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TMCNet:  Global Gamification Market: Analysis, Market Size, Share, Trends, Analysis, Growth and Forecast 2014 - 2020

[June 21, 2014]

Global Gamification Market: Analysis, Market Size, Share, Trends, Analysis, Growth and Forecast 2014 - 2020

(PR Web Via Acquire Media NewsEdge) Albany, New York (PRWEB) June 21, 2014 Gamification is the technique of using game thinking, game logics and game mechanics in the non-game contexts, this technique is used to solve many problems related to user. Gamification is applied in number of domains and the study on this technique is going on. Learning, timeliness, data quality and user engagement are some of the domains where gamification is used.


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Gamification techniques are important in number of activities such as rewarding people, customer loyalty, employee engagement and for studying employee dynamics. Firstly used badges and points with other virtual goods were not having long lasting effects in user engagement, thus in gamification they use techniques such as effective use of graphics, rewarding system and other attention grabbing techniques. North America and Europe are expected to be the fastest growing regions in coming years.

The Gamification Market is broadly segmented on the basis of end users as consumer gamification development model and enterprise gamification development model. On the basis of business type the market is segmented as small business, medium business and large business. By type of verticals as education, logistics, IT and media, telecom, consumer goods and retail, financial services, public sector, government sector and other sectors.

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Alive Mobile, Badgeville, BigDoor, Bunchball, CloudCaptive, Gamifier, Gamify, Gamification Co. half Seroious and iActionable are some of the key players in Gamification Market.

This research report analyzes this market depending on its market segments, major geographies, and current market trends. Geographies analyzed under this research report include    •  North America    •  Asia Pacific    •  Europe    •  Rest of the World This report provides comprehensive analysis of    •  Market growth drivers    •  Factors limiting market growth    •  Current market trends    •  Market structure    •  Market projections for upcoming years This report is a complete study of current trends in the market, industry growth drivers, and restraints. It provides market projections for the coming years. It includes analysis of recent developments in technology, Porter's five force model analysis and detailed profiles of top industry players. The report also includes a review of micro and macro factors essential for the existing market players and new entrants along with detailed value chain analysis. Request for customization of this report: http://www.transparencymarketresearch.com/sample/sample.php?flag=B&rep_id=2038. Reasons for Buying this Report    •  This report provides pin-point analysis for changing competitive dynamics    •  It provides a forward looking perspective on different factors driving or restraining market growth    •  It provides a technological growth map over time to understand the industry growth rate    •  It provides a seven-year forecast assessed on the basis of how the market is predicted to grow    •  It helps in understanding the key product segments and their future    •  It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors    •  It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments    •  It provides distinctive graphics and exemplified SWOT analysis of major market segments Get more details about Gamification Market http://www.transparencymarketresearch.com/gamification-market.html.

Read the full story at http://www.prweb.com/releases/2014/06/prweb11961883.htm (c) 2014 PRWEB.COM Newswire

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