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
◆商品コード:IRTNTR14569
◆発行会社(リサーチ会社):Technavio
◆発行日:2017年8月23日
◆ページ数:76
◆レポート形式:英語 / PDF
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◆調査対象地域:グローバル
◆産業分野:メディア
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Enterprise License(全社内共有可)USD5,000 ⇒換算¥555,000見積依頼/購入/質問フォーム
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TechNavioが出版した当調査レポートでは、ゲーミフィケーションの世界市場について調査・分析し、エグゼクティブサマリー、市場概観、市場概観、業界の構造分析、ゲーミフィケーションの世界市場規模及び予測、用途別分析、需要先別分析、地域別分析/市場規模、主要国別分析、市場の成長要因、市場の課題、市場動向、競争状況などの情報をお届けいたします。Technavio社はゲーミフィケーションの世界市場が2017-2021年期間中に年平均(30.37%)成長すると予測しています。当レポート上に記載されている主な企業は• BADGEVILLE• BigDoor Media• Bunchball• Gigya等です。

・エグゼクティブサマリー
・ゲーミフィケーションの世界市場:市場概観
・ゲーミフィケーションの世界市場:業界の構造分析
・ゲーミフィケーションの世界市場:市場規模及び予測
・ゲーミフィケーションの世界市場:需要先別分析
・ゲーミフィケーションの世界市場:用途別分析
・ゲーミフィケーションの世界市場:地域別分析
・ゲーミフィケーションの世界市場:アジア市場規模
・ゲーミフィケーションの世界市場:アメリカ市場規模
・ゲーミフィケーションの世界市場:ヨーロッパ市場規模
・ゲーミフィケーションの世界市場:主要国別分析
・ゲーミフィケーションの世界市場:成長要因
・ゲーミフィケーションの世界市場:課題
・ゲーミフィケーションの世界市場:市場動向
・ゲーミフィケーションの世界市場:競争状況
...

※上記の和訳は最新内容ではない場合があります。
【レポートの概要】

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 effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.

Technavio’s analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.

[Covered in this report]
The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.

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

Technavio’s report, Global Gamification Market 2017-2021, 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]
• BADGEVILLE
• BigDoor Media
• Bunchball
• Gigya

[Other prominent vendors]
• Cadalys
• IActionable
• Lithium Technologies
• PUG PHARM
• Seriosity

[Market driver]
• Increased requirement for data on customer behaviour
• For a full, detailed list, view our report

[Market challenge]
• Gamification can be ineffective
• For a full, detailed list, view our report

[Market trend]
• Increasing penetration of customized marketing
• For a full, detailed list, view our report

[Key questions answered in this report]
• What will the market size be in 2020 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?

*** 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】

Table of Contents
PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction
• Market outline

PART 05: Market description
• Evolution of gamification
• Process of gamification
• Application areas of gamification
• Uses of gamification
• Advantages of gamification

PART 06: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis

PART 07: Market segmentation by application
• Global gamification market by application
• Global gamification market by consumer
• Global gamification market by enterprise

PART 08: Market segmentation by end-user
• Global gamification market by end-user
• Global gamification market by healthcare
• Global gamification market by entertainment
• Global gamification market by education
• Global gamification market by retail
• Global gamification market by consumer goods
• Global gamification market by media
• Global gamification market by others

PART 09: Market segmentation by need
• Global gamification market by need
• Global gamification market by user engagement
• Global gamification market by brand loyalty
• Global gamification market by brand awareness
• Global gamification market by training
• Global gamification market by motivation

PART 10: Geographical segmentation
• Global gamification market by geography
• Gamification market in Americas
• Gamification market in EMEA
• Gamification market in APAC

PART 11: Key leading countries
• Global gamification market by key leading countries
• Gamification market in US
• Gamification market in Japan

PART 12: Decision framework

PART 13: Drivers and challenges
• Market drivers
• Market challenges

PART 14: Market trends
• Increasing penetration of customized marketing
• Social media acting as a marketing platform for gamification
• Gamification through mobile devices

PART 15: Vendor landscape
• Competitive scenario
• Other prominent vendors

PART 16: Appendix
• List of abbreviations

[List of Exhibits] Exhibit 01: Gamification process
Exhibit 02: Global gamification market: Overview
Exhibit 03: Global gamification market 2016-2021 ($ billions)
Exhibit 04: Five forces analysis
Exhibit 05: Global gamification market by application 2016 and 2021 (% share of revenue)
Exhibit 06: Global gamification market by consumer 2016-2021 ($ billions)
Exhibit 07: Global gamification market by enterprise 2016-2021 ($ billions)
Exhibit 08: Global gamification market by end-user 2016 and 2021 (% share of revenue)
Exhibit 09: Global gamification market by healthcare 2016-2021 ($ billions)
Exhibit 10: Global gamification market by entertainment 2016-2021 ($ billions)
Exhibit 11: Global gamification market by education 2016-2021 ($ billions)
Exhibit 12: Global gamification market by retail 2016-2021 ($ billions)
Exhibit 13: Global gamification market by consumer goods 2016-2021 ($ billions)
Exhibit 14: Global gamification market by media 2016-2021 ($ billions)
Exhibit 15: Global gamification market by others 2016-2021 ($ billions)
Exhibit 16: Global gamification market by need 2016 and 2021 (% share of revenue)
Exhibit 17: Global gamification market by user engagement 2016-2021 ($ billions)
Exhibit 18: Global gamification market by brand loyalty 2016-2021 ($ billions)
Exhibit 19: Global gamification market by brand awareness 2016-2021 ($ billions)
Exhibit 20: Global gamification market by training 2016-2021 ($ billions)
Exhibit 21: Global gamification market by motivation 2016-2021 ($ billions)
Exhibit 22: Global gamification market by geography 2016 and 2021 (% share of revenue)
Exhibit 23: Gamification market in Americas 2016-2021 ($ billions)
Exhibit 24: Gamification market in EMEA 2016-2021 ($ billions)
Exhibit 25: Gamification market in APAC 2016-2021 ($ billions)
Exhibit 26: Global gamification market: Top ten countries 2016 (% share)
Exhibit 27: Global gamification market: Revenue of top ten countries 2016 ($ millions)
Exhibit 28: Gamification market in US 2016-2021 ($ billions)
Exhibit 29: Gamification market in Japan 2016-2021 ($ billions)
Exhibit 30: Other prominent vendors



【掲載企業】

BADGEVILLE, BigDoor Media, Bunchball, Gigya, Cadalys, IActionable, Lithium Technologies, PUG PHARM, and Seriosity.


【免責事項】
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