ゲーミフィケーションの世界市場予測(~2020)

◆英語タイトル:Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020
◆商品コード:MAM-TC-1445
◆発行会社(調査会社):MarketsandMarkets
◆発行日:2016年2月11日
◆ページ数:129
◆レポート言語:英語
◆レポート形式:PDF
◆納品方法:Eメール
◆調査対象地域:グローバル
◆産業分野:IT
◆販売価格オプション(消費税別)
Single UserUSD7,150 ⇒換算¥722,150見積依頼/購入/質問フォーム
Multi User (Five User)USD8,500 ⇒換算¥858,500見積依頼/購入/質問フォーム
Corporate License (全社内共有可)USD9,650 ⇒換算¥974,650見積依頼/購入/質問フォーム
販売価格オプションの説明はこちらでご利用ガイドはこちらでご確認いただけます。
※お支払金額は「換算金額(日本円)+消費税+配送料(Eメール納品は無料)」です。
※本体価格が¥30,000未満のレポートにつきましては、ハンドリングチャージ¥5,000が別途かかります。
※Eメールによる納品の場合、通常ご注文当日~2日以内に納品致します。
※レポート納品後、納品日+5日以内に請求書を発行し、お客様宛に郵送いたしますので、請求書発行日より2ヶ月以内に銀行振込にて支払をお願いします。(支払期限と方法は調整可能、振込先:三菱東京UFJ銀行/京橋支店/H&Iグローバルリサーチ株式会社)
※レポート購入後、該当レポートに記載の英語表現や単語の意味に関しましては無料でお答えいたします。(但し、対応範囲は弊社で判断)
※上記の日本語題名はH&Iグローバルリサーチが翻訳したものです。英語版原本には日本語表記はありません。
※為替レートは適宜修正・更新しております。リアルタイム更新ではありません。
※弊社H&Iグローバルリサーチ株式会社はMarketsandMarkets社の日本における正規販売代理店です。MarketsandMarkets社の概要及び新刊レポートはこちらでご確認いただけます。



当調査レポートでは、ゲーミフィケーションの世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観/市場動向、産業動向、バリューチェーン分析、市場環境分析、ソリューション別分析、アプリケーション別分析、導入形態別分析、需要先別分析、市場規模及び予測、市場動向、競争状況、関連企業分析などの情報をお届けいたします。
【レポートの概要】

The gamification market is estimated to grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020. The is expected to grow at an impressive Compound Annual Growth Rate (CAGR) of 46.3% because of increasing need of gamification solutions and applications in consumer and enterprise brands. Other significant factors driving this market are increasing Return on Investment (ROI) and enhanced overall user experience.

The enterprise driven gamification solution market size is expected to hold the largest market share and dominate the market from 2015 to 2020, as the need to retain the employee as well as to keep them satisfied at the workplace is boosting the growth of the market. These solutions are termed as flexible and user-friendly tools that are focused on augmenting employee motivation as well as customer loyalty towards the products across all industries. Improved employee motivation helps in driving the overall employee productivity in enterprise driven gamification solutions.

Marketing is one such field in which gamification is being implemented rigorously. It is the fastest-growing application type in the gamification applications market as it benefits organizations with a foolproof roadmap to maintain and uphold the brand name and image by various methods. Gamification solutions play a vital role in the marketing field as these are demanded by organizations to motivate individuals who are doing marketing for their organizations. This helps them in increasing the prospective clients for the company. A significant part of marketing remains gamifying the overall consumer experience. Smart gamification elements motivate consumers and ensure consumer loyalty that brands look out for to sustain in this competition.

The gamification solutions are being increasingly adopted in various verticals, such as media and publishing, entertainment, and e-commerce, which have led to the growth of the Gamification market across the globe. The media and publishing sector is expected to grow at the highest CAGR from 2015 to 2020

North America is expected to hold the largest market share and dominate the gamification market from 2015 to 2020. The higher adoption rates are expected to streamline business operations in North America. Asia-Pacific (APAC) offers potential growth opportunities, as there is a rise in the adoption of Bring Your Own Device (BYOD) among small and medium enterprises (SMEs) and enterprises to enhance employee satisfaction and consumer retention.

However, the low level of awareness regarding the advantages of gamification restricts the market growth. The gamification market also needs a common framework or platform on which all services and devices can interoperate and scale, and be efficient and widely available across diverse spectrum of industries. The major vendors in the market include Microsoft, Salesforce, Badgeville, Bunchball, Arcaris, Gigya, SAP SE, Bigdoor Media, LevelEleven, and Faya Corporation. These players adopted various strategies such as new product developments, mergers, partnerships, collaborations, and business expansions to cater to the needs of the market.

【レポートの目次】

1 Introduction (Page No. – 13)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Market Scope
1.3.1 Markets Covered
1.3.2 Year
1.4 Currency
1.5 Limitations
1.6 Stakeholders

2 Research Methodology (Page No. – 16)
2.1 Research Data
2.1.1 Key Data Taken From Secondary Sources
2.1.2 Key Data Taken From Primary Sources
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.3.1 Key Industry Insights
2.4 Assumptions

3 Executive Summary (Page No. – 24)

4 Premium Insights (Page No. – 28)
4.1 Attractive Market Opportunities in the Market
4.2 Gamification Market
4.3 Market Potential
4.4 Gamification Deployment Type Market (2015)
4.5 Gamification Solution Market
4.6 Lifecycle Analysis, By Region, 2015

5 Gamification Market Overview (Page No. – 31)
5.1 Introduction
5.2 Market Segmentation
5.2.1 Market, By Solution
5.2.2 Market, By Application
5.2.3 Market, By Deployment Type
5.2.4 Market, By User Type
5.2.5 Market, By Industry
5.2.6 Market, By Region
5.3 Market Dynamics
5.3.1 Drivers
5.3.1.1 Increasing Roi
5.3.1.2 Enhanced Overall User Experience
5.3.1.3 Increased Need of Gamification Solutions and Applications in Enterprise and Consumer Brands
5.3.2 Restraints
5.3.2.1 Low Level of Awareness About Gamification
5.3.2.2 Unclear Effects on User Attitudes and Behavior
5.3.3 Opportunities
5.3.3.1 Growing Impetus of Digitization
5.3.3.2 Growth of Social Media
5.3.3.3 Growth of Byod Penetration
5.3.4 Challenges
5.3.4.1 Lack of Improvement in Game Designs

6 Industry Trends (Page No. – 39)
6.1 Introduction
6.2 Gamification Market: Value Chain Analysis
6.3 Porter’s Five Forces Analysis
6.3.1 Threat of New Entrants
6.3.2 Threat of Substitutes
6.3.3 Bargaining Power of Suppliers
6.3.4 Bargaining Power of Buyers
6.3.5 Intensity of Competitive Rivalry

7 Gamification Market Analysis, By Solution (Page No. – 43)
7.1 Introduction
7.2 Enterprise-Driven Solution
7.3 Consumer-Driven Solution

8 Gamification Market Analysis, By Application (Page No. – 48)
8.1 Introduction
8.2 Marketing
8.3 Sales
8.4 Support
8.5 Product Development
8.6 Human Resource
8.7 Others

9 Gamification Market Analysis, By Deployment Type (Page No. – 57)
9.1 Introduction
9.2 on Premises
9.3 Cloud

10 Gamification Market Analysis, By User Type (Page No. – 63)
10.1 Introduction
10.2 Small and Medium Businesses
10.3 Large Enterprise

11 Gamification Market Analysis, By Industry (Page No. – 68)
11.1 Introduction
11.2 Retail and Consumer Goods
11.3 Entertainment
11.4 Media and Publishing
11.5 Healthcare
11.6 E-Commerce
11.7 Banking, Financial Services, and Insurance
11.8 Education
11.9 Travel and Logistics
11.10 Government
11.11 Others

12 Geographic Analysis (Page No. – 79)
12.1 Introduction
12.2 North America
12.3 Europe
12.4 Asia-Pacific
12.5 Middle East and Africa
12.6 Latin America

13 Competitive Landscape (Page No. – 94)
13.1 Overview
13.2 Competitive Situation and Trends
13.2.1 New Product Launches
13.2.2 Partnerships
13.2.3 Acquisitions

14 Company Profile (Page No. – 99)
14.1 Introduction
(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
14.2 Microsoft Corporation
14.3 Salesforce.Com
14.4 Badgeville, Inc.
14.5 Bunchball
14.6 Arcaris Inc.
14.7 SAP SE
14.8 Bigdoor, Inc.
14.9 Gigya
14.10 Faya Corporation
14.11 Leveleleven

*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View Might Not Be Captured in Case of Unlisted Companies.

15 Appendix (Page No. – 120)
15.1 Industry Excerpts
15.2 Discussion Guide
15.3 Introducing RT: Real-Time Market Intelligence
15.4 Available Customizations
15.5 Related Reports

List of Tables (73 Tables)

Table 1 Global Gamification Market Size and Growth Rate, 2013–2020 (USD Million, Y-O-Y%)
Table 2 Market: Analysis of Drivers
Table 3 Market: Analysis of Restraints
Table 4 Market: Analysis of Opportunities
Table 5 Market: Analysis of Challenges
Table 6 Market, By Solution, 2013–2020 (USD Million)
Table 7 Enterprise-Driven Solution Market: Market Size, By Region, 2013–2020 (USD Million)
Table 8 Enterprise-Driven Solution Market: Market Size, By User Type, 2013–2020 (USD Million)
Table 9 Consumer-Driven Solution Market: Market Size, By Region, 2013–2020 (USD Million)
Table 10 Consumer-Driven Solution Market: Market Size, By User Type, 2013–2020 (USD Million)
Table 11 Gamification Market Size, By Application, 2013–2020 (USD Million)
Table 12 Marketing: Market Size, By Region, 2013–2020 (USD Million)
Table 13 Marketing: Market Size, By User Type, 2013–2020 (USD Million)
Table 14 Sales Market: Market Size, By Region, 2013–2020 (USD Million)
Table 15 Sales: Market Size, By User Type, 2013–2020 (USD Million)
Table 16 Support Market: Market Size, By Region, 2013–2020 (USD Million)
Table 17 Support Market: Market Size, By User Type, 2013–2020 (USD Million)
Table 18 Product Development Market: Market Size, By Region, 2013–2020 (USD Million)
Table 19 Product Development: Market Size, By User Type, 2013–2020 (USD Million)
Table 20 Human Resources Market:Market Size, By Region, 2013–2020 (USD Million)
Table 21 Human Resources: Market Size, By User Type, 2013–2020 (USD Million)
Table 22 Others Market: Market Size, By Region, 2013–2020 (USD Million)
Table 23 Others: Market Size, By User Type, 2013–2020 (USD Million)
Table 24 Gamification Market, By Deployment Type, 2013–2020 (USD Million)
Table 25 On-Premises Market: Market Size, By Region, 2013–2020 (USD Million)
Table 26 On-Premises Market: Market Size, By Industry, 2013–2020 (USD Million)
Table 27 Cloud Market: Market Size, By Region, 2013–2020 (USD Million)
Table 28 Cloud Market: Market Size, By Industry, 2013–2020 (USD Million)
Table 29 Market Size, By User Type, 2013–2020 (USD Million)
Table 30 Small and Medium Businesses Market: Market Size, By Region, 2013–2020 (USD Million)
Table 31 Small and Medium Businesses Market : Market Size, By Application, 2013–2020 (USD Million)
Table 32 Large Enterprises Market: Market Size, By Region, 2013–2020 (USD Million)
Table 33 Large Enterprises Market: Market Size, By Application, 2013–2020 (USD Million)
Table 34 Gamification Market Size, By Industry, 2013–2020 (USD Million)
Table 35 Retail and Consumer Goods Market: Market Size, By Region, 2013–2020 (USD Million)
Table 36 Entertainment Market: Market Size, By Region, 2013–2020 (USD Million)
Table 37 Media and Publishing Market: Market Size, By Region, 2013–2020 (USD Million)
Table 38 Healthcare Market: Market Size, By Region, 2013–2020 (USD Million)
Table 39 E-Commerce Market: Market Size, By Region, 2013–2020 (USD Million)
Table 40 BFSI Market: Market Size, By Region, 2013–2020 (USD Million)
Table 41 Education Market: Market Size, By Region, 2013–2020 (USD Million)
Table 42 Travel and Logistics Market: Market Size, By Region, 2013–2020 (USD Million)
Table 43 Government: Market Size, By Region, 2013–2020 (USD Million)
Table 44 Others Market: Market Size, By Region, 2013–2020 (USD Million)
Table 45 Gamification Market, By Region, 2013–2020 (USD Million)
Table 46 North America: Market Size, By Solution, 2013–2020 (USD Million)
Table 47 North America: Market Size, By Application, 2013–2020 (USD Million)
Table 48 North America: Market Size, By User Type, 2013–2020 (USD Million)
Table 49 North America: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 50 North America : Market Size, By Industry, 2013–2020 (USD Million)
Table 51 Europe: Market Size, By Solution, 2013–2020 (USD Million)
Table 52 Europe: Market Size, By Application, 2013–2020 (USD Million)
Table 53 Europe: Market Size, By User Type, 2013–2020 (USD Million)
Table 54 Europe: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 55 Europe: Market Size, By Industry, 2013–2020 (USD Million)
Table 56 Asia-Pacific : Market Size, By Solution, 2013–2020 (USD Million)
Table 57 Asia-Pacific: Market Size, By Application, 2013–2020 (USD Million)
Table 58 Asia-Pacific: Market Size, By User Type, 2013–2020 (USD Million)
Table 59 Asia-Pacific: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 60 Asia-Pacific: Market Size, By Industry, 2013–2020 (USD Million)
Table 61 Middle East and Africa: Market Size, By Solution, 2013–2020 (USD Million)
Table 62 Middle East and Africa: Market Size, By Application, 2013–2020 (USD Million)
Table 63 Middle East and Africa: Market Size, By User Type, 2013–2020 (USD Million)
Table 64 Middle East and Africa: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 65 Middle East and Africa: Market Size, By Industry, 2013–2020 (USD Million)
Table 66 Latin America: Market Size, By Solution, 2013–2020 (USD Million)
Table 67 Latin America: Market Size, By Application, 2013–2020 (USD Million)
Table 68 Latin America: Market Size, By User Type, 2013–2020 (USD Million)
Table 69 Latin America: Market Size, By Deployment Type, 2013–2020 (USD Million)
Table 70 Latin America: Gamification Market Size, By Industry, 2013–2020 (USD Million)
Table 71 New Product Launches, 2012-2016
Table 72 Partnerships, 2012-2015
Table 73 Acquisition, 2011-2015


List of Figures (54 Figures)

Figure 1 Research Design
Figure 2 Breakdown of Primary Interview: By Company Type, Designation, and Region
Figure 3 Market Size Estimation Methodology: Bottom-Up Approach
Figure 4 Market Size Estimation Methodology: Top-Down Approach
Figure 5 Data Triangulation
Figure 6 Gamification Market Size, Applications Snapshot (2015–2020): Market for Sales Expected to Double During the Forecast Period
Figure 7 Market Size, Industry Snapshot (2015–2020): Media and Publishing and Entertainment are Expected to Dominate the Market
Figure 8 Global Market Share: North America Will Exhibit the Highest Market Share in 2015
Figure 9 Growing Usage of Smartphone Gamification Applications is Driving the Market
Figure 10 Media and Publishing, Entertainment and E-Commerce are the Top Three Applications Gaining the Highest Traction in Terms of Market Share in 2015
Figure 11 Asia-Pacific Expected to Have the Highest Market Growth Potential During the Forecast Period
Figure 12 On-Premises Will Continue to Dominate the Gamification Market During the Forecast Period
Figure 13 Consumer Driven Market to Grow at A Higher Rate Than Enterprise Driven
Figure 14 Regional Lifecycle: Europe and Asia-Pacific Expected to Be in the Growth Phase for the Year 2015
Figure 15 Market Segmentation: By Solution
Figure 16 Market Segmentation: By Application
Figure 17 Market Segmentation: By Deployment Type
Figure 18 Market Segmentation: By User Type
Figure 19 Market Segmentation: By Industry
Figure 20 Market Segmentation: By Region
Figure 21 Gamification Market: Drivers, Restraints, Opportunities, and Challenges
Figure 22 Value Chain Analysis
Figure 23 Porter’s Five Forces Analysis
Figure 24 Enterprise-Driven Solution Expected to Contribute Highest to the Gamification Market
Figure 25 North America and Europe are Expected to Be the Largest Enterprise-Driven Solution Market
Figure 26 Consumer-Driven Solutions Expected to Grow With the Highest Rate in Asia-Pacific During the Forecast Period
Figure 27 Sales and Human Resource Applications Have Adopted Gamification Solutions at A Considerable Rate in 2015
Figure 28 Marketing Application to Implement Gamification at A Faster Pace in North America
Figure 29 Europe to Adopt Gamification Solutions for Support Application
Figure 30 On-Premises Contributing Highest to the Gamification Market in 2015
Figure 31 On-Premises Deployment Type Will Grow Substantially in Asia-Pacific
Figure 32 Gamification Cloud Deployment Will Grow Extensively in Europe
Figure 33 Large Enterprises Expected to Contribute Highest Revenue to the Market
Figure 34 North America has A Considerable Amount of Adoptions of Gamification Solution Among SMBS
Figure 35 Large Enterprises in Europe are Adopting Gamification Solutions for Better Productivity
Figure 36 Entertainment Sector is Growing Significantly Among Other Industry in the Market
Figure 37 Entertainment is the Largest Contributor in the Gamification Market in 2015
Figure 38 Media and Publishing Industry is Adopting Gamification Solutions Substantively in North America
Figure 39 E-Commerce Sector Adopts Gamification Solutions Considerably in Asia-Pacific
Figure 40 Geographical Analysis of Regions
Figure 41 North America Market Snapshot: On-Premises Deployment to Contribute Maximum to the Market
Figure 42 Asia-Pacific Market Snapshot: Healthcare Industry Expected to Gain Popularity Among the Users
Figure 43 Companies Adopted New Product Launches as the Key Growth Strategy (2013-2015)
Figure 44 Gamification Market Evaluation Framework
Figure 45 Battle for Market Share: Partnerships and New Product Launches Were the Key Strategies in (2012-2015)
Figure 46 Geographic Revenue Mix of Top 3 Market Players
Figure 47 Microsoft Corporation: Company Snapshot
Figure 48 Microsoft Corporation: SWOT Analysis
Figure 49 Salesforce.Com: Company Snapshot
Figure 50 Salesforce.Com : SWOT Analysis
Figure 51 Badgeville, Inc. : SWOT Analysis
Figure 52 Bunchball : SWOT Analysis
Figure 53 Arcaris: SWOT Analysis
Figure 54 SAP SE: Company Snapshot


【レポートのキーワード】

ゲーミフィケーション・ソリューション、企業、マーケティング、販売、製品開発、ゲーム化、ゲーム、課題解決、顧客管理


【免責事項】
※当レポート上の情報/データは調査会社が信頼できると判断した情報源から入手したものに基づき作成しましたが、その正確性・完全性を保証するものではありません。当レポートに記載された情報/データ/見解/仮説などは作成時点又は発行時点における調査会社の判断であり、その後の状況変化に応じて変更される場合があります。当レポート上の情報/データに基づいたお客様の意思決定又は実行による結果について、調査会社/発行会社/販売会社H&Iグローバルリサーチ(株)はその責を負いかねますのでご了承ください。英文資料の紹介ページにおける日本語題名/概要/目次はH&Iグローバルリサーチ(株)が翻訳した内容であり、翻訳の正確性・完全性を保証するものではありません。

★調査レポート[ゲーミフィケーションの世界市場予測(~2020)]についてメールでお問い合わせはこちら


※世界の市場調査資料 総合販売サイトMarketReport.jpはH&Iグローバルリサーチ株式会社が運営しております。海外進出、グローバル事業戦略策定、新規事業機会の発掘、競合他社の動向把握などに必要な情報やインサイトをお客様にご提供しております。H&Iグローバルリサーチ(登録第5864124号)及びH&I(登録第5783645号)はH&Iグローバルリサーチ株式会社の商標です。
※当サイトでは2016年08月30日現在 204,134 件の調査レポートを取り扱っております。当サイトに掲載していない調査資料も弊社を通してご購入可能ですので、お気軽にご連絡ください。ウェブサイトでは紹介しきれない資料も数多くございます。

◆H&Iグローバルリサーチのお客様(例)◆