Below are some of the key findings from this gamification industry for corporate training sector analysis report

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Global gamification market in corporate training sector overview
The increased employee engagement in training is one of the critical reasons expected to propel the gamification market in corporate training sector growth in the next five years. The adoption of gamification in corporate learning is increasing since it helps to boost the involvement of employees and gain higher output. Companies deploying gamification in the corporate training programs have opined to achieve higher output and participation of employees, resulting in increased adoption of gamification, which is forecasted to fuel the growth of the global gamification market in corporate training sector over the next five years. The gamification market in the corporate training sector will grow at a CAGR of close to 10% during the forecast period.
Top gamification companies covered in this market research report
The gamification market in the corporate training sector is fragmented with the presence of several gamification companies who offer products applications such as structure-based gamification and content-based gamification. Many established gamification vendors are vying for their share of the market, and the new players must differentiate themselves to gain vital traction over their peers. By offering a complete analysis of the market’s competitive landscape and with information on the products offered by the companies, this gamification market in corporate training sector analysis report will allow the clients to identify new growth opportunities and design innovative strategies for improving their share in the market.
The report offers a complete analysis of various gamification vendors including:
- BUNCHBALL
- Badgeville
- Designing Digitally
- Gameeffective
Gamification market in corporate training sector segmentation based on geographic regions
With a complete study of the growth opportunities for the gamification companies, the Americas will be the dominant region in this market throughout the forecast period.
Gamification market in corporate training sector segmentation based on product type
- Structure-based gamification
- Content-based gamification
The structure-based gamification application type will account for the largest share in the gamification market in the corporate training sector. The report provides an accurate prediction of the contribution of the various application types to the growth of the gamification market in corporate training sector size.
Key highlights of the global gamification market in corporate training sector for the forecast years 2018-2022:
- CAGR of the market during the forecast period 2018-2022
- Detailed information on factors that will accelerate the growth of the gamification market in the corporate training sector during the next five years
- Precise estimation of the global gamification market in the corporate training sector size and its contribution to the parent market
- Accurate predictions on upcoming trends and changes in consumer behavior
- The growth of the gamification market in the corporate training sector across various geographies such as the Americas, APAC, and EMEA
- A thorough analysis of the market’s competitive landscape and detailed information on several vendors
- Comprehensive details on factors that will challenge the growth of gamification companies
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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
Research Framework
Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.
INFORMATION SOURCES
Primary sources
- Manufacturers and suppliers
- Channel partners
- Industry experts
- Strategic decision makers
Secondary sources
- Industry journals and periodicals
- Government data
- Financial reports of key industry players
- Historical data
- Press releases
DATA ANALYSIS
Data Synthesis
- Collation of data
- Estimation of key figures
- Analysis of derived insights
Data Validation
- Triangulation with data models
- Reference against proprietary databases
- Corroboration with industry experts
REPORT WRITING
Qualitative
- Market drivers
- Market challenges
- Market trends
- Five forces analysis
Quantitative
- Market size and forecast
- Market segmentation
- Geographical insights
- Competitive landscape