ゲーミフィケーションの世界市場2017-2021

◆英語タイトル:Global Gamification Market 2017-2021
◆発行会社:Technavio
◆レポート発行日:2017年8月23日

About Gamification Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effectiv.....


教育用ゲーミフィケーションの世界市場2016-2020

◆英語タイトル:Global Education Gamification Market 2016-2020
◆発行会社:Technavio
◆レポート発行日:2016年11月25日

About Education Gamification Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games.....


ゲーミフィケーション企業、ソリューション、市場見通し・予測

◆英語タイトル:Gamification Companies, Solutions, Market Outlook and Forecasts 2016 - 2021
◆発行会社:Mind Commerce
◆レポート発行日:2016年7月

A "game" can be defined as an activity utilizing rules, challenges, interaction, and rewards. Gamification is related, but something entirely different. Embedded gaming or "Gamification" is a next generation advertising approach in which gaming elements are integrated into a non-game environment. Th.....


ゲーミフィケーションの世界市場予測(~2020)

◆英語タイトル:Gamification Market by Solution (Consumer driven and Enterprise driven), Applications (Sales and Marketing), Deployment Type (On-Premises and Cloud), User Type (Large Enterprise, SMBs), Industry and Region - Global Forecast to 2020
◆発行会社:MarketsandMarkets
◆レポート発行日:2016年2月11日

The gamification market is estimated to grow from USD 1.65 Billion in 2015 to USD 11.10 Billion by 2020. The is expected to grow at an impressive Compound Annual Growth Rate (CAGR) of 46.3% because of increasing need of gamification solutions and applications in consumer and enterprise brands. Other.....


ゲーミフィケーションの世界市場2015-2019

◆英語タイトル:Global Gamification Market 2015-2019
◆発行会社:Technavio
◆レポート発行日:2015年12月23日

Gamification is the process of implementing game mechanics into a non-game context to drive user engagement. Points, badges, leader boards, challenges, and rewards are some examples of game mechanics. This market is expected to witness exponential growth during the forecast period and is envisaged t.....


教育向けゲーミフィケーションソリューションの世界市場

◆英語タイトル:Global Education Gamification Market: Research Report 2015-2019
◆発行会社:Technavio
◆レポート発行日:2015年9月23日

About gamification Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage.....


産業:サービス/金融


◆新着レポート◆ ◆おすすめレポート◆ ◆[産業:サービス/金融]レポート一覧へ⇒ サービス産業/金融産業の注目キーワード デジタル教育 マネージドサービス 広告 ゲーミフィケーション レンタカー 災害保険 P2P融資 […].....



上手く検索できない或いはご希望のデータが全然見つからない場合は弊社にお気軽にお問い合わせください。当サイトに掲載していない調査資料も弊社を通してご購入可能ですので、お気軽にご連絡ください。ウェブサイトでは紹介しきれない資料も数多くございます。