Global gamification market valued at $1,698.7 million in 2015, and expected to grow at a CAGR of 41.8% during 2016-2022. North America had been the leader in worldwide gamification market, however, its share is expected to decrease amid the forecast period because of expanding share of the developing regions. The share of Asia-Pacific is expected to rise and the region is likely to witness the highest CAGR, amid 2016 – 2022.
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The population in Southeast Asia has high level of digital enthusiasm. The population in the region readily adopts digital entertainment. The swift growth rate of market for laptops, mobile phones and tablets is the key indicator for this. About 95% of the population in Singapore and Malaysia own a laptop or personal computer. About 64% of the internet users in Indonesia are also regular users of social media, which is much higher than the global average 54%. Nearly half of the internet users in Southeast Asia play online games every week, of which every 6 of 10 play them at social networking websites. The growing population of Asia-Pacific and the interest of the population in the region towards gaming is expected to significantly boost the growth of the gamification market during the forecast period.
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One of the significant esteems that a gamification configuration can impart is enhancing engagement with the organization’s focused on group of onlookers, including its users, customers, workers, and different partners. Motivators and prizes are critical variables for customer engagement. Social networks are a standout amongst the most prevalent utilities of web that draw in individuals from various gatherings. The reward and status components are verifiably and expressly insert in individuals’ engagement with online groups. 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 this market.
The key companies operating in the global market include Badgeville Inc., Gigya Inc., Bunchball Inc., Kuato Studios, SAP SE, Cisco Systems Inc., Microsoft Corporation, BigDoor Inc., Knewton, and Lithium Technologies Inc.
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