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Asia Pacific 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: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5615465
The Asia Pacific Gamification Market is expected to witness market growth of 27.4% CAGR during the forecast period (2022-2028).

Gamification is all about engaging people to influence business outcomes. People discover the right way to interact with the company, products, services, and brand when they participate in and interact with gamification initiatives. Gamification's business value does not end with the participant. Game mechanics engagement provides useful data that may be used to drive marketing efforts, platform usage, and performance goals. Every connection with an employee or a client provides a greater understanding of how a participant spends their time and what activities attract their interest.

Surveys and research are focusing on quality standards for exploiting the process for education and training programs as the use of gamification expands. An increasing number of research and surveys are focusing on gamification quality standards. The following is a list of best practices discovered by gaming professionals. Due to the gamification boom, some companies are searching for training problems with the sole intention of producing game solutions. Instead, companies should start by clearly identifying their business goals, then see if gaming may help them achieve them.

Companies in China and India are concentrating their efforts on developing solutions that deliver an enhanced user experience rather than simply providing simplicity of use. Furthermore, the growing number of SMEs in countries like India and South Korea is likely to drive up the demand for solutions. With a varied market for gamification solutions and additional features such as reward points and membership cards, clients' commitment to the company is growing.

This region with cutting-edge gaming trends is raising the standard for the rest of the world. Furthermore, the region is home to a huge number of cloud-based gamers such as shroud, Faith Bian, and Genji gaming. A range of innovative technologies is being rapidly adopted in China.

The China market dominated the Asia Pacific Gamification Market by Country 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $4,757.1 million by 2028. The Japan market is anticipated to grow at a CAGR of 26.7% during (2022 - 2028). Additionally, The India market is expected to experience a CAGR of 28.2% 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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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

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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 Asia Pacific Gamification Market, by Component
1.4.2 Asia Pacific Gamification Market, by Application
1.4.3 Asia Pacific Gamification Market, by End-User
1.4.4 Asia Pacific Gamification Market, by Deployment Type
1.4.5 Asia Pacific Gamification Market, by Organization Size
1.4.6 Asia Pacific 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. Asia Pacific Gamification Market by Component
4.1 Asia Pacific Solution Market by Country
4.2 Asia Pacific Services Market by Country
Chapter 5. Asia Pacific Gamification Market by Application
5.1 Asia Pacific Sales & Marketing Market by Country
5.2 Asia Pacific Product Development Market by Country
5.3 Asia Pacific Human Resource Market by Country
5.4 Asia Pacific Support Market by Country
5.5 Asia Pacific Others Market by Country
Chapter 6. Asia Pacific Gamification Market by End-User
6.1 Asia Pacific Retail Market by Country
6.2 Asia Pacific Education Market by Country
6.3 Asia Pacific Manufacturing Market by Country
6.4 Asia Pacific Banking Market by Country
6.5 Asia Pacific Media & Entertainment Market by Country
6.6 Asia Pacific IT & Telecom Market by Country
6.7 Asia Pacific Other End-User Market by Country
Chapter 7. Asia Pacific Gamification Market by Deployment Type
7.1 Asia Pacific On-premise Market by Country
7.2 Asia Pacific Cloud Market by Country
Chapter 8. Asia Pacific Gamification Market by Organization Size
8.1 Asia Pacific Large Enterprises Market by Country
8.2 Asia Pacific Small & Medium Enterprises Market by Country
Chapter 9. Asia Pacific Gamification Market by Country
9.1 China Gamification Market
9.1.1 China Gamification Market by Component
9.1.2 China Gamification Market by Application
9.1.3 China Gamification Market by End-User
9.1.4 China Gamification Market by Deployment Type
9.1.5 China Gamification Market by Organization Size
9.2 Japan Gamification Market
9.2.1 Japan Gamification Market by Component
9.2.2 Japan Gamification Market by Application
9.2.3 Japan Gamification Market by End-User
9.2.4 Japan Gamification Market by Deployment Type
9.2.5 Japan Gamification Market by Organization Size
9.3 India Gamification Market
9.3.1 India Gamification Market by Component
9.3.2 India Gamification Market by Application
9.3.3 India Gamification Market by End-User
9.3.4 India Gamification Market by Deployment Type
9.3.5 India Gamification Market by Organization Size
9.4 South Korea Gamification Market
9.4.1 South Korea Gamification Market by Component
9.4.2 South Korea Gamification Market by Application
9.4.3 South Korea Gamification Market by End-User
9.4.4 South Korea Gamification Market by Deployment Type
9.4.5 South Korea Gamification Market by Organization Size
9.5 Singapore Gamification Market
9.5.1 Singapore Gamification Market by Component
9.5.2 Singapore Gamification Market by Application
9.5.3 Singapore Gamification Market by End-User
9.5.4 Singapore Gamification Market by Deployment Type
9.5.5 Singapore Gamification Market by Organization Size
9.6 Malaysia Gamification Market
9.6.1 Malaysia Gamification Market by Component
9.6.2 Malaysia Gamification Market by Application
9.6.3 Malaysia Gamification Market by End-User
9.6.4 Malaysia Gamification Market by Deployment Type
9.6.5 Malaysia Gamification Market by Organization Size
9.7 Rest of Asia Pacific Gamification Market
9.7.1 Rest of Asia Pacific Gamification Market by Component
9.7.2 Rest of Asia Pacific Gamification Market by Application
9.7.3 Rest of Asia Pacific Gamification Market by End-User
9.7.4 Rest of Asia Pacific Gamification Market by Deployment Type
9.7.5 Rest of Asia Pacific 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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