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【英文タイトル】Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)

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Table Of Contents

1 Introduction (Page No. – 27)
1.1 Research Overview
1.1.1 Purpose And Scope
1.1.2 Report Description
1.1.3 Key Take-Aways
1.2 Research Methodology
1.2.1 Secondary And Primary Research
1.2.2 Data Triangulation And Forecasting
1.2.3 Forecast Assumptions
1.3 Market Overview
1.3.1 Markets Covered
1.3.2 Segment Definitions
1.3.3 Industry Trends

2 Executive Summary (Page No. – 35)
2.1 Abstract
2.2 Overall Market Size

3 Market Ecosystem And Dynamics (Page No. – 39)
3.1 Market Ecosystem
3.1.1 Mapping Trends
3.1.2 Market Players And Roles
3.2 Market Dynamics
3.2.1 Drivers
3.2.1.1 Increased Need For User Engagement Across Enterprises And Consumer Brands
3.2.1.2 Gamification Drives Real ROI
3.2.1.3 Enriching Overall User Experience
3.2.1.4 Gamification Provides Measurement Of User Engagement
3.2.2 Restraints And Challenges
3.2.2.1 Lack Of Education Or Awareness About Gamification And Its Merits
3.2.2.2 Poor Game Design
3.2.3 Opportunities
3.2.3.1 Explosion Of The Digital World
3.2.3.2 Emergence Of Social Opportunities
3.2.3.3 Wide Scale Usage Of BYOD (Bring Your Own Devices)
3.2.4 Time-Impact Analysis Of Dynamics

4 Gamification Market Size And Forecast By Solutions (Page No. – 51)
4.1 Type Of Solutions
4.1.1 Overview And Introduction
4.1.2 Gamification Platform And Service Providers
4.1.2.1 Overview
4.1.2.2 Market Size And Forecast
4.1.3 Open Source Providers
4.1.3.1 Overview
4.1.3.2 Market Size And Forecast
4.1.4 Mobile SDK/LBS Providers
4.1.4.1 Overview
4.1.4.2 Market Size And Forecast

5 Gamification Market Size And Forecast By Services (Page No. – 83)
5.1 Types Of Enterprise Driven Services
5.1.1 Overview And Introduction
5.1.2 Enterprise Apps Integrable Services
5.1.2.1 Overview
5.1.2.2 Market Size And Forecast
5.1.3 Social Connectors
5.1.3.1 Overview
5.1.3.2 Market Size And Forecast

6 Gamification Market Size And Forecasts By Applications (Page No. – 96)
6.1 Type Of Applications
6.1.1 Overview And Introduction
6.1.2 Marketing
6.1.2.1 Overview
6.1.2.2 Market Size And Forecast
6.1.3 Sales
6.1.3.1 Overview
6.1.3.2 Market Size And Forecast
6.1.4 Support
6.1.4.1 Overview
6.1.4.2 Market Size And Forecast
6.1.5 Product Development
6.1.5.1 Overview
6.1.5.2 Market Size And Forecast
6.1.6 Human Resources
6.1.6.1 Overview
6.1.6.2 Market Size And Forecast
6.1.7 Others
6.1.7.1 Overview
6.1.7.2 Market Size And Forecast

7 Gamification Market Size And Forecast By End-Users (Page No. – 113)
7.1 Market Analysis By Verticals
7.1.1 Overview And Introduction
7.1.2 Public Sector And Government
7.1.2.1 Overview
7.1.2.2 Market Size And Forecast
7.1.3 Banking, Financial Services And Insurance (BFSI)
7.1.3.1 Overview
7.1.3.2 Market Size And Forecast
7.1.4 Consumer Goods And Retail
7.1.4.1 Overview
7.1.4.2 Market Size And Forecast
7.1.5 High-Tech
7.1.5.1 Overview
7.1.5.2 Market Size And Forecast
7.1.6 Media And Publishing
7.1.6.1 Overview
7.1.6.2 Market Size And Forecast
7.1.7 Energy, Power And Utilities
7.1.7.1 Overview
7.1.7.2 Market Size And Forecast
7.1.8 Healthcare And Pharmaceuticals
7.1.8.1 Overview
7.1.8.2 Market Size And Forecast
7.1.9 Entertainment
7.1.9.1 Overview
7.1.9.2 Market Size And Forecast
7.1.10 Travel And Logistics
7.1.10.1 Overview
7.1.10.2 Market Size And Forecast
7.1.11 Education
7.1.11.1 Overview
7.1.11.2 Market Size And Forecast
7.1.12 Others
7.1.12.1 Overview
7.1.12.2 Market Size And Forecast
7.2 Market Analysis By Type Of End-User Market
7.2.1 Overview And Introduction
7.2.2 Consumer Gamification
7.2.2.1 Overview
7.2.2.2 Market Size And Forecast
7.2.3 Enterprise Gamification
7.2.3.1 Overview
7.2.3.2 Market Size And Forecast
7.3 Market Analysis By User Deployment Type
7.3.1 Overview And Introduction
7.3.2 On-Premise
7.3.2.1 Overview
7.3.2.2 Market Size And Forecast
7.3.3 On-Demand
7.3.3.1 Overview
7.3.3.2 Market Size And Forecast
7.3.4 Hybrid
7.3.4.1 Overview
7.3.4.2 Market Size And Forecast
7.4 Market Analysis By Type Of Service Customers
7.4.1 Overview And Introduction
7.4.2 Small And Medium Businesses (SMB)
7.4.2.1 Overview
7.4.2.2 Market Size And Forecast
7.4.3 Large Enterprises
7.4.3.1 Overview
7.4.3.2 Market Size And Forecast

8 Gamification Market Size And Forecast By Regions (Page No. – 174)
8.1 Overview And Introduction
8.1.1 Parfait Charts
8.2 North America (NA)
8.2.1 Overview
8.2.2 Market Size And Forecast
8.3 Europe (EU)
8.3.1 Overview
8.3.2 Market Size And Forecast
8.4 Asia-Pacific (APAC)
8.4.1 Overview
8.4.2 Market Size And Forecast
8.5 Middle East And Africa (MEA)
8.5.1 Overview
8.5.2 Market Size And Forecast
8.6 Latin America (LA)
8.6.1 Overview
8.6.2 Market Size And Forecast

9 Gamification Market Analysis, Trends And Insights (Page No. – 184)
9.1 Market Evolution
9.1.1 Market Uptake And Disruption
9.1.2 Lifecycle And Chasm Plots
9.2 Business Case Analysis
9.2.1 Go To Market Strategy
9.2.2 Value Creation And Innovation
9.3 Trends And Roadmaps
9.3.1 Adoption Roadmaps
9.3.2 Future Business Models
9.3.2.1 Appropriate Game Design: Finding The Right Balance
9.3.2.2 Future Trends
9.4 Market Opportunity Analysis
9.4.1 Opportunity Plots

10 Gamification Market: Metric Percentage Analysis (Page No. – 196)
10.1 Game Mechanics: User Demand Analysis
10.1.1 Overview And Introduction
10.1.2 Measurable Game Mechanics (Demand Percentage)
10.1.2.1 Points
10.1.2.2 Badges
10.1.2.3 Virtual Goods
10.1.2.4 Leaderboards
10.1.2.5 Levels/Missions
10.1.3 Non-Measurable Game Mechanics (Demand Percentage)
10.1.3.1 Positive Feedback From Peers Or Superiors (Recognition)
10.1.3.2 Social Connectivity And Competitiveness
10.1.3.3 Learning
10.2 Behavior Analytics : User Response Analysis
10.2.1 Overview And Introduction
10.2.2 Engagement Behavior Analytics (Response Percentage)
10.2.2.1 Votes And Favorites
10.2.2.2 Conversions And Registrations
10.2.2.3 User Feedback
10.2.3 Loyalty Behavior Analytics (Response Percentage)
10.2.3.1 Frequent Page Visits
10.2.3.2 Time Spent On Site
10.2.3.3 New Users Due To Referrals
10.3 Summary

11 Competitive Landscape (Page No. – 205)
11.1 Competitive Mapping
11.1.1 Overview
11.2 Venture Capital (VC) Funding Analysis
11.3 Mergers And Acquisitions (M&A)
11.4 Joint Venture And Collaboration

12 Company Profiles (Marketsandmarkets View, Overview, Products & Services, Financials, Swot And Strategy & Insights)* (Page No. – 210)
12.1 Accenture
12.2 Alive Mobile
12.3 Arcaris Inc
12.4 Badgeville
12.5 Bigdoor Media
12.6 Bunchball
12.7 Crowdtwist
12.8 Digital Brand Group
12.9 Echo.It
12.10 Fantasy Sales Team
12.11 Gameffective
12.12 Gaminside
12.13 Globant
12.14 Google
12.15 Iactionable
12.16 IBM
12.17 Icon Platforms
12.18 Keas
12.19 Leveleleven
12.20 Manumatix
12.21 Microsoft
12.22 Mplifyr/Seiian Rewards
12.23 Persistent Systems-EMEE
12.24 Plyfe
12.25 Roarengine
12.26 Salesforce
12.27 SAP
12.28 Yahoo
12.29 Other Key Innovators
12.29.1 Pugpharm
12.29.2 Cadalys
12.29.3 Foursquare
12.29.4 Gamify
12.29.5 Gigya
12.29.6 Khan Academy
12.29.7 Kiip
12.29.8 Objective Logistics
12.29.9 Scvngr
12.29.10 Tierx


【レポート販売概要】

■ タイトル:世界のゲーミフィケーション市場
■ 英文:Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, Hr, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)
■ 発行日:2013年6月
■ 調査会社:MarketsandMarkets
■ 商品コード:TC 1445
■ 調査対象地域:グローバル
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