医療用ゲーミフィケーションの世界市場2019–2026:ゲームタイプ別(エクササイズゲーム、シリアスゲーム、カジュアルゲーム)、用途別(教育、治療、予防、その他)、最終用途別(消費者、企業)、地域別

◆英語タイトル:Healthcare Gamification Market, By Game Type (Exercise Games, Serious Games, Casual Games), By Application (Education, Therapeutic, Prevention, Others), By End-Use (Consumer Based, Enterprise Based) Regional Outlook (North America, Europe, Asia-Pacific, LAMEA), Global Opportunity Analysis and Industry Forecast, 2019–2026
◆発行会社:Research Dive
◆レポート発行日:2020年2月

The healthcare gamification market share was predicted to grow at a CAGR of 11.9% by generating a revenue of $47,281.5 million by 2026. Market Definition: Gamification includes applying the techniques used in game, mechanics of game, and game style in non-gaming applications to engage the audience a.....


ゲーミフィケーションの世界市場2020-2025

◆英語タイトル:Gamification Market - Growth, Trends, Forecasts (2020 - 2025)
◆発行会社:Mordor Intelligence
◆レポート発行日:2020年10月

The global gamification market was valued at USD 7.98 billion in 2019, and it is estimated to witness a CAGR of 25.10% over the forecast period (2020-2025). The exponential growth in the number of smartphones and mobile devices has directly created a vast base for the gamification market. This growt.....


エドテック(EdTech)・スマートクラスルームの世界市場予測(〜2025):ハードウェア別(インタラクティブディスプレイ、インタラクティブプロジェクター)、システム別(LMS、SIS、TMS)、技術別(ゲーミフィケーション、分析、高度技術)、地域別

◆英語タイトル:EdTech and Smart Classroom Market by Hardware (Interactive Displays, Interactive Projectors), System (LMS, SIS, TMS), Technology (Gamification, Analytics, Advanced Technology), and Region - Global Forecast to 2025
◆発行会社:MarketsandMarkets
◆レポート発行日:2020年9月23日

“The global EdTech and smart classroom market size is expected to grow from USD 85.8billion in 2020 to USD 181.3billion by 2025, at a Compound Annual Growth Rate (CAGR) of 16.1% during the forecast period.” The major factors driving the growth of the EdTech and smart classroom market include growing.....


世界のゲーミフィケーション市場2020-2024

◆英語タイトル:Global Gamification Market 2020-2024
◆発行会社:Technavio
◆レポート発行日:2020年7月3日

Global Gamification Market 2020-2024 Technavio has been monitoring the gamification market and it is poised to grow by $ 17.56 bn during 2020-2024 progressing at a CAGR of 27% during the forecast period. Our reports on gamification market provides a holistic analysis, market size and forecast, trend.....


ゲーミフィケーションの世界市場2018-2027

◆英語タイトル:Gamification - Global Market Outlook (2018-2027)
◆発行会社:Stratistics MRC
◆レポート発行日:2020年4月

According to Stratistics MRC, the Global Gamification market is accounted for $5.60 billion in 2018 and is expected to reach $42.99 billion by 2027 growing at a CAGR of 25.4% during the forecast period. Some of the key factors propelling the market growth are rising in strengthens communication proc.....


ゲーミフィケーションの世界市場2020-2026:コンポーネント別(ソリューション、サービス)、展開別、組織規模別、産業別、エンドユーザー別、用途別、地域別

◆英語タイトル:Global Gamification Market Size study, by Component (Solution and Services), Deployment (Cloud and On-Premises), by Organization Size (Small and Medium-Sized Enterprises and Large Enterprises), by Vertical (Education, Healthcare, Banking, Financial Services, and Insurance, Retail, Manufacturing, Media And Entertainment, Telecom, IT and ITES, Hospitality and OTHERS), by End-User (Enterprise-Driven and Consumer-Driven), by Application (Marketing, Sales, Support, Product Development, Human Resources and Other Applications) and Regional Forecasts 2020-2026
◆発行会社:Bizwit Research & Consulting
◆レポート発行日:2020年4月10日

Global Gamification Market is valued approximately at USD 7.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 27.4% over the forecast period 2020-2026. Gamification is making something potentially tedious into a game. Gamification is a process of making a game that.....


ゲーミフィケーションの世界市場予測:コンポーネント別(ソリューション、サービス)、展開モード別(クラウド、オンプレミス)、組織規模別(中小企業、大企業)、用途別、エンドユーザー別(企業、消費者)、産業別、地域別

◆英語タイトル:Gamification Market by Component (Solution and Services), Deployment (Cloud and On-premises), Organization Size (SMEs and Large Enterprises), Application, End-User (Enterprise-Driven and Consumer-Driven), Vertical, and Region - Global Forecast to 2025
◆発行会社:MarketsandMarkets
◆レポート発行日:2020年3月30日

“The growing need to drive employee engagement via offering rewards and recognition drives the market” Gamification is acting as an increasing trend of employee engagement that helps employees reach specific goals and objectives. The employee plays a game that offers points, status, and rewards with.....


ゲーミフィケーションの世界市場2019-2023

◆英語タイトル:Gamification Market by Application, End-users, Need, and Geography - Global Forecast and Analysis 2019-2023
◆発行会社:Technavio
◆レポート発行日:2019年8月26日

Global Gamification Market: About this market Technavio’s gamification market analysis considers sales from both consumer-driven application and enterprise-driven application. Our analysis also considers the sales of gamification in APAC, Europe, North America, South America, and MEA. In 2018, the c.....


教育におけるゲーミフィケーションの世界市場予測(~2023年)

◆英語タイトル:Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023
◆発行会社:MarketsandMarkets
◆レポート発行日:2019年3月5日

Increased adoption of digital learning and augmented/virtual reality technologies to drive overall growth of gamification in education market across the globeThe gamification in education market is expected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growt.....


企業研修部門におけるゲーミフィケーションの世界市場2018-2022

◆英語タイトル:Global Gamification Market in Corporate Training Sector 2018-2022
◆発行会社:Technavio
◆レポート発行日:2018年5月31日

About Gamification Market in Corporate Training Sector Gamification is the application of gaming elements to a company’s training curriculum to promote competitiveness and engagement among the employees. Technavio’s analysts forecast the Global Gamification Market in Corporate Training Sector to gro.....


ゲーミフィケーションの世界市場2017-2021

◆英語タイトル:Global Gamification Market 2017-2021
◆発行会社:Technavio
◆レポート発行日:2017年8月23日

About Gamification Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effectiv.....


教育用ゲーミフィケーションの世界市場2016-2020

◆英語タイトル:Global Education Gamification Market 2016-2020
◆発行会社:Technavio
◆レポート発行日:2016年11月25日

About Education Gamification Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games.....


ゲーミフィケーション企業、ソリューション、市場見通し・予測

◆英語タイトル:Gamification Companies, Solutions, Market Outlook and Forecasts 2016 - 2021
◆発行会社:Mind Commerce
◆レポート発行日:2016年7月

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. Th.....


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
◆発行会社:MarketsandMarkets
◆レポート発行日:2016年2月11日

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.....


ゲーミフィケーションの世界市場2015-2019

◆英語タイトル:Global Gamification Market 2015-2019
◆発行会社:Technavio
◆レポート発行日:2015年12月23日

Gamification is the process of implementing game mechanics into a non-game context to drive user engagement. Points, badges, leader boards, challenges, and rewards are some examples of game mechanics. This market is expected to witness exponential growth during the forecast period and is envisaged t.....


教育向けゲーミフィケーションソリューションの世界市場

◆英語タイトル:Global Education Gamification Market: Research Report 2015-2019
◆発行会社:Technavio
◆レポート発行日:2015年9月23日

About gamification Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage.....


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