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LAMEA Gamification Market Size, Share & Industry Trends Analysis Report By Component, By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

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    Report

  • 109 Pages
  • May 2022
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5615464
The Latin America, Middle East and Africa Gamification Market is expected to witness market growth of 30.7 % CAGR during the forecast period (2022-2028).

Gamification is a tactic for influencing and encouraging people's behavior, including employees. It can be used in a variety of circumstances where people need to be encouraged to do specific tasks or activities. Gamification in the workplace can boost employee engagement and boost company productivity. By having clear goals and simple to follow, game mechanics make an employee's job more transparent. Through cooperation and competition, an employee may track their progress, receive timely feedback on their achievements, and interact with coworkers.

One of the most important indicators of a good game is engagement, not just watching. Designers should plan challenges such that games aren't just entertaining, but also have clear links between actions and achievements. Dashboards are one approach to display accomplishments while also allowing learners to track their development. Consistency is essential.

In order for learners to continue playing a game, companies need to keep fresh capacity built in from the start. If a game is played only once, it may not be necessary. Keep the training's impact. Integrating casual games within other training seminars can improve the impact of other training activities. Gaming does not need to be an isolated activity. Gamification platforms should offer a selection of plug-and-play plugins that can be configured to reward and inform people, drive desirable behavior, and encourage friendly competition among community members.

Gamification is becoming extremely prevalent throughout Latin America, the Middle East, and Africa. The growing number of local and regional solution providers and suppliers is supporting market expansion in these regions. The number of new and local software companies in Latin America is increasing. Small and medium-sized businesses and innovation are also encouraged by the government in the region. The market is being boosted by the rise of E-learning and game-based education in Brazil.

Vortex, a cloud gaming firm, recently announced that their Vortex cloud streaming technology is expected to be available in several countries, including South Africa. Furthermore, the emergence of various businesses such as Wildlife studios, cupcake entertainment, Aquiris game studio, and Yupi studios is helping to raise cloud gamification standards across the country.

Furthermore, numerous Latin American corporations are pursuing various tactics such as partnerships, collaborations, and mergers. These methods is expected to raise the bar for cloud gaming and gamification in the nation and across the region. Play key, a renowned cloud gaming platform provider, has expanded its services in the Middle East. In addition, the corporation operates servers in Dubai. All of these variables will have a significant impact on the overall development and expansion of the gamification market in this region.

The Brazil market dominated the LAMEA Gamification Market by Country 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $960.4 million by 2028. The Argentina market is poised to grow at a CAGR of 31.4% during (2022 - 2028). Additionally, The UAE market is expected to showcase a CAGR of 30.3% during (2022 - 2028).

Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.

Scope of the Study


Market Segments Covered in the Report:


By Component

  • Solution
  • Services

By Application

  • Sales & Marketing
  • Product Development
  • Human Resource
  • Support
  • Others

By End-User

  • Retail
  • Education
  • Manufacturing
  • Banking
  • Media & Entertainment
  • IT & Telecom
  • Others

By Deployment Type

  • On-premise
  • Cloud

By Organization Size

  • Large Enterprises
  • Small & Medium Enterprises

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players


List of Companies Profiled in the Report:

  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable
  • BI WORLDWIDE

Unique Offerings from KBV Research

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  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Gamification Market, by Component
1.4.2 LAMEA Gamification Market, by Application
1.4.3 LAMEA Gamification Market, by End-User
1.4.4 LAMEA Gamification Market, by Deployment Type
1.4.5 LAMEA Gamification Market, by Organization Size
1.4.6 LAMEA Gamification Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies Deployed in Gamification Market
Chapter 4. LAMEA Gamification Market by Component
4.1 LAMEA Solution Market by Country
4.2 LAMEA Services Market by Country
Chapter 5. LAMEA Gamification Market by Application
5.1 LAMEA Sales & Marketing Market by Country
5.2 LAMEA Product Development Market by Country
5.3 LAMEA Human Resource Market by Country
5.4 LAMEA Support Market by Country
5.5 LAMEA Others Market by Country
Chapter 6. LAMEA Gamification Market by End-User
6.1 LAMEA Retail Market by Country
6.2 LAMEA Education Market by Country
6.3 LAMEA Manufacturing Market by Country
6.4 LAMEA Banking Market by Country
6.5 LAMEA Media & Entertainment Market by Country
6.6 LAMEA IT & Telecom Market by Country
6.7 LAMEA Other End-User Market by Country
Chapter 7. LAMEA Gamification Market by Deployment Type
7.1 LAMEA On-premise Market by Country
7.2 LAMEA Cloud Market by Country
Chapter 8. LAMEA Gamification Market by Organization Size
8.1 LAMEA Large Enterprises Market by Country
8.2 LAMEA Small & Medium Enterprises Market by Country
Chapter 9. LAMEA Gamification Market by Country
9.1 Brazil Gamification Market
9.1.1 Brazil Gamification Market by Component
9.1.2 Brazil Gamification Market by Application
9.1.3 Brazil Gamification Market by End-User
9.1.4 Brazil Gamification Market by Deployment Type
9.1.5 Brazil Gamification Market by Organization Size
9.2 Argentina Gamification Market
9.2.1 Argentina Gamification Market by Component
9.2.2 Argentina Gamification Market by Application
9.2.3 Argentina Gamification Market by End-User
9.2.4 Argentina Gamification Market by Deployment Type
9.2.5 Argentina Gamification Market by Organization Size
9.3 UAE Gamification Market
9.3.1 UAE Gamification Market by Component
9.3.2 UAE Gamification Market by Application
9.3.3 UAE Gamification Market by End-User
9.3.4 UAE Gamification Market by Deployment Type
9.3.5 UAE Gamification Market by Organization Size
9.4 Saudi Arabia Gamification Market
9.4.1 Saudi Arabia Gamification Market by Component
9.4.2 Saudi Arabia Gamification Market by Application
9.4.3 Saudi Arabia Gamification Market by End-User
9.4.4 Saudi Arabia Gamification Market by Deployment Type
9.4.5 Saudi Arabia Gamification Market by Organization Size
9.5 South Africa Gamification Market
9.5.1 South Africa Gamification Market by Component
9.5.2 South Africa Gamification Market by Application
9.5.3 South Africa Gamification Market by End-User
9.5.4 South Africa Gamification Market by Deployment Type
9.5.5 South Africa Gamification Market by Organization Size
9.6 Nigeria Gamification Market
9.6.1 Nigeria Gamification Market by Component
9.6.2 Nigeria Gamification Market by Application
9.6.3 Nigeria Gamification Market by End-User
9.6.4 Nigeria Gamification Market by Deployment Type
9.6.5 Nigeria Gamification Market by Organization Size
9.7 Rest of LAMEA Gamification Market
9.7.1 Rest of LAMEA Gamification Market by Component
9.7.2 Rest of LAMEA Gamification Market by Application
9.7.3 Rest of LAMEA Gamification Market by End-User
9.7.4 Rest of LAMEA Gamification Market by Deployment Type
9.7.5 Rest of LAMEA Gamification Market by Organization Size
Chapter 10. Company Profiles
10.1 Microsoft Corporation
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Research & Development Expenses
10.1.5 Recent Strategies and Developments
10.1.5.1 Partnerships, Collaborations and Agreement:
10.2 SAP SE
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expense
10.2.5 Recent Strategies and developments:
10.2.5.1 Partnerships, Collaborations and Agreements:
10.2.6 SWOT Analysis
10.3 Cognizant Technology Solutions Corporation
10.3.1 Company overview
10.3.2 Financial Analysis
10.3.3 Segmental and Regional Analysis
10.3.4 SWOT Analysis
10.4 MPS Interactive Systems Limited (MPS Ltd.)
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Segmental and Regional Analysis
10.4.4 Recent strategies and developments:
10.4.4.1 Acquisition and Mergers:
10.5 Ambition Solutions, Inc.
10.5.1 Company Overview
10.5.2 Recent strategies and developments:
10.5.2.1 Partnerships, Collaborations, and Agreements:
10.6 Aon plc
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Regional Analysis
10.7 Axonify, Inc.
10.7.1 Company Overview
10.7.2 Recent strategies and developments:
10.7.2.1 Partnerships, Collaborations, and Agreements:
10.8 G-Cube (MRCC)
10.8.1 Company Overview
10.9 IActionable
10.9.1 Company Overview
10.10. BI WORLDWIDE
10.10.1 Company Overview

Companies Mentioned

  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable
  • BI WORLDWIDE

Methodology

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