Burden of COVID-19 on the Market & Rehabilitation Plan|Gamification Market 2019-2023 | The Adoption of Gamification in E-learning to Boost Growth | Technavio

LONDON–(BUSINESS WIRE)–#GamificationMarket–Technavio has been monitoring the gamification market and it is poised to grow by USD 17.76 billion during 2020-2024, progressing at a CAGR of over 30% during the forecast period. The report offers an up-to-date analysis regarding the current market scenario, latest trends and drivers, and the overall market environment.


Although the COVID-19 pandemic continues to transform the growth of various industries, the immediate impact of the outbreak is varied. While a few industries will register a drop in demand, numerous others will continue to remain unscathed and show promising growth opportunities. Technavio’s in-depth research has all your needs covered as our research reports include all foreseeable market scenarios, including pre- & post-COVID-19 analysis. Download a Free Sample Report

The market is fragmented, and the degree of fragmentation will accelerate during the forecast period. Ambition, BI WORLDWIDE, Hoopla Software Inc., Microsoft Corp., and SAP SE. are some of the major market participants. The adoption of gamification in e-learning will offer immense growth opportunities. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

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The adoption of gamification in e-learning has been instrumental in driving the growth of the market.

Technavio’s custom research reports offer detailed insights on the impact of COVID-19 at an industry level, a regional level, and subsequent supply chain operations. This customized report will also help clients keep up with new product launches in direct & indirect COVID-19 related markets, upcoming vaccines and pipeline analysis, and significant developments in vendor operations and government regulations. https://www.technavio.com/report/gamification-market-industry-analysis?tnplus

Gamification Market 2019-2023: Segmentation

Gamification Market is segmented as below:

  • Application

    • Consumer-driven Application
    • Enterprise-driven Application
  • End-user

    • Healthcare
    • Entertainment
    • Education
    • Retail
    • Consumer Goods
    • Media
    • Others
  • Need

    • User Engagement
    • Brand Loyalty
    • Brand Awareness
    • Training
    • Motivation
  • Geography

    • APAC
    • Europe
    • MEA
    • North America
    • South America

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Gamification Market 2019-2023: Scope

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. The gamification market report covers the following areas:

  • Gamification Market Size
  • Gamification Market Trends
  • Gamification Market Industry Analysis

This study identifies the integration of advanced technologies in gamification solutions as one of the prime reasons driving the Gamification Market growth during the next few years.

Technavio suggests three forecast scenarios (optimistic, probable, and pessimistic) considering the impact of COVID-19. Technavio’s in-depth research has direct and indirect COVID-19 impacted market research reports.

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Gamification Market 2019-2023: Key Highlights

  • CAGR of the market during the forecast period 2019-2023
  • Detailed information on factors that will assist gamification market growth during the next five years
  • Estimation of the gamification market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the gamification market
  • Analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gamification market, vendors

Table of Contents:

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

  • 2.1 Preface
  • 2.2 Preface
  • 2.3 Currency conversion rates for US$

PART 03: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 04: MARKET SIZING

  • Market definition
  • Market sizing 2018
  • Market size and forecast 2018-2023

PART 05: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 06: MARKET SEGMENTATION BY APPLICATION

  • Market segmentation by application
  • Comparison by application
  • Consumer-driven application – Market size and forecast 2018-2023
  • Enterprise-driven application – Market size and forecast 2018-2023
  • Market opportunity by application

PART 07: CUSTOMER LANDSCAPE

PART 08: MARKET SEGMENTATION BY END-USER

  • Market segmentation by end-user
  • Comparison by end-user
  • Healthcare – Market size and forecast 2018-2023
  • Entertainment – Market size and forecast 2018-2023
  • Education – Market size and forecast 2018-2023
  • Retail – Market size and forecast 2018-2023
  • Consumer goods – Market size and forecast 2018-2023
  • Media – Market size and forecast 2018-2023
  • Others – Market size and forecast 2018-2023
  • Market opportunity by end-user

PART 09: GEOGRAPHIC LANDSCAPE

  • Geographic segmentation
  • Geographic comparison
  • North America – Market size and forecast 2018-2023
  • Europe – Market size and forecast 2018-2023
  • APAC – Market size and forecast 2018-2023
  • South America – Market size and forecast 2018-2023
  • MEA – Market size and forecast 2018-2023
  • Key leading countries
  • Market opportunity

PART 10: MARKET SEGMENTATION BY NEED

  • Market segmentation by need
  • Comparison by need
  • User engagement – Market size and forecast 2018-2023
  • Brand loyalty – Market size and forecast 2018-2023
  • Brand awareness – Market size and forecast 2018-2023
  • Training – Market size and forecast 2018-2023
  • Motivation – Market size and forecast 2018-2023
  • Market opportunity by need

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 13: MARKET TRENDS

  • Rise in mergers and acquisitions
  • Integration of advanced technologies in gamification solutions
  • Increasing use of AR and VR in educational gamification solutions

PART 14: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption

PART 15: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Ambition
  • BI WORLDWIDE
  • Hoopla Software Inc.
  • Microsoft Corp.
  • SAP SE

PART 16: APPENDIX

  • Research methodology
  • List of abbreviations
  • Definition of market positioning of vendors

PART 17: EXPLORE TECHNAVIO

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