The first five-year cumulative revenue (2017-2021) is projected to be around US$ 15 Bn, which is expected to increase significantly over the latter part of the five-year forecast period.
Global Gamification Market: Segmental Snapshot
By Solution Type: The marketing type segment accounted for highest revenue share contribution as compared to other type segment
By Deployment Type: The cloud based segment is projected to account for highest revenue share as compared to that of other deployment type segment
By Customer Type: The enterprise gamification segment accounted for highest revenue share contribution as compared to other customer type segment
By End Use Verticals: The media & entertainment is projected to account for highest revenue share as compared to that of other end use verticals segment
By region: The market in Europe is expected to register highest CAGR of over 35% between 2017 and 2026, owing to the presence of prominent players in the region.
The research report on the global gamification market includes profiles of some of major companies such as Microsoft Corporation, Salesforce.com Inc., Badgeville, Inc., Bunchball Inc., Arcaris Inc., SAP SE, Big Door Inc., Gigya Inc., Faya Corporation, and LevelEleven LLC.
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