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Europe and Latin America Gamification Market 2020-2025: Growth, Trends, Opportunities, Players – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Europe and Latin America Gamification Market – Growth, Trends, and Forecasts (2020-2025)” report has been added to ResearchAndMarkets.com’s offering.

Europe and Latin America Gamification Market are expected to register a CAGR of 15% during the forecast period 2020 to 2025.

The exponential growth in the number of smartphones and mobile devices in the region has boosted the demand for the gamification market. This growth is also supported by the increasing recognition of gamification systems as a method to architecture human behavior in order to induce innovation, productivity, or engagement.

Key Highlights

Market Trends

Smartphones Adoption to Drive Market Growth

Gaming for Engagement in Key End-user Segments to have Significant Growth

The application of games in the end-user industries for purposes, such as education, training, problem recognition, enhanced problem-solving capabilities, social skills, and improving collaborative abilities, along with decision making, may drive the market during the forecast period.

Competitive Landscape

The Gamification Market in Europe and Latin America is fragmented in nature as the demand for the technology and increasing penetration of mobile applications across the regions will help attract new players in this market over the next few years. Key players are Gamifier, Inc., Young Targets GmbH, among others. Recent developments in the market are:

Key Topics Covered

1 INTRODUCTION

1.1 Study Assumptions and Market Definition

1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

4.1 Market Overview

4.2 Industry Attractiveness – Porter’s Five Forces Analysis

4.3 Market Drivers

4.3.1 Mobile-based Gamification Gaining Momentum

4.3.2 Crowdsourcing Seen as a Major Opportunity in Innovation and Development

4.3.3 Growing Awareness on the use of Gamification in the field of Education and Local Citizen Engagement in Latin America

4.4 Market Challenges

4.4.1 Several Gamification Techniques have been known to have a Short-Term Impact on the Audience

4.4.2 Complexities Involved in the Development of Gamification Solutions

4.5 Market Opportunities

4.5.1 Increased Adoption of AI and Machine Learning has Greatly Improved Engagement Rates in key End-user Segments

4.6 Impact of COVID-19 on Gamification and Digital Engagement Strategies

4.7 Evolution of Gamification and the Current Positioning of Europe and Latin America in the Global Scenario

5 MARKET SEGMENTATION

5.1 By Type

5.1.1 Solution

5.1.2 Services

5.2 By End-user Vertical

5.2.1 Retail

5.2.2 Healthcare

5.2.3 Education

5.2.4 Banking and Finance

5.2.5 Telecommunications & IT

5.2.6 Other End-user Vertical

5.3 By Geography

5.3.1 Europe

5.3.1.1 Italy

5.3.1.2 Germany

5.3.1.3 United Kingdom

5.3.1.4 Rest of Europe

5.3.2 Latin America

5.3.2.1 Brazil

5.3.2.2 Mexico

5.3.2.3 Rest of Latin America

6 COMPETITIVE LANDSCAPE

6.1 Company Profiles

6.1.1 Young Targets GmbH

6.1.2 Growth Engineering Ltd.

6.1.3 Gamifier, Inc.

6.1.4 3radical Limited

6.1.5 CUT-E GMBH (AON, PLC)

6.1.6 Gamehill

6.1.7 MMD Games

6.1.8 BrandNewGame

6.1.9 Mindonsite SA

6.1.10 Bluerabbit Edu, S.A.P.I. de C.V.

6.1.11 Matifac

6.1.12 Senac Brasil

7 INVESTMENT ANALYSIS & MARKET OUTLOOK

For more information about this report visit https://www.researchandmarkets.com/r/6oz8ly

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Fonte BUSINESS WIRE

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