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.
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
Chapter 2. Market Overview
Chapter 4. Asia Pacific Gamification Market by Component
Chapter 5. Asia Pacific Gamification Market by Application
Chapter 6. Asia Pacific Gamification Market by End-User
Chapter 7. Asia Pacific Gamification Market by Deployment Type
Chapter 8. Asia Pacific Gamification Market by Organization Size
Chapter 9. Asia Pacific Gamification Market by Country
Chapter 10. Company Profiles
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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