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全球游戏化市场报告(2015-2019年)

Global Gamification Market 2015-2019

加工时间:2016-01-14 信息来源:EMIS 索取原文[66 页]
关键词:游戏化;游戏机;非赌博;游戏技术;吸引用户
摘 要:Gamification is the process of implementing game mechanics into a nongaming context to drive user engagement and problem solving. Points, badges, a leader board, challenges, and rewards are some examples of game mechanics. It is not about creating real games but using game techniques to engage users. From loyalty programs of businesses to educational video games and rewarding schoolchildren for homework, people have always been trying to merge work with play.
目 录:

PART 01: Executive summary

Highlights

PART 02: Scope of the report

Vendor segmentation

Summation errors

Top-vendor offerings

PART 03: Market research methodology

Research methodology

Economic indicators

PART 04: Introduction

Key market highlights

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-driven

applications

Global gamification market by enterprise-driven

applications

PART 08: Market segmentation by end-user

Global gamification market by end-user

Global gamification market for enterprises

Global gamification market for entertainment

Global gamification market for media and publishing

Global gamification market for retail

Global gamification market for consumer goods

Global gamification market for healthcare

Global gamification market for education

PART 09: Market segmentation by need

Global gamification market by need

PART 10: Geographical segmentation

Global gamification market by geography

Gamification market in Americas

Gamification market in EMEA

Gamification market in APAC

PART 11: Market drivers

Need to improve customer interaction

Need for rapid market response

Need for coordination in business process

Need to improve customer relationships

PART 12: Market challenges

Issues related to solution selection

Demand for in-house gamification systems

High training costs

Issues related to supporting different departments

Delayed ROI

PART 13: Market trends

Increased importance of social media

Increased adoption of mobile devices

Increased focus on customer-centric marketing

Increased adoption in SMEs

PART 14: Vendor landscape

Competitive scenario

Other prominent vendors

PART 15: Key vendor analysis

Badgeville

BigDoor Media

Bunchball

Gigya

PART 16: Appendix

List of abbreviations

PART 17: Explore Technavio

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