Global Gamification Software Market Size, Status and Forecast 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 98

Report ID: 19529

Gamification software is a tool or platform that applies common video game features (badges, achievements, points, leaderboards, etc.) to functions related to business in order to encourage employee engagement, brand advocacy, and/or customer loyalty.
In 2018, the global Gamification Software market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

This report focuses on the global Gamification Software status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification Software development in United States, Europe and China.

The key players covered in this study
GamEffective
Tango Card
Badgeville
Influitive
Hoopla
GetBadges
LevelEleven
Agile CRM
SAP Cloud

Market segment by Type, the product can be split into
Cloud Based
On-Premise

Market segment by Application, split into
SMEs
Large Enterprises

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Gamification Software status, future forecast, growth opportunity, key market and key players.
To present the Gamification Software development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Gamification Software are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Gamification Software Market Size Growth Rate by Type (2014-2025)
1.4.2 Cloud Based
1.4.3 On-Premise
1.5 Market by Application
1.5.1 Global Gamification Software Market Share by Application (2014-2025)
1.5.2 SMEs
1.5.3 Large Enterprises
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Gamification Software Market Size
2.2 Gamification Software Growth Trends by Regions
2.2.1 Gamification Software Market Size by Regions (2014-2025)
2.2.2 Gamification Software Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 Gamification Software Market Size by Manufacturers
3.1.1 Global Gamification Software Revenue by Manufacturers (2014-2019)
3.1.2 Global Gamification Software Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global Gamification Software Market Concentration Ratio (CR5 and HHI)
3.2 Gamification Software Key Players Head office and Area Served
3.3 Key Players Gamification Software Product/Solution/Service
3.4 Date of Enter into Gamification Software Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Gamification Software Market Size by Type (2014-2019)
4.2 Global Gamification Software Market Size by Application (2014-2019)

5 United States
5.1 United States Gamification Software Market Size (2014-2019)
5.2 Gamification Software Key Players in United States
5.3 United States Gamification Software Market Size by Type
5.4 United States Gamification Software Market Size by Application

6 Europe
6.1 Europe Gamification Software Market Size (2014-2019)
6.2 Gamification Software Key Players in Europe
6.3 Europe Gamification Software Market Size by Type
6.4 Europe Gamification Software Market Size by Application

7 China
7.1 China Gamification Software Market Size (2014-2019)
7.2 Gamification Software Key Players in China
7.3 China Gamification Software Market Size by Type
7.4 China Gamification Software Market Size by Application

8 Japan
8.1 Japan Gamification Software Market Size (2014-2019)
8.2 Gamification Software Key Players in Japan
8.3 Japan Gamification Software Market Size by Type
8.4 Japan Gamification Software Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Gamification Software Market Size (2014-2019)
9.2 Gamification Software Key Players in Southeast Asia
9.3 Southeast Asia Gamification Software Market Size by Type
9.4 Southeast Asia Gamification Software Market Size by Application

10 India
10.1 India Gamification Software Market Size (2014-2019)
10.2 Gamification Software Key Players in India
10.3 India Gamification Software Market Size by Type
10.4 India Gamification Software Market Size by Application

11 Central & South America
11.1 Central & South America Gamification Software Market Size (2014-2019)
11.2 Gamification Software Key Players in Central & South America
11.3 Central & South America Gamification Software Market Size by Type
11.4 Central & South America Gamification Software Market Size by Application

12 International Players Profiles
12.1 GamEffective
12.1.1 GamEffective Company Details
12.1.2 Company Description and Business Overview
12.1.3 Gamification Software Introduction
12.1.4 GamEffective Revenue in Gamification Software Business (2014-2019)
12.1.5 GamEffective Recent Development
12.2 Tango Card
12.2.1 Tango Card Company Details
12.2.2 Company Description and Business Overview
12.2.3 Gamification Software Introduction
12.2.4 Tango Card Revenue in Gamification Software Business (2014-2019)
12.2.5 Tango Card Recent Development
12.3 Badgeville
12.3.1 Badgeville Company Details
12.3.2 Company Description and Business Overview
12.3.3 Gamification Software Introduction
12.3.4 Badgeville Revenue in Gamification Software Business (2014-2019)
12.3.5 Badgeville Recent Development
12.4 Influitive
12.4.1 Influitive Company Details
12.4.2 Company Description and Business Overview
12.4.3 Gamification Software Introduction
12.4.4 Influitive Revenue in Gamification Software Business (2014-2019)
12.4.5 Influitive Recent Development
12.5 Hoopla
12.5.1 Hoopla Company Details
12.5.2 Company Description and Business Overview
12.5.3 Gamification Software Introduction
12.5.4 Hoopla Revenue in Gamification Software Business (2014-2019)
12.5.5 Hoopla Recent Development
12.6 GetBadges
12.6.1 GetBadges Company Details
12.6.2 Company Description and Business Overview
12.6.3 Gamification Software Introduction
12.6.4 GetBadges Revenue in Gamification Software Business (2014-2019)
12.6.5 GetBadges Recent Development
12.7 LevelEleven
12.7.1 LevelEleven Company Details
12.7.2 Company Description and Business Overview
12.7.3 Gamification Software Introduction
12.7.4 LevelEleven Revenue in Gamification Software Business (2014-2019)
12.7.5 LevelEleven Recent Development
12.8 Agile CRM
12.8.1 Agile CRM Company Details
12.8.2 Company Description and Business Overview
12.8.3 Gamification Software Introduction
12.8.4 Agile CRM Revenue in Gamification Software Business (2014-2019)
12.8.5 Agile CRM Recent Development
12.9 SAP Cloud
12.9.1 SAP Cloud Company Details
12.9.2 Company Description and Business Overview
12.9.3 Gamification Software Introduction
12.9.4 SAP Cloud Revenue in Gamification Software Business (2014-2019)
12.9.5 SAP Cloud Recent Development

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details