【レポートの概要(一部)】
PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Vendor segmentation
• Summation errors
• Top-vendor offerings
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
PART 05: Market description
• Evolution of gamification
• Process of gamification
• Application areas of gamification
• Uses of gamification
• Advantages of gamification
PART 06: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 07: Market segmentation by application
• Global gamification market by application
• Global gamification market by consumer-driven applications
• Global gamification market by enterprise-driven applications
PART 08: Market segmentation by end-user
• Global gamification market by end-user
• Global gamification market for enterprises
• Global gamification market for entertainment
• Global gamification market for media and publishing
• Global gamification market for retail
• Global gamification market for consumer goods
• Global gamification market for healthcare
• Global gamification market for education
PART 09: Market segmentation by need
• Global gamification market by need
PART 10: Geographical segmentation
• Global gamification market by geography
• Gamification market in Americas
• Gamification market in EMEA
• Gamification market in APAC
PART 11: Market drivers
• Need to improve customer interaction
• Need for rapid market response
• Need for coordination in business process
• Need to improve customer relationships
PART 12: Market challenges
• Issues related to solution selection
• Demand for in-house gamification systems
• High training costs
• Issues related to supporting different departments
• Delayed ROI
PART 13: Market trends
• Increased importance of social media
• Increased adoption of mobile devices
• Increased focus on customer-centric marketing
• Increased adoption in SMEs
PART 14: Vendor landscape
• Competitive scenario
• Other prominent vendors
PART 15: Key vendor analysis
• Badgeville
• BigDoor Media
• Bunchball
• Gigya
PART 16: Appendix
• List of abbreviations
PART 17: Explore Technavio
[List of Exhibits]
Exhibit 01: Product offerings
Exhibit 02: Evolution of gamification
Exhibit 03: Process of gamification
Exhibit 04: Global gamification market segmentation
Exhibit 05: Global gamification market 2014-2019 ($ billions)
Exhibit 06: Five forces analysis
Exhibit 07: Global gamification market by application 2014-2019 ($ billions)
Exhibit 08: Global gamification market by application 2014-2019
Exhibit 09: Global gamification market by consumer-driven applications 2014-2019 ($ billions)
Exhibit 10: Global gamification market by enterprise-driven applications 2014-2019 ($ billions)
Exhibit 11: Global gamification market by end-user 2014
Exhibit 12: Global gamification market by end-user 2019
Exhibit 13: Global gamification market for enterprises 2014-2019 ($ billions)
Exhibit 14: Global gamification market for entertainment 2014-2019 ($ billions)
Exhibit 15: Global gamification market for media and publishing 2014-2019 ($ billions)
Exhibit 16: Global gamification market for retail 2014-2019 ($ millions)
Exhibit 17: Global gamification market for consumer goods 2014-2019 ($ millions)
Exhibit 18: Global gamification market for healthcare 2014-2019 ($ millions)
Exhibit 19: Global gamification market for education 2014-2019 ($ millions)
Exhibit 20: Global gamification market by need 2014
Exhibit 21: Global gamification market by geography 2014
Exhibit 22: Global gamification market by geography 2019
Exhibit 23: Gamification market in Americas 2014-2019 ($ billions)
Exhibit 24: Gamification market in EMEA 2014-2019 ($ billions)
Exhibit 25: Gamification market in APAC 2014-2019 ($ billions)
Exhibit 26: Badgeville: Product segmentation
Exhibit 27: BigDoor Media: Product segmentation
Exhibit 28: Gigya: Product portfolio
【レポート販売概要】
■ タイトル:ゲーミフィケーションの世界市場2015-2019■ 英文:Global Gamification Market 2015-2019
■ 発行日:2015年12月23日
■ 調査会社:Technavio
■ 商品コード:IRTNTR7576
■ 調査対象地域:世界
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