Gamification Industry will expected to reach US$ 24.2 billion by 2025
Global gamification market generated revenue of US$ 7.4 billion in 2020 and is expected to reach US$ 24.2 billion by 2025 with a CAGR of 26.7% in the forecast period. The gamification market report offers a comprehensive market analysis of the different segments and regions that lets readers make crucial business-related decisions with a wealth of information enclosed in this report.
The research report offers both qualitative and quantitative information on the global gamification market. In qualitative terms, the gamification market report provides insights into numerous factors, such as market determinants, value chain analysis, emerging trends, growth opportunity analysis, porters five-force model analysis and macro-economic factors, segment analysis, regional analysis at a granular level. Similarly, in quantitative terms, the report provides historical and forecast market numbers of gamification in various segments such as by component, deployment model, enterprise size and industry at global, regional, and country-level. In addition, the report provides a detailed analysis of the market vendors and their product offerings. The report also covers details of the competitive market environment and includes information on the capabilities and competencies of market vendors.
- Some of the major players of gamification market are Aon Plc, AXONIFY, BI WORLDWIDE, Centrical, GAMIFIER, INC., Iactionable, Inc., Influitive Corporation, Khoros, LLC., Leveleleven, Inc., Mambo Solutions Ltd., NIIT Limited, SAP India Private Limited, Tango Card, Inc., Verint Systems Inc., Xoxoday. The study also focuses on different business or inorganic market growth strategies through technology advancement, business expansion, alliances and mergers and acquisitions to create disruptive technologies and consumer networks.
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