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  • Home » Global Gamification Market Revenue to Register CAGR of 36.3% Between 2017 and 2026

Global Gamification Market Revenue to Register CAGR of 36.3% Between 2017 and 2026

July 18, 2018 by MarketResearch.biz Crew

Gamification Market

Gamification refers to the method to motivate participation, loyalty, and engagement with the technique of game-design elements and game principles in a non-game context. Gamification is the use of game mechanics to non-game activities in order to influence people behavior.

The global gamification market is segmented on the basis of form solution type deployment type, customer type, end use verticals, and region.

Among the solution type segments, the marketing segment in the global gamification market is estimated to account for a major revenue share of US$ 1,181.7 Mn in 2017.

Among the end-use vertical segments, the media & entertainment segment is expected to account for US$ 1,193.6 Mn in 2017.

On the basis of region, the global gamification market is segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. The market in North America is expected to account for major revenue share of US$ 1,774.4 Mn in 2017. The North America market is expected to be followed by markets in Europe and Latin America in terms of revenue share in the global market.

Key players in the global gamification market include Microsoft Corporation, Salesforce.com Inc., Badgeville, Inc., Bunchball Inc., Arcaris Inc., SAP SE, Big Door Inc., Gigya Inc., Faya Corporation, and LevelEleven LLC.

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