企業研修部門におけるゲーミフィケーションの世界市場2018-2022

Technavioが発行した調査報告書(IRTNTR22259)
◆英語タイトル:Global Gamification Market in Corporate Training Sector 2018-2022
◆商品コード:IRTNTR22259
◆発行会社(リサーチ会社):Technavio
◆発行日:2018年5月31日
◆ページ数:105
◆レポート形式:英語 / PDF
◆納品方法:Eメール(受注後24時間以内)
◆調査対象地域:グローバル
◆産業分野:Education
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当調査レポートでは、企業研修部門におけるゲーミフィケーションの世界市場について調査・分析し、市場概要、市場環境、企業研修部門におけるゲーミフィケーション市場規模、用途別(構造ベース、コンテントベース)分析、市場動向、競争環境、主要地域別市場規模(アメリカ、ヨーロッパ、アジアなど)、関連企業情報などを含め、以下の構成でお届け致します。
・エグゼクティブサマリー
・調査範囲・調査手法
・企業研修部門におけるゲーミフィケーションの世界市場概要
・企業研修部門におけるゲーミフィケーションの世界市場環境
・企業研修部門におけるゲーミフィケーションの世界市場動向
・企業研修部門におけるゲーミフィケーションの世界市場規模
・企業研修部門におけるゲーミフィケーションの世界市場:業界構造分析
・企業研修部門におけるゲーミフィケーションの世界市場:用途別(構造ベース、コンテントベース)
・企業研修部門におけるゲーミフィケーションの世界市場:地域別市場規模・分析
・企業研修部門におけるゲーミフィケーションのアメリカ市場規模・予測
・企業研修部門におけるゲーミフィケーションのヨーロッパ市場規模・予測
・企業研修部門におけるゲーミフィケーションのアジア市場規模・予測
・企業研修部門におけるゲーミフィケーションの主要国分析
・企業研修部門におけるゲーミフィケーションの世界市場:意思決定フレームワーク
・企業研修部門におけるゲーミフィケーションの世界市場:成長要因、課題
・企業研修部門におけるゲーミフィケーションの世界市場:競争環境
・企業研修部門におけるゲーミフィケーションの世界市場:関連企業情報(ベンダー分析)
【レポートの概要】

About Gamification Market in Corporate Training Sector
Gamification is the application of gaming elements to a company’s training curriculum to promote competitiveness and engagement among the employees.
Technavio’s analysts forecast the Global Gamification Market in Corporate Training Sector to grow at a CAGR of 9.99% during the period 2018-2022.

Covered in this report
The report covers the present scenario and the growth prospects of the gamification market in corporate training sector. To calculate the market size, the report considers the revenue generated from the sales of gamification market in corporate training sector.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio’s report, gamification market in corporate training sector 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• BUNCHBALL
• Badgeville
• Designing Digitally
• Gameeffective

Market driver
• Increased adoption of digitally designed solutions in corporate training
• For a full, detailed list, view our report
Market challenge
• High capital investments and low chances of profitability
• For a full, detailed list, view our report

Market trend
• Increased integration of social learning and micro-learning in corporate training
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2022 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.

【レポートの目次】

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis
PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022
PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 07: MARKET SEGMENTATION BY APPLICATION
• Comparison by application
• Structure-based gamification – Market size and forecast 2017-2022
• Content-based gamification – Market size and forecast 2017-2022
• Market opportunity by application
PART 08: CUSTOMER LANDSCAPE
PART 09: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• Americas – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• APAC – Market size and forecast 2017-2022
• Market opportunity
PART 10: DECISION FRAMEWORK
PART 11: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 12: MARKET TRENDS
PART 13: VENDOR LANDSCAPE
• Overview
• Landscape disruption
PART 14: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• BUNCHBALL
• Badgeville
• Designing Digitally
• Gameeffective
PART 15: APPENDIX
• List of abbreviations

Exhibit 01: Parent market
Exhibit 02: Global gamification market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global – Market size and forecast 2017-2022 ($ bn)
Exhibit 09: Global – Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition – Five forces 2017
Exhibit 18: Application – Market share 2017-2022 (%)
Exhibit 19: Comparison by application
Exhibit 20: Structure-based gamification – Market size and forecast 2017-2022 ($ bn)
Exhibit 21: Structure-based gamification – Year-over-year growth 2018-2022 (%)
Exhibit 22: Content-based gamification – Market size and forecast 2017-2022 ($ bn)
Exhibit 23: Content-based gamification – Year-over-year growth 2018-2022 (%)
Exhibit 24: Market opportunity by application
Exhibit 25: Customer landscape
Exhibit 26: Global – Market share by geography 2017-2022 (%)
Exhibit 27: Regional comparison
Exhibit 28: Americas – Market size and forecast 2017-2022 ($ bn)
Exhibit 29: Key leading countries
Exhibit 30: Americas – Year-over-year growth 2018-2022 (%)
Exhibit 31: EMEA – Market size and forecast 2017-2022 ($ bn)
Exhibit 32: Key leading countries
Exhibit 33: EMEA – Year-over-year growth 2018-2022 (%)
Exhibit 34: APAC – Market size and forecast 2017-2022 ($ bn)
Exhibit 35: Key leading countries
Exhibit 36: APAC – Year-over-year growth 2018-2022 (%)
Exhibit 37: Market opportunity
Exhibit 38: Vendor landscape
Exhibit 39: Landscape disruption
Exhibit 40: Vendors covered
Exhibit 41: Vendor classification
Exhibit 42: Market positioning of vendors
Exhibit 43: BUNCHBALL: Overview
Exhibit 44: BUNCHBALL – Organizational developments
Exhibit 45: BUNCHBALL – Geographic focus
Exhibit 46: BUNCHBALL– Key offerings
Exhibit 47: Badgeville: Overview
Exhibit 48: Badgeville – Organizational developments
Exhibit 49: Badgeville – Geographic focus
Exhibit 50: Badgeville – Key offerings
Exhibit 51: Designing Digitally: Overview
Exhibit 52: Designing Digitally – Organizational developments
Exhibit 53: Designing Digitally – Geographic focus
Exhibit 54: Designing Digitally– Key offerings
Exhibit 55: Gameeffective: Overview
Exhibit 56: Gameeffective – Organizational developments
Exhibit 57: Exhibit 56: Gameeffective – Geographic focus
Exhibit 58: Exhibit 56: Gameeffective – Key offerings



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