Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Gamification Platform Market by Type (Improving User Engagement, Improving Customer Loyalty, Other Function (e-learning etc.)), By Application (Marketers, Game Designers) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Gamification Platform Market by Type (Improving User Engagement, Improving Customer Loyalty, Other Function (e-learning etc.)), By Application (Marketers, Game Designers) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 245045 4200 Service & Software 377 241 Pages 4.8 (41)
                                          

Industry Growth Insights published a new data on “Gamification Platform Market”. The research report is titled “Gamification Platform Market research by Types (Improving User Engagement, Improving Customer Loyalty, Other Function (e-learning etc.)), By Applications (Marketers, Game Designers), By Players/Companies Influitive, Gleam, Trivie, Dogu, Spinify, Ambition, Kangaroo Rewards, Cool Tabs, Corsica, PUG Interactive, Gametize, Mambo.IO, Centrical, PentaQuest, Hoopla”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Gamification Platform Market Research Report

By Type

Improving User Engagement, Improving Customer Loyalty, Other Function (e-learning etc.)

By Application

Marketers, Game Designers

By Companies

Influitive, Gleam, Trivie, Dogu, Spinify, Ambition, Kangaroo Rewards, Cool Tabs, Corsica, PUG Interactive, Gametize, Mambo.IO, Centrical, PentaQuest, Hoopla

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

241

Number of Tables & Figures

169

Customization Available

Yes, the report can be customized as per your need.


Global Gamification Platform Industry Outlook


Global Gamification Platform Market Report Segments:

The global Gamification Platform market is segmented on the basis of:

Types

Improving User Engagement, Improving Customer Loyalty, Other Function (e-learning etc.)

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Marketers, Game Designers

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Influitive
  2. Gleam
  3. Trivie
  4. Dogu
  5. Spinify
  6. Ambition
  7. Kangaroo Rewards
  8. Cool Tabs
  9. Corsica
  10. PUG Interactive
  11. Gametize
  12. Mambo.IO
  13. Centrical
  14. PentaQuest
  15. Hoopla

Global Gamification Platform Market Overview


Highlights of The Gamification Platform Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Improving User Engagement
    2. Improving Customer Loyalty
    3. Other Function (e-learning etc.)
  1. By Application:

    1. Marketers
    2. Game Designers
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Gamification Platform Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Gamification Platform Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


A gamification platform is a software that helps developers create and manage games, as well as rewards players for their participation. It can also help track player engagement and provide insights into how best to design future games.

Some of the major companies in the gamification platform market are Influitive, Gleam, Trivie, Dogu, Spinify, Ambition, Kangaroo Rewards, Cool Tabs, Corsica, PUG Interactive, Gametize, Mambo.IO, Centrical, PentaQuest, Hoopla.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Gamification Platform Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Gamification Platform Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Gamification Platform Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Gamification Platform Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Gamification Platform Market Size & Forecast, 2018-2028       4.5.1 Gamification Platform Market Size and Y-o-Y Growth       4.5.2 Gamification Platform Market Absolute $ Opportunity

Chapter 5 Global Gamification Platform Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Gamification Platform Market Size Forecast by Type
      5.2.1 Improving User Engagement
      5.2.2 Improving Customer Loyalty
      5.2.3 Other Function (e-learning etc.)
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Gamification Platform Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Gamification Platform Market Size Forecast by Applications
      6.2.1 Marketers
      6.2.2 Game Designers
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Gamification Platform Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Gamification Platform Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Gamification Platform Analysis and Forecast
   9.1 Introduction
   9.2 North America Gamification Platform Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Gamification Platform Market Size Forecast by Type
      9.6.1 Improving User Engagement
      9.6.2 Improving Customer Loyalty
      9.6.3 Other Function (e-learning etc.)
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Gamification Platform Market Size Forecast by Applications
      9.10.1 Marketers
      9.10.2 Game Designers
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Gamification Platform Analysis and Forecast
   10.1 Introduction
   10.2 Europe Gamification Platform Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Gamification Platform Market Size Forecast by Type
      10.6.1 Improving User Engagement
      10.6.2 Improving Customer Loyalty
      10.6.3 Other Function (e-learning etc.)
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Gamification Platform Market Size Forecast by Applications
      10.10.1 Marketers
      10.10.2 Game Designers
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Gamification Platform Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Gamification Platform Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Gamification Platform Market Size Forecast by Type
      11.6.1 Improving User Engagement
      11.6.2 Improving Customer Loyalty
      11.6.3 Other Function (e-learning etc.)
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Gamification Platform Market Size Forecast by Applications
      11.10.1 Marketers
      11.10.2 Game Designers
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Gamification Platform Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Gamification Platform Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Gamification Platform Market Size Forecast by Type
      12.6.1 Improving User Engagement
      12.6.2 Improving Customer Loyalty
      12.6.3 Other Function (e-learning etc.)
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Gamification Platform Market Size Forecast by Applications
      12.10.1 Marketers
      12.10.2 Game Designers
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Gamification Platform Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Gamification Platform Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Gamification Platform Market Size Forecast by Type
      13.6.1 Improving User Engagement
      13.6.2 Improving Customer Loyalty
      13.6.3 Other Function (e-learning etc.)
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Gamification Platform Market Size Forecast by Applications
      13.10.1 Marketers
      13.10.2 Game Designers
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Gamification Platform Market: Competitive Dashboard
   14.2 Global Gamification Platform Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Influitive
      14.3.2 Gleam
      14.3.3 Trivie
      14.3.4 Dogu
      14.3.5 Spinify
      14.3.6 Ambition
      14.3.7 Kangaroo Rewards
      14.3.8 Cool Tabs
      14.3.9 Corsica
      14.3.10 PUG Interactive
      14.3.11 Gametize
      14.3.12 Mambo.IO
      14.3.13 Centrical
      14.3.14 PentaQuest
      14.3.15 Hoopla

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