIGDOOR, BITOON DIGITAL, BIZPART ENGAGE, BLUE TELESCOPE, BOOMBOX, BRANDGAME, BUNCHBALL, CATALYSTS, CHALLENGERA, CI&T, CLIC&GAIN, COMARCH, CRMGAMIFIED, CROWDTWIST, CUSTOMERADVOCACY, DESIGNING DIGITALLY, DOPAMINE, DOPAWIN, DYNAMIA, ECHO.IT, EMEE, ENTHUSE, FANTASYSALESTEAM, FRIENDEFI, FUNIFIER, GAME CRAFT, GAME ON! LEARNING, GAMEFFECTIVE, GAMIFICATION NATION, GAMIFIED LABS, GAMINSIDE, GIGYA, IACTIONABLE, LEADERBOARDED, LEVELUP, LOYALTYMATCH, MINDSPACE, MINDTICKLE, PAKRA, PLAYBASIS, PLAYGEN, PUGPHARM, PUNCHCARD, SALESFORCE, SAP, SERIOSITY, SODEXO, TEMBOSOCIAL, THE GAMIFIERS, WONNOVA, and WORK BANDITS.

This report evaluates the companies, solutions, strategies, and market outlook for gamification. Mind Commerce projects Gamification growth to reach $15.9 billion by 2021. All purchases of Mind Commerce reports 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.

Buy a copy of this report at http://www.orbisresearch.com/contact/purchase/94086

Target Audience:
Content providers and intermediaries
Digital marketing agency or consultants
Internet and mobile based solution providers
Brands, advertisers, portals, and media companies
Mobile commerce application and service providers
Social gaming, mobile gaming and social commerce developers
System integrators, consultants, and professional service providers
Gamification platform providers (equipment, software, and services)

Major points from Table of Contents are listed below:
1.0 EXECUTIVE SUMMARY
2.0 INTRODUCTION
3.0 GAMIFICATION TRENDS ANALYSIS
4.0 GAMIFICATION STRATEGIES
5.0 GLOBAL GAMIFICATION MARKET ASSESSSMENT
6.0 GAMIFICATION TECHNOLOGIES AND SOLUTIONS
7.0 GAMIFICATION COMPANY ANALYSIS
8.0 CONCLUSIONS AND RECOMMENDATIONS

Request a sample of this report at http://www.orbisresearch.com/contacts/request-sample/94086

List of Tables from the report are as below:
Figures
Figure 1: Getting into the Flow with Gamification and Social Web Engineering
Figure 2: Implementation of LBS with Gamification
Figure 3: Gamified Online Stores and Commerce
Figure 4: Gamification and Providing a Social Good
Figure 5: Semantic Web and Gamification
Figure 6: Gamification User Group Segmentation
Figure 7: Gamification Statistics Reveal ROI
Figure 8: Iterative Gamification Process
Figure 9: Global Gamification Market 2016 – 2021
Figure 10: Global Gamification Market Share by Region 2021
Figure 11: Global Gamification Market Share by End-user Type 2021
Figure 12: Global Gamification Market Share by Industry Vertical 2021
Figure 13: Introducing Gamification into a Creative Campaign
Figure 14: Serious Gaming or Entertainment?
Figure 15: Gaming Analytics and Statistics

Tables
Table 1: Gamification and Business Objectives in App Design

Browse more reports on Technology Industry at http://www.orbisresearch.com/market-reports/technology.html

About Us:
Orbis Research (orbisresearch.com) is a single point aid for all your market research requirements. We have vast database of reports from the leading publishers and authors across the globe. We specialize in delivering customised reports as per the requirements of our clients. We have complete information about our publishers and hence are sure about the accuracy of the industries and verticals of their specialisation. This helps our clients to map their needs and we produce the perfect required market research study for our clients.

Media Contact
Company Name: Orbis Research
Contact Person: Hector Costello
Email: sales@orbisresearch.com
Phone: +1 (214) 884-6817
Address:4144N Central Expressway, Suite 600
City: Dallas
State: Texas
Country: United States
Website: http://www.orbisresearch.com/reports/index/gamification-companies-solutions-market-outlook-and-forecasts-2016–2021

Comments are closed.