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global gamification market is predicted to grow at 11.1% CAGR during the forecast period with the market size reaching USD 282.3 billion by 2024. The market is driven by factors such as extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services.
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Gamification Market Industry Overview The global gamification market is predicted to grow at 11.1% CAGR during the forecast period with the market size reaching USD 282.3 billion by 2024. The market is driven by factors such as extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services. The increasing capability of this technique to satisfy the needs and desires of an individual pertaining to their virtual achievement and position are further fuelling the growth of the market. The market for gamification devices is primarily driven by the extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services is driving the growth of gamification market.
Gamification Market Growth Drivers The market for gamification devices is primarily driven by the extensive acceptance of technologies such as mobile, web and social media along with swelling utilization of Internet-based services is driving the growth of gamification market. Moreover, the presence of the gamification system such as consumer-based gamification systems and cloud-based gamification helps small and medium business enterprises to expansively accept techniques of gamification without paying any additional amount. Factors that have been acting as the driving factors for the growth of this industry are: i. Extensive acceptance of technologies such as mobile, web and social media ii. Swelling utilization of internet-based services iii. Large population base in Asia-Pacific
Gamification Market Geographic Overview: North America accounted for the major share of more than 45% in the Gamification industry in 2017, globally due to the extensive adoption of an enterprise-based and customer-based solution in this region. In order to aggravate the marketing activities of their organizations, countries such as the U.S. and Canada are rapidly adopting gamification technique with the use of effective branding, advertising, and customer interaction. These factors are thereby accentuating the demand for gamification market in this region. Moreover, Asia-Pacific is expected to witness the fastest growth in the gamification market due to increasing penetration of the internet in this region along with extensive demand for mobile devices. The growth of this market in the region is expected to at a CAGR of more than 40% during the forecast period. Explore Full Report Description At: https://www.vynzresearch.com/ict-media/gamification-market
Gamification Market Competitive Insight Bunchball Inc., Badgeville Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Gigya Inc., Microsoft Corporation, Knewton, BigDoor Inc., and Lithium Technologies Inc. are some of the key players offering solutions and services for gamification.
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