Gamification is the process of integrating game mechanics into the non-game environment to drive participation, loyalty and engagement. The main objective of gamification is to motivate users to complete an activity or continue doing it. Driving customer loyalty, improving customer engagement are driving the market growth.
The gamification market is currently valued at USD 1.5 billion in 2016 and is estimated to reach USD 9.64 billion by 2021 at a CAGR of 45.1%. While the term was coined in 2002, it wasn’t popular until 2010. Even today the term is often misunderstood and confused with game theory. This lack of awareness on what the technology is about, would restrain the market growth. Despite the benefits it offers, there is no solid mechanism to measure the advantages which would hinder the growth.
Gamification can be segmented by deployment (on premises, cloud), by user base (SMB, large), by application (marketing, support, HR), by industry (retail, healthcare, BFSI, travel & logistics, government, education, e-commerce), by region (North America, Europe, APAC, Middle East & Africa, Latin America).
Badgeville, Bunchball, Microsoft, Breakaway Games, Tata Interactive Systems, PDG, enspire, Cognizant, Anoxify are few of the companies that are mentioned in the report.
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