Increasing penetration of social network is driving the growth of the Gamification Industry

Gamification refers to the technique of integrating a purposeful game design in day-to-day activities to engage and motivate people for achieving their goals. This technique is usually based on the concept of tapping people’s desires and needs related to their virtual status and achievement. The achievements in gamification are in form of points, scores, level crossing, and several others. The key growth drivers for the global gamification market include its incorporation in the corporate, increasing penetration of gadgets with display, and rapid uptake of social networks.

One of the major values that a gamification design can impart is improving engagement with the company’s targeted audience, including its users, customers, employees, and other stakeholders. Incentives and rewards are important factors for customer engagement. Social networks are one of the most popular utilities of internet that engage people from various groups. The reward and status elements are implicitly and explicitly embed in people’s engagement with online communities. Game elements and competition are interspersed throughout the platforms for the social networks such as Facebook and twitter. The increasing penetration of social network is therefore driving the growth of the gamification market.

Geoghraphically, the gamification market in developed countries witnessed slightly lower growth, as compared to the developing countries of Latin America and Asia-Pacific. High price sensitivity and competition is expected in the North American gamification market during the forecast period. The high penetration of gamification in enterprise, education and healthcare industries is expected to maintain the competition level in the gamification market in North America. Asia-Pacific is expected to be the fastest growing gamification market during the forecast period.

Some of the major players in this market include Gigya Inc., Badgeville Inc., Kuato Studios, Bunchball Inc., Cisco Systems Inc.,  SAP SE, BigDoor Inc., Microsoft Corporation, Lithium Technologies Inc. and Knewton.

News Reporter
Mass Communication and Journalism Graduate. Have always been awestruck with the way things are in the world of sports. Mainly covering the news related to the various events happening in the field of sports.

Leave a Reply

Your email address will not be published. Required fields are marked *