{"id":1048,"date":"2016-02-04T10:09:13","date_gmt":"2016-02-04T09:09:13","guid":{"rendered":"http:\/\/www.brozermo.com\/en\/?p=1048"},"modified":"2016-02-04T10:14:32","modified_gmt":"2016-02-04T09:14:32","slug":"gamification-market-worth-5-5-billion-by-2018","status":"publish","type":"post","link":"https:\/\/www.brozermo.com\/en\/gamification-market-worth-5-5-billion-by-2018\/","title":{"rendered":"Gamification Market: worthy growth by 2018?"},"content":{"rendered":"<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><h2><strong>Gamification Market<\/strong> has significant potential that can change the dynamics of employee engagement, rewards and recognition and customer loyalty, global.\u00a0(&#8230;)<\/h2>\n<h2>It is the explosion of the digital world which has made marketers and product managers think of it as a packaged motivational tool.<\/h2>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><p class=\"tw-data-text vk_txt tw-ta tw-text-small\" dir=\"ltr\" data-placeholder=\"Traduction\"><span lang=\"en\">This article is a large excerpt from the one\u00a0published<\/span><span class=\"post__author__name\">\u00a0<\/span>\u00a0on <a href=\"http:\/\/www.marketsandmarkets.com\" target=\"_blank\" rel=\"noopener\">www.marketsandmarkets.com<\/a>,\u00a0<span lang=\"en\">which you can read the full by clicking on the link below<\/span>:\u00a0<a href=\"http:\/\/www.marketsandmarkets.com\/PressReleases\/gamification.asp\" target=\"_blank\" rel=\"noopener\">Read the full article &gt;<\/a><\/p>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><p><a href=\"http:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1050\" src=\"http:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018.jpg\" alt=\"GamificationMarket2018\" width=\"840\" height=\"480\" srcset=\"https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018.jpg 840w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018-300x171.jpg 300w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018-600x343.jpg 600w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018-705x403.jpg 705w, https:\/\/www.brozermo.com\/brozermo\/wp-content\/uploads\/2016\/02\/GamificationMarket2018-450x257.jpg 450w\" sizes=\"(max-width: 840px) 100vw, 840px\" \/><\/a><\/p>\n<h6>While just plain points, badges and other virtual goods may not have long lasting user engagement effects in gamification; they serve as an appropriate reward system, equipped with user attention grabbing techniques and immersive graphics technology, which can enable user engagement, over a period of time. Immersive digital technology implies the use of creative gaming dashboards, which imitate real life games such as golf, baseball or Farmville to be designed within and in sync with enterprise applications or the consumer brand which it is to be engaged with.<\/h6>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><h6>Global adoption trends and a prominent pervasiveness across most verticals are clear indications of a positive growth, as early adopters have emerged as brand names in this sector, startup companies are trying to pack in a punch with their product uniqueness and grab the limelight in this highly fragmented market. Multiple vendors have sprung in the gamification market over the past two years with the notion of just applying game mechanics such as points, badges and other virtual rewards to non-gaming applications, however the companies which would find a balance between proper Gamification design and which would continuously evolve over time, fine-tuning itself and finding the perfect balance between satisfying both the management or brand needs and also satisfying the consumers or employee needs without making the latter feel cynical or disadvantaged, will stand the real test of time.<\/h6>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><h6>The Gamification market is broadly segmented by type of end users : Consumer Gamification and Enterprise Gamification, Deployment models: On-premise, On-demand and Hybrid, By type of service consumers: Small and Medium Businesses (SMB), Large Enterprises; By type of Services: Enterprise Applications Integrable Services and Social Connectors; By type of Solutions: By Gamification Platform and Service Providers, Open source platforms, Mobile SDK; By type of verticals: Public Sector and Government, Financial Services, Consumer Goods and Retail, Telecom and IT, Media and Publishing, Energy Power and Utilities, Healthcare and Pharmaceuticals, Entertainment, Travel and Logistics, Education, and other sectors; By regions: North America (NA), Asia Pacific and China (APAC), Europe (EU), Middle East Africa (MEA) and Latin America (LA).<\/h6>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><h5 align=\"justify\">The Gamification market is estimated to grow from $ 421.3 million in 2013 to $5.502 billion in 2018. This represents a compound annual growth rate (CAGR) of 67.1% from 2013 to 2018. In the current scenario, the \u2018consumer goods and retail\u2019 vertical continues to be the largest adopter of gamification solutions. In terms of regions, North America is expected to be the biggest market, followed by Europe and Asia-Pacific.<\/h5>\n<\/div><\/section>\n<section  class='av_textblock_section av-av_textblock-0366cc7376be6c9e82a3e9cc8987b64f '   itemscope=\"itemscope\" itemtype=\"https:\/\/schema.org\/BlogPosting\" itemprop=\"blogPost\" ><div class='avia_textblock'  itemprop=\"text\" ><p class=\"tw-data-text vk_txt tw-ta tw-text-small\" dir=\"ltr\" data-placeholder=\"Traduction\"><a href=\"http:\/\/www.marketsandmarkets.com\/PressReleases\/gamification.asp\" target=\"_blank\" rel=\"noopener\">Read the full article &gt;<\/a>\u00a0on <a href=\"http:\/\/www.marketsandmarkets.com\" target=\"_blank\" rel=\"noopener\">www.marketsandmarkets.com<\/a><\/p>\n<\/div><\/section>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":1050,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[10],"tags":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Gamification Market: worthy growth by 2018? 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