The gamification market will register a growth of 27.77 billion dollars; Application software market identified as parent market

NEW YORK, November 17, 2022 /PRNewswire/ — The “Gamification Market by End User, Purpose, Application and Geography – Forecast and Analysis 2022-2026report has been added to Technavio’s offering. The report forecasts the market size to increase by $27.77 billion, accelerating at a CAGR of 29.15% over the forecast period. Technavio classifies the global gamification market as part of the global application software market within the global computer software market. The global computer software parent market covers companies engaged in the development and production of application and system software. It also includes companies offering database management software. The global application software market covers companies engaged in the development and production of software designed for specialized applications for the enterprise or consumer market. It includes business and technical software, as well as cloud-based software. Get more insights into the vendor landscape. Download a Free Sample PDF Report

Technavio has announced its latest market research report titled Global Gamification Market 2022-2026

Gamification Market 2022-2026: Scope

Technavio presents a detailed picture of the market through study, synthesis and summation of data from multiple sources. Our gamification market report covers the following areas:

Gamification Market 2022-2026: Vendor Analysis

We provide a detailed analysis of about 25 vendors operating in the gamification market including some of the dominating vendors. Relying on competitive insights and benchmarking analysis, our Gamification Market research report is designed to provide entry support, customer profile and M&A as well as go-to-market strategic support. market.

Allen Interactions Inc., Ambition, Aon Plc, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Microsoft Corp., MPS Interactive Systems Ltd. and SAP SE are among the major players in the market. Although the increasing adoption of gamification in e-learning will provide immense opportunities for growth, lack of awareness and inconsistency will test the growth of market players. To make the most of the opportunities, sellers in the market should focus more on growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

Discover the market potential and make informed business decisions based on qualitative and quantitative evidence highlighted exclusively in this market research. Buy now!

Gamification Market 2022-2026: Segmentation

The gamification market is segmented as follows:

  • Application

  • Final user

  • Geography

Identify key segments and regions to invest in during the forecast period. Download a free sample report now

Gamification Market 2022-2026: Key Highlights

  • Market CAGR over the forecast period 2022-2026

  • In-depth information on factors that will contribute to the growth of the gamification market over the next five years

  • Estimation of the gamification market size and its contribution to the parent market

  • Predictions on upcoming trends and changes in consumer behavior

  • The growth of the gamification market

  • Market Competitive Landscape Analysis and Detailed Vendor Information

  • Comprehensive details of the factors that will challenge the growth of the Gamification Market vendors

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Scope of the gamification market

Report cover

Details

Page number

120

base year

2021

Forecast period

2022-2026

Growth momentum and CAGR

Accelerate at a CAGR of 29.15%

Market Growth 2022-2026

$27.77 billion

Market structure

Fragmented

Annual growth (%)

21.68

Regional analysis

North America, Europe, APAC, South America, Middle East and Africa

Successful market contribution

North America at 42%

Main consumer countries

United States, Germany, Canada, China and United Kingdom

Competitive landscape

Leading companies, competitive strategies, scope of consumer engagement

Profiled companies

Allen Interactions Inc., Ambition, Aon Plc, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Microsoft Corp., MPS Interactive Systems Ltd. and SAP SE

Market dynamics

Parent market analysis, market growth drivers and barriers, analysis of fast and slow growing segments, impact of COVID-19 and future consumer dynamics, and analysis of market conditions for the forecast period.

Personalization area

If our report does not include the data you are looking for, you can contact our analysts and customize the segments.

Contents:

1. Summary

2 Market landscape

3 Market sizing

4 Five forces analysis

5 Market Segmentation by Application

6 Market Segmentation by End User

7 Market Segmentation by Need

8 Customer Landscape

9 Geographic landscape

10 drivers, challenges and trends

11 Supplier landscape

12 Vendor Analysis

13 Appendix

About Us

Technavio is a global leader in technology research and consulting. Their research and analysis focuses on emerging market trends and provides actionable insights to help companies identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialist analysts, Technavio’s reporting library consists of over 17,000 reports and counts, spanning 800 technologies, spanning 50 countries. Their customer base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing customer base relies on Technavio’s comprehensive coverage, in-depth research, and actionable market intelligence to identify opportunities in existing markets and potentials and assess their competitive positions in changing market scenarios.

Contact

Technavio Research
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Global Gamification Market 2022-2026

Global Gamification Market 2022-2026

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