ゲーミフィケーションの世界市場予測(~2020)...市場調査レポートについてご紹介

【英文タイトル】Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020

▼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 Introduction (Page No. – 13)
1.1 Objectives of the Study
1.2 Market Definition
1.3 Market Scope
1.3.1 Markets Covered
1.3.2 Year
1.4 Currency
1.5 Limitations
1.6 Stakeholders

2 Research Methodology (Page No. – 16)
2.1 Research Data
2.1.1 Key Data Taken From Secondary Sources
2.1.2 Key Data Taken From Primary Sources
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.3.1 Key Industry Insights
2.4 Assumptions

3 Executive Summary (Page No. – 24)

4 Premium Insights (Page No. – 28)
4.1 Attractive Market Opportunities in the Market
4.2 Gamification Market
4.3 Market Potential
4.4 Gamification Deployment Type Market (2015)
4.5 Gamification Solution Market
4.6 Lifecycle Analysis, By Region, 2015

5 Gamification Market Overview (Page No. – 31)
5.1 Introduction
5.2 Market Segmentation
5.2.1 Market, By Solution
5.2.2 Market, By Application
5.2.3 Market, By Deployment Type
5.2.4 Market, By User Type
5.2.5 Market, By Industry
5.2.6 Market, By Region
5.3 Market Dynamics
5.3.1 Drivers
5.3.1.1 Increasing Roi
5.3.1.2 Enhanced Overall User Experience
5.3.1.3 Increased Need of Gamification Solutions and Applications in Enterprise and Consumer Brands
5.3.2 Restraints
5.3.2.1 Low Level of Awareness About Gamification
5.3.2.2 Unclear Effects on User Attitudes and Behavior
5.3.3 Opportunities
5.3.3.1 Growing Impetus of Digitization
5.3.3.2 Growth of Social Media
5.3.3.3 Growth of Byod Penetration
5.3.4 Challenges
5.3.4.1 Lack of Improvement in Game Designs

6 Industry Trends (Page No. – 39)
6.1 Introduction
6.2 Gamification Market: Value Chain Analysis
6.3 Porter’s Five Forces Analysis
6.3.1 Threat of New Entrants
6.3.2 Threat of Substitutes
6.3.3 Bargaining Power of Suppliers
6.3.4 Bargaining Power of Buyers
6.3.5 Intensity of Competitive Rivalry

7 Gamification Market Analysis, By Solution (Page No. – 43)
7.1 Introduction
7.2 Enterprise-Driven Solution
7.3 Consumer-Driven Solution

8 Gamification Market Analysis, By Application (Page No. – 48)
8.1 Introduction
8.2 Marketing
8.3 Sales
8.4 Support
8.5 Product Development
8.6 Human Resource
8.7 Others

9 Gamification Market Analysis, By Deployment Type (Page No. – 57)
9.1 Introduction
9.2 on Premises
9.3 Cloud

10 Gamification Market Analysis, By User Type (Page No. – 63)
10.1 Introduction
10.2 Small and Medium Businesses
10.3 Large Enterprise

11 Gamification Market Analysis, By Industry (Page No. – 68)
11.1 Introduction
11.2 Retail and Consumer Goods
11.3 Entertainment
11.4 Media and Publishing
11.5 Healthcare
11.6 E-Commerce
11.7 Banking, Financial Services, and Insurance
11.8 Education
11.9 Travel and Logistics
11.10 Government
11.11 Others

12 Geographic Analysis (Page No. – 79)
12.1 Introduction
12.2 North America
12.3 Europe
12.4 Asia-Pacific
12.5 Middle East and Africa
12.6 Latin America

13 Competitive Landscape (Page No. – 94)
13.1 Overview
13.2 Competitive Situation and Trends
13.2.1 New Product Launches
13.2.2 Partnerships
13.2.3 Acquisitions

14 Company Profile (Page No. – 99)
14.1 Introduction
(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
14.2 Microsoft Corporation
14.3 Salesforce.Com
14.4 Badgeville, Inc.
14.5 Bunchball
14.6 Arcaris Inc.
14.7 SAP SE
14.8 Bigdoor, Inc.
14.9 Gigya
14.10 Faya Corporation
14.11 Leveleleven

*Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View Might Not Be Captured in Case of Unlisted Companies.

15 Appendix (Page No. – 120)
15.1 Industry Excerpts
15.2 Discussion Guide
15.3 Introducing RT: Real-Time Market Intelligence
15.4 Available Customizations
15.5 Related Reports


【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予測(~2020)
■ 英文:Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020
■ 発行日:2016年2月11日
■ 調査会社:MarketsandMarkets
■ 商品コード:MAM-TC-1445
■ 調査対象地域:グローバル
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