ゲーミフィケーション:市場機会及び展望(Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming)...市場調査レポートについてご紹介

▼当市場調査レポートの詳細内容確認、お問い合わせ及びご購入申込は下記ページでお願いします。▼マーケットレポート

【レポートの概要(一部)】

1.0 EXECUTIVE SUMMARY 11
2.0 GAMIFICATION CONCEPT: HOW IT WORKS? 13
3.0 HOW GAMIFICATION EVOLVED? 15
4.0 GAMIFICATION: A BUZZWORD, BULLSHIT OR REALITY? 18
5.0 GAMIFICATION IS MORE THAN MERE MARKETING! 20
6.0 GAMIFICATION VS. SERIOUS GAMES 21
7.0 GAME-BASED MARKETING AND GAMIFICATION 23
8.0 EMERGING TECHNOLOGY HYPE CYCLE AND GAMIFICATION 25
9.0 TOP DIGITAL MARKETING TREND 2012 & GAMIFICATION 26
10.0 GAMIFICATION PROCESS & BUILDING BLOCKS 27
10.1 GAME DESIGN TECHNIQUE 27
10.1.1 5 RULES TO FOLLOW BEFORE GAME DESIGN 28
10.1.2 GAME DYNAMICS TO USE DURING GAME DESIGN 29
10.2 GAME MECHANICS 35
10.2.1 5 COMMONLY USED GAME MECHANICS 36
10.2.2 ATTRIBUTES OF GAME MECHANIC 37
10.3 GAME FEATURE 38
11.0 GAMIFICATION BENEFIT ANALYSIS 40
11.1 GAMIFICATION METRICS 40
11.2 GAMIFICATION NON-METRICS 41
12.0 GAMIFICATION PLATFORM ANALYSIS 42
12.1 GAMIFICATION PLATFORM DISRUPTION: A TIMELINE TRACK 43
12.2 12 LEADING GAMIFICATION PLATFORM OF 2012 44
12.3 32 GAMIFICATION PLATFORM METRICS (LEADING 12 + OTHER 20) 44
12.4 GAMIFY VS. BADGEVILLE: COMPARATIVE PLATFORM ANALYSIS 47
13.0 SOCIAL WEB ENGINEERING & GAMIFICATION 50
14.0 LBSN (LOCATION BASED SOCIAL NETWORKING) AND GAMIFICATION 52
15.0 FCOMMERCE, SOCIAL MEDIA, AND GAMIFICATION 54
16.0 GAMIFICATION BUSINESS VALUE DRIVER METRICS 58
16.1 WHO PARTICIPATES IN GAMIFICATION? 58
16.2 TRACKING PARTICIPANT STATISTICS DRIVE PARTICIPATION 58
16.3 PARTICIPATION DRIVES BUSINESS VALUE 59
16.4 BUSINESS VALUE METRICS 1: A COMMUNITY OF MEMBERS OR FANS 59
16.5 BUSINESS VALUE METRICS 2: BUILDING BRANDS 60
16.6 BUSINESS VALUE METRICS 3: DRIVING ENGAGEMENT AND LOYALTY 62
16.7 BUSINESS VALUE METRICS 4: MOTIVATING BEHAVIOR 63
17.0 GAMIFICATION: A REAL WORLD DILEMMA 65
18.0 GAMIFICATION INDUSTRY ANALYSIS 67
18.1 GAMIFICATION APPLICATION SERVICE HORIZON 67
18.2 INDUSTRY HORIZON 67
18.2.1 ART INDUSTRY 69
18.2.2 COMMERCE INDUSTRY 70
18.2.3 EDUCATION INDUSTRY 71
18.2.4 ENTERTAINMENT INDUSTRY 72
18.2.5 ENVIRONMENT INDUSTRY 72
18.2.6 DESIGN INDUSTRY 73
18.2.7 GOVERNMENT INDUSTRY 74
18.2.8 HEALTH INDUSTRY 75
18.2.9 GAMIFICATION OF LIFE 76
18.2.10 MARKETING INDUSTRY 77
18.2.11 MOBILE INDUSTRY 77
18.2.12 NEWS INDUSTRY 78
18.2.13 SOCIAL GOODS INDUSTRY 79
18.2.14 WEBSITE INDUSTRY 80
18.2.15 WORK INDUSTRY / ENTERPRISE GAMIFICATION 80
18.2.16 TRANSPORT INDUSTRY 82
18.2.17 TRANSITION INDUSTRY 82
18.2.18 SCIENCE INDUSTRY 82
19.0 BRAND CAPITALIZING GAMIFICATION: A CRITICAL ANALYSIS OF 15 BRANDS 83
19.1 XBOX LIVE 83
19.2 FOURSQUARE 83
19.3 GOWALLA 85
19.4 GETGLUE 87
19.5 LINKEDIN 88
19.6 SALESFORCE 88
19.7 MINT 89
19.8 CHECKPOINTS 89
19.9 SHOPKICK 90
19.10 HALLMARK 91
19.11 STARBUCKS 93
19.12 NIKE 93
19.13 BUFFALO WILD WINGS 93
19.14 MICROSOFT 94
19.15 AMERICAN AIRLINES 94
20.0 GAMIFICATION CASE ANALYSIS 95
20.1 FOURSQUARE 95
20.2 GOWALLA 96
20.3 SUNDANCE FILM FESTIVAL 2011 97
20.4 NEXTJUMP: GET FIT 99
20.5 SPEED CAMERA LOTTERY 100
20.6 PSYCH & NBC/UNIVERSAL AND PLAYBOY 100
20.7 CROWDTAP: MAKE RESEARCH & EVANGELISM COUNT 101
20.8 RECYCLEBANK: SAVE THE PLANET 102
20.9 FARMVILLE 102
20.10 EBAY 103
20.11 DEVHUB 104
20.12 PLAYGEN’S METYCOON 105
20.13 GETGLUE 106
20.14 CADBURY: SPOTS AND STRIPES 106
20.15 TFL: CHROMAROMA 107
20.16 FREQUENT FLYER PROGRAMS 108
20.17 STARBUCKS 108
20.18 NIKE+ 108
20.19 BUNCHBALL 109
20.20 MOGL: DINING OUT 109
20.21 ENTERPRISE GAMIFICATION: NISSAN’S “ECO MODE” DASHBOARD 111
20.22 ENTERPRISE GAMIFICATION: SIEMENS PLANTVILLE AND HILTON’S EMBASSY SUITES 111
20.23 ENTERPRISE GAMIFICATION: SAP 112
20.24 BMW: “THE ULTIMATE DRIVE” APP 112
20.25 BADGEVILLE 112
20.26 MASHABLE: NEWS GAMIFICATION 114
20.27 COKE FREESTYLE 116
20.28 SIX FLAGS PARKS AND ASK.COM 117
20.29 SALESFORCE.COM 118
20.30 ZYNGA’S PRIVACY VILLE 120
20.31 GOOGLE 121
20.32 FACEBOOK 122
21.0 GAMIFICATION TREND 2012 124
21.1 ON GOOGLE SEARCH 124
21.2 NEW MARKETING STRATEGY 124
21.3 HEALTH GAMIFICATION AND MEDICAL MARKETING GETS HIGH MOMENTUM 124
21.4 GAMIFICATION AS MEANS TO OVERCOME COMMUTER BLUES 126
21.5 BANKS USING GAMIFICATION 127
21.6 ENVIRONMENT AND ENERGY MARKETING ON TOP TREND 129
21.7 EDUCATION GETTING GAMIFIED 130
21.8 YOUTH DEVELOPMENT WITH GAMIFICATION 131
21.9 RESTAURANT LOYALTY PROGRAM GETTING POPULARITY 132
21.10 GAMIFICATION IS IN SUPER BOWL CONTEST 132
21.11 GAMIFY TV: ENTERTAINMENT INDUSTRY PEAK 132
21.12 BAZAARVOICE AND BADGEVILLE PARTNERSHIP 134
22.0 GAMIFICATION BUSINESS MODEL 135
22.1 QUESTIONS BEFORE BUSINESS MODEL 136
22.2 GENERIC MODEL 136
22.3 RYPPLE FREEMIUM MODEL 138
22.4 REVENUE CHARGING MODEL 139
23.0 GAMIFICATION: 12 MONTH TREND ANALYSIS OF 2011 141
23.1 JANUARY: REALITY GETS BETTER 141
23.2 FEBRUARY: HEALTH SETS THE PACE 141
23.3 MARCH, APRIL & MAY: SPRING SHOOTS 141
23.4 JUNE & JULY: SUMMER OF FUNDING 141
23.5 AUGUST: GOING DEEP 142
23.6 SEPTEMBER: MATURING 142
23.7 OCTOBER & NOVEMBER: GAMIFICATION GOES MAINSTREAM 142
23.8 DECEMBER: A LOOK TO THE FUTURE 142
24.0 GAMIFICATION TREND PREDICTION 2012 143
24.1 GAMIFICATION GROWS UP 143
24.2 FOCUS ON BUSINESS RESULTS 143
24.3 GAMIFICATION SPREADS ACROSS ALL INDUSTRIES 143
24.4 USER REPUTATION ACROSS ALL DIGITAL TOUCHPOINTS 143
24.5 TRAINING COMPLIANCE GETS GAMIFIED 144
24.6 EMPLOYEE RECOGNITION ALSO GETS GAMIFIED 144
24.7 GAMIFICATION GETS SOCIAL 144
24.8 GAMIFICATION CONSULTING IS A BIG BUSINESS 144
24.9 THE ANALYTICS INDUSTRY IS DISRUPTED BY GAMIFICATION 144
24.10 BADGEVILLE WILL CONTINUE ITS REIGN AS THE LEADER IN GAMIFICATION 145
24.11 HIGH-END HANDHELD CONSOLE GAMING MARKET MAY EMBRACE GAMIFICATION 145
25.0 GAMIFICATION MARKET PROJECTION 2012 – 2017 146
25.1 GAMIFICATION MARKET VALUE IN SPENDING 2012-2017 146
25.2 GAMIFICATION: US VS. OTHER MARKET 2012 – 2017 146
25.3 GAMIFICATION: INTERNET VS. MOBILE PLATFORM 2012 -2017 148
25.4 WEB SERVICE VS. IN-APP VS. IN-GAME GAMIFICATION 2012 – 2017 148
25.5 INDUSTRY-WISE GAMIFICATION 2012 – 2017 149
25.6 GAMIFICATION ADOPTION CURVE BY INDUSTRY 2012 – 2017 150
25.7 INDUSTRY OBJECTIVE WITH GAMIFICATION 2012 – 2017 151
25.8 GAMIFY SERVICE ADOPTION BY GLOBAL 2000 ORGANIZATION 2012 – 2017 152
25.9 SOCIAL MEDIA MARKETING VS. GAMIFICATION SPENDING 2012 – 2017 152
25.10 AVERAGE VENDOR CHARGE FOR GAMIFICATION 2012 – 2017 153
25.11 Y2D VENDOR REVENUE GROWTH PROJECTION 2012 – 2017 154
25.12 GAMIFICATION USER STATISTICS 2012 – 2017 154
25.13 AVERAGE OUTCOME OF USING GAMIFICATION 155
25.14 SOCIAL GAMER VS. GAMIFICATION USER 2012 – 2017 155
25.15 SPENDING ON GAMIFICATION START-UP 2011 – 2017 156
25.16 IN-GAME AD VS. GAMIFICATION SPENDING 2012 – 2017 157
25.17 ENTERPRISE GAMIFICATION ADOPTION 2012 – 2017 157
26.0 CONCLUSIONS AND RECOMMENDATIONS 159
26.1 RECOMMENDATION FOR BRANDS 160
26.2 RECOMMENDATION FOR VENDORS AND CONSULTANT 160
26.3 RECOMMENDATION FOR INCUMBENTS AND INVESTORS 161


【レポート販売概要】

■ タイトル:ゲーミフィケーション:市場機会及び展望(Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming)
■ 発行日:2012年3月1日
■ 調査会社:Mind Commerce
■ 商品コード:MCM312240114
■ 調査対象地域:グローバル
  • 熱電併給(CHP)の世界市場2019-2023
    About this market Several favorable government initiatives will drive the CHP market in the forthcoming years. Governments across the globe are putting forth regulations for increasing the adoption of CHP for reducing the GHG emissions and improving the efficiencies of power-generating systems. These regulations have been supporting the use of CHP due to its cost-effective reduction in GHG emissio …
  • モバイルコンピューティング端末の世界市場:スマートフォン、タブレットPC、ポータブルPC、Eリーダー、ゲーム機
    About Mobile Computing Devices Mobile computing devices are devices that have an operating system along with connectivity and are able to perform basic functions as those of a standard personal computer. In this respect, the devices that fall under this category are listed below: • Smartphones • Tablet • Portable PCs • E-readers • Gaming Consoles Each of the above-listed devices is utilized either …
  • 不妊治療サービスのオーストラリア・ニュージーランド市場:処置別、サービス別、エンドユーザー別
    The Australia & New Zealand fertility services market generated $709 million in 2018, and is projected to reach $1,020 million by 2026, growing at a CAGR of 4.6% from 2019 to 2026. Fertility services are treatments that assist in treating infertility in patients. In vitro fertilization (IVF), surrogacy, intrauterine insemination, and others are different forms of infertility services that help sin …
  • エタノール(EtOH)の世界市場予測
    Ethanol 2014 World Market Outlook and Forecast is an absolutely essential resource for anyone looking for detailed information on the mentioned market. Using a wide range of primary and secondary sources, we combined, analyzed and presented all available data about ethanol market in the all-in-one report issued in a logical and easily accessible format. In addition to the analytical part, the repo …
  • 女性医療診断の世界市場
    ABSTRACTAbout Women's Health Diagnostics Technological advances such as integration of digital technology with diagnostic instrumentation, multiple technologies-based hematology analyzers, and quick monitoring of blood flow in deep tissues with real-time software correlators are boosting the growth of the IVD instruments market. The growing popularity of automation and technological advances have …
  • 地下採鉱機械の世界市場:石炭採鉱、金属採鉱、鉱物採鉱
    About underground mining equipment Mining equipment such as trucks, dozers, drillers, hydraulic pumps, conveyor belts, and compressors are used to extract natural resources like metals, coal, and minerals (including iron ore, titanium, and bauxite). Underground mining involves mineral production by extracting natural resources from beneath the earth’s surface. The mining methods required for under …
  • Permobil AB:市場シェア分析
    Permobil AB Market Share Analysis Summary GlobalData’s new report, “Permobil AB Market Share Analysis” provides in-depth information on Permobil AB’s market position in the mobility aids and transportation equipment market. The report also provides data and information on the overall competitive landscape within the mobility aids and transportation equipment market. The report is supplemented with …
  • 車載監視製品の世界市場:パーキングアシストシステム、自律走行システム、ヘッドアップディスプレイ、車線逸脱警報システム、死角検知システム、GPS
    According to the MarketsandMarkets forecast, the vehicle surveillance market is expected to grow from USD 49.93 Billion in 2015 to USD 103.21 Billion by 2022, at a CAGR of 11.1% between 2016 and 2022. The growth of the vehicle surveillance market is primarily driven by factors such as regulations in different countries for mandate of in-vehicle surveillance products, wide range of advantages of in …
  • プロフェッショナルLEDライティングの世界市場
    This is the ElectroniCast 2015-2020 global forecast of the use of light emitting diode (LED) professional production lighting in television/broadcast, motion pictures and videography. The consumption value is determined by multiplying the number of units by the average selling price. The average selling prices are based on the price of the LED lighting/ fixtures at the initial factory level. The c …
  • 実践管理システムの世界市場分析:製品別(統合型、スタンドアロン)、送達モード別(オンプレミス、Webベース、クラウドベース)、コンポーネント別、エンドユーザー別(医師オフィス、薬局、診断研究所)、セグメント予測、2013 – 2024
    The global practice management systems market is expected to reach USD 17.6 billion by 2024, according to the new report by Grand View Research, Inc. Development of value added services, i.e., integration of practice management system with other healthcare IT solutions (EHR, CPOE, Laboratory Information System and others) is anticipated to propel the demand of practice management over the forecast …
  • エアロゲルの世界市場:シリカエアロゲル、カーボンエアロゲル、アルミナエアロゲル
    About Aerogel Aerogel is a highly porous and lightweight solid polymer material with 95-99 percent gas content. It has low density, high thermal resistivity, and high strength-to-weight ratio. The recyclable properties of aerogel make the material eco-friendly and sustainable. These unique properties make it viable for a number of applications in thermal, acoustic, and electrical insulators, thin …
  • モバイルコンピュータの世界市場2016-2020
    About Mobile Computer Mobile computers such as smartphones, tablets, laptops, and notebooks have operating systems that are capable of performing basic functions similar to that of a personal or desktop computer. Mobile computing devices offer location-based services and e-commerce applications when connected to the Internet. Yet, the ability of a mobile computing device to perform different funct …
  • グローバル電力市場におけるトップ10企業分析
    Synopsis The ICD Research Global Top 10 Power Companies: Company Guide is a crucial resource for anyone looking to gain information on the top companies in the global power industry. Detailed company profile and SWOT analysis information is provided for all the leading companies who are ranked in order by total annual revenues generated. State Grid Corporation of China E.ON SE GDF Suez SA Enel S.p …
  • 自動車OBD(車載式故障診断システム)の世界市場
    About automotive on-board diagnostics During the early 1980s, automotive manufacturers started using electronics and on-board computers to control engine functions of a vehicle, which led to the development of complicated vehicle technologies. To address the increasing complexity of the vehicle operation, these manufacturers developed efficient ways to diagnose vehicle issues and created pro-activ …
  • Glycogenの世界市場
    Glycogen (CAS 9005-79-2) Market Research Report 2013 presents comprehensive data on glycogen markets globally and regionally (Europe, Asia, North America etc.) The Glycogen (CAS 9005-79-2) Market Research Report 2013 includes glycogen description, covers its application areas and related patterns. It overviews glycogen market, names glycogen producers and indicates its suppliers. Besides, the Glyc …
※当サイトは世界の市場調査レポート紹介サイトです。市場規模、市場動向、市場予測など、多様な分析データを含むグローバル調査レポートをご案内致します。日本国内を含むアジア太平洋、中国、ヨーロッパ、アメリカ、北米、中南米、中東、アフリカ地域などにおける、製品、サービス、技術、企業(メーカー、ベンダー)、市場シェア、市場環境など多様な項目に対応致します。当サイトでご紹介するレポートは「市場調査レポート販売サイトのMarketReport.jp」でお問い合わせ及びご購入可能です。