The global gamification market is likely to derive growth from recent technological advancements. According to a report by Fortune Business Insights, titled “Gamification Market Size, Share and Global By Platform (Open Platform, Closed Platform), By Deployment (On-Premise, Cloud), By Organization Size (SME’s, Large Enterprises), By Application(Marketing, Sales, Product Development, Human Resource), End User (Retail, Banking, Government, Healthcare, Education and research, It & Telecom), and Geography Forecast till 2026,” the market will benefit from an increasing number of mergers and acquisitions.
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Top Players Overview:
- Gigya Inc.
- Microsoft Corporation
- Lithium Technologies Inc.
- SAP SE
- Bunchball Inc.
- Cisco Systems Inc.
- Gamifier Gamify
- Gamification Co
- Badgeville Inc.
- Kuato Studios
- BigDoor Inc.
Gamification is the process of integrating gaming mechanics with the aim of promoting engagement and loyalty. Gamification refers to incorporating game graphics, mechanisms, and thinking into scenarios that do not necessarily resemble a gaming environment. The ability of gamification processes to enable a wide end-user coverage will lead to a rising uptake, globally. Gamification processes may vary depending on the targeted users. A gamification process in a corporate environment may be intended to motivate consumers while market gamification can be used to increase the number of end-users.
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The flexibility offered by gamification will offer huge growth potential for the gamification market companies. Fortune Business Insights has predicted that recent advancements in gamification methods combined with the high demand for gamification around the world will lead to an increase in the global gamification market value in the forthcoming years.
1. By Platform
- Open Platform
- Closed Platform
2. By Deployment
3. By Organization Size
- Large Enterprises
4. By Application
- Product Development
- Human Resource
- Education and research
- It & Telecom
6. By Geography
- North America (USA and Canada)
- Europe (UK, Germany, France, Italy, Spain, Scandinavia and Rest of Europe)
- Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
- Latin America (Brazil, Mexico and Rest of Latin America)
- Middle East & Africa (South Africa, GCC and Rest of Middle East & Africa)
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With this acquisition, Cognizant aims to strengthen its position in the global gamification market, which in turn is expected to have a positive impact on the global market. Fortune Business Insights has predicted that such business strategies adopted by some of the world-renowned companies will encourage the other global gamification market companies. The report includes mergers and acquisitions similar to Cognizant’s latest acquisition and gauges the impact of these strategies on the global gamification market size.
Key Industry Developments
- March 2017: Cognizant announced the acquisition of Brilliant Service Co. Ltd, an intelligent products and solutions company, specializing in digital strategy, product design and engineering, the Internet of Things (IoT), and enterprise mobility.
- January 2017: Organizations such as LivingSocial, have replaced the dreaded annual review with a mobile gamified solution, with over 90% of employees participating voluntarily. Other organizations, including Target, have improved employee output and satisfaction while reducing costs through the direct use of gamification.
An Overview of the Impact of COVID-19 on this Market:
The emergence of COVID-19 has brought the world to a standstill. We understand that this health crisis has brought an unprecedented impact on businesses across industries. However, this too shall pass. Rising support from governments and several companies can help in the fight against this highly contagious disease. There are some industries that are struggling and some are thriving. Overall, almost every sector is anticipated to be impacted by the pandemic.
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