Gamification Quadrant Report

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Gamification Market (Global) Company Evaluation Quadrant
Published on
Mar'2020
Pages
48
Code
360-TC 1445
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Gamification is defined as the process of implementing game-based mechanics into a non-game based context. With the help of this technique, organizations can enhance their audience engagement and solve various problems. Some examples of game mechanics are points, badges, challenges, rewards, and leaderboards. The gamification market includes tailor-made solutions, such as customer-centric solutions and enterprise-centric solutions, to provide business efficiency for different enterprises. Gamification solutions are being incorporated by several enterprises to ensure maximum operational efficiency and enhance Return on Investment (RoI).

The global Gamification market is projected to grow USD 30.7 billion by 2025. Major factors driving the growth of this market include rewards and recognition to employees over performance to boost employee engagement, provision of lucrative offers to the customers and consumers, and gamification yielding higher Return on Investment (RoI).

Microsoft (US), SAP (Germany), BI WORLDWIDE (US), Verint (US), and Aon (UK) are the best Gamification Software Providers operating in this market.

This report identifies and benchmarks the key market players in the Gamification market 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, and free and paid company databases of the best Gamification Software Providers. 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.

The report includes market-specific company profiles of Top 20 companies in the Gamification market. It assesses the recent developments that shape the competitive landscape of this highly fragmented market.


List of Top 20 companies in the Gamification market evaluated and profiled in the report:

  • AMBITION
  • AON (CUT-E GMBH)
  • AXONIFY
  • BI WORLDWIDE (BUNCHBALL)
  • CENTRICAL
  • GAMIFIER
  • HOOPLA
  • IACTIONABLE
  • INFLUITIVE
  • KHOROS
  • LEVELELEVEN
  • MAMBO.IO
  • MICROSOFT
  • MPS INTERACTIVE SYSTEMS
  • NIIT
  • SAP
  • SCRIMMAGE
  • TANGO CARD
  • VERINT
  • XOXODAY

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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