Gamification Market Sees a Tremendous Rise in CAGR 24.9% Growth and Analysis Forecast 2020-2027
Gamification Market |
Gamification is the process of incorporating game-like mechanics
into various settings such as company websites, businesses, workplaces, online
communities, and so on. The primary goal of gamification software is to engage
employees, customers, players, and partners, encouraging them to work towards
their objectives. This software contributes to the development of community
entertainment, interaction, and a team-building environment. This software
assists organisations in developing interactive and task-based activities to
motivate employees to achieve their objectives.
The gaming-based solution is also
useful for employee training and the recruitment process. Furthermore,
customers can get information about the product and brand through this
solution, which helps businesses maintain long-term relationships with
customers. For example, Service Corporation International, a funeral goods and
services provider based in the United States, saw an 89% increase in closing
deals after implementing gamification software. During the forecast period,
these factors are expected to drive Gamification
Market growth.
The gaming-based solution is also
useful for employee training and recruitment. Furthermore, customers can obtain
information about the product and brand through this solution, allowing
businesses to maintain long-term relationships with their customers. For
example, Service Corporation International, a funeral goods and services
company based in the United States, saw an 89% increase in closing deals after
implementing gamification software. These factors are expected to Drive Market
Growth during the Forecast Period.
The Global Gamification
Market Was Valued At Us$ 7.6 Bn In 2019 And Is Expected To Reach Us$
38.3 Bn By 2027 At A CAGR Of 24.9% Between 2020 And 2027.
Walmart promotes its products by
utilising augmented reality gamification technologies. For example, in May
2017, Walmart announced a collaboration with Strivr Labs Inc. to provide
virtual reality training to its employees. This virtual training is provided to
all employees in 200 centres across the United States in order to teach them
about valuable customer service. Retailers are also using this technology to
engage customers both inside and outside of their stores. Furthermore, Tyson
Foods, Inc. announced a collaboration with Strivr Labs, Inc. in September 2018
to provide employees with safety and hazard awareness training using VR
technology. VR technology is being used in the company's training sessions. In
2017, this training reduced injuries and illnesses by 20% when compared to
previous training.
Furthermore, immersive
technologies such as AR, VR, and MR are being used in a variety of industries
to provide safety training, e-learning, performance management, and other
services. For example, Exxon Mobil Corporation, a multinational oil and gas
company headquartered in the United States, used virtual reality technology to
provide employee safety training in April 2019. Furthermore, the complexity of
designing gamification software is expected to stymie the growth of the Gamification Market. It was discovered
that designers failed to create unique and advanced designs to meet the needs
of the organisation. This could slow the market adoption of these solutions. As
a result, accurate design with proper implementation is required to achieve
desired results. During the forecast period, these factors are expected to
impede market growth.
Top Companies involved are- Cisco Systems, Inc., Microsoft, SAP,
Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla,
Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited
For more details, Read the Press Release- https://www.coherentmarketinsights.com/press-release/gamification-market-3555
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