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Global Gamification Market in Corporate Training Sector 2018-2022: Key Vendors are BUNCHBALL, Badgeville, Designing Digitally & GameeffectiveDUBLIN, June 18, 2018 /PRNewswire/ -- The "Global Gamification Market in Corporate Training Sector 2018-2022" report has been added to ResearchAndMarkets.com's offering. The Global Gamification Market in Corporate Training Sector to grow at a CAGR of 9.99% during the period 2018-2022. The gamification market in corporate training sector 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market. One trend affecting this market is the increased integration of social learning and micro-learning in corporate training. Social learning collaborated with social media and its associated technologies, which in turn, drives the demand for gamification and serious games in the market. Further, the report states that one challenge affecting this market is the high capital investments and low chances of profitability. Corporate companies demand customized services for the planning of gamification corporate training programs as per the requirement. The customization ensures better implication and outcomes of the training program. Key vendors
Key Topics Covered: Media Contact: Laura Wood, Senior Manager View original content:http://www.prnewswire.com/news-releases/global-gamification-market-in-corporate-training-sector-2018-2022-key-vendors-are-bunchball-badgeville-designing-digitally--gameeffective-300667699.html SOURCE Research and Markets |