Table of Contents
1 Introduction
1.1 Market Definition
1.1.1 Inclusions and Exclusions
2 Market Overview
2.1 Introduction
2.2 Market Dynamics
Figure 1 Drivers, Opportunities, and Challenges: Gamification Market
2.2.1 Drivers
2.2.1.1 Rewards and Recognition to Employees Over Performance to Boost the Employee Engagement
2.2.1.2 Providing Lucrative Offers to the Customers and Consumers
2.2.1.3 Gamification Yields Higher RoI
2.2.2 Opportunities
2.2.2.1 AI Used for Processing and Showing Personalized Results
2.2.2.2 Digitization of Businesses Creating New Business Avenues for Gamification
2.2.3 Challenges
2.2.3.1 Complexities in Developing Gamification Application
2.2.3.2 Gamification is for Short Time
2.3 Use Cases
2.3.1 Use Case 1: Bunchball
2.3.2 Use Case 2: Bunchball
2.3.3 Use Case 3: Axonify
2.3.4 Use Case 4: The Octalysis Group
2.3.5 Use Case 5: Centrical
3 Company Evaluation Quadrant
3.1 Visionary Leaders
3.2 Innovators
3.3 Dynamic Differentiators
3.4 Emerging Companies
Figure 2 Gamification Market (Global) Company Evaluation Quadrant
3.5 Strength of Product Portfolio
Figure 3 Product Portfolio Analysis of Top Players in the Global Gamification Market
3.6 Business Strategy Excellence
Figure 4 Business Strategy Excellence of Top Players in the Global Gamification Market
4 Company Profiles
4.1 Introduction
4.2 Microsoft
4.2.1 Business Overview*
Figure 5 Microsoft: Company Snapshot
4.2.2 Solutions Offered*
4.2.3 Recent Developments*
4.2.4 SWOT Analysis*
Figure 6 Microsoft: SWOT Analysis
(*Above sections are present for all of below companies)
4.3 SAP
Figure 7 SAP: Company Snapshot
Figure 8 SAP: SWOT Analysis
4.4 BI Worldwide (Bunchball)
Figure 9 BI Worldwide (Bunchball): SWOT Analysis
4.5 Verint
Figure 10 Verint: Company Snapshot
Figure 11 Verint: SWOT Analysis
4.6 Aon (cut-e GmbH)
Figure 12 Aon (cut-e GmbH): Company Snapshot
Figure 13 Aon (cut-e GmbH): SWOT Analysis
4.7 Hoopla
4.8 Centrical
4.9 Mambo.IO
4.10 MPS Interactive Systems
4.11 Influitive
4.12 Right-To-Win
5 Appendix
5.1 Other Significant Players
5.1.1 LevelEleven
5.1.2 Ambition
5.1.3 Axonify
5.1.4 Gamifier
5.1.5 IActionable
5.1.6 Khoros
5.1.7 Scrimmage
5.1.8 Xoxoday
5.1.9 Tango Card
5.1.10 NIIT
5.2 Methodology
The report identifies and benchmarks the Gamification market leaders such as Microsoft (US), SAP (Germany), BI WORLDWIDE (US), Verint (US), and Aon (UK) and evaluates them on the basis of business strategy excellence and strength of product portfolio within the Gamification market ecosystem, combining inputs from various industry experts, buyers, and vendors, and extensive secondary research including annual reports, company press releases, investor presentations, free and paid company databases. They are rated and positioned on a 2x2 matrix, called as ‘Company Evaluation Quadrant,’ and identified as Visionary Leaders, Dynamic Differentiators, Innovators, or Emerging companies.
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