Table of Content


1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 Mobile-based Gamification Gaining Momentum
4.2.2 Crowdsourcing Seen as a Major Opportunity in Innovation and Development
4.3 Market Restraints
4.3.1 Manufacturing Complications and Lower ROI
4.4 Industry Attractiveness Porter’s Five Forces Analysis
4.4.1 Threat of New Entrants
4.4.2 Bargaining Power of Buyers/Consumers
4.4.3 Bargaining Power of Suppliers
4.4.4 Threat of Substitute Products
4.4.5 Intensity of Competitive Rivalry


5 MARKET SEGMENTATION
5.1 By Deployment
5.1.1 On-premise
5.1.2 On-cloud
5.2 By Size
5.2.1 Small and Medium Enterprises
5.2.2 Large Enterprises
5.3 By Platform
5.3.1 Open Platform
5.3.2 Closed/ Enterprise Platform
5.4 By End-user Vertical
5.4.1 Retail
5.4.2 Banking
5.4.3 Government
5.4.4 Healthcare
5.4.5 Education and Research
5.4.6 IT and Telecom
5.4.7 Other End-user Verticals
5.5 Geography
5.5.1 North America
5.5.2 Europe
5.5.3 Asia-Pacific
5.5.4 Latin America
5.5.5 Middle East & Africa


6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Cognizant Technology Solution Corp.
6.1.2 MPS Interactive Systems Limited
6.1.3 Microsoft Corporation
6.1.4 Callidus Software Inc.
6.1.5 cut-e GmbH (AON, PLC)
6.1.6 Axonify Inc.
6.1.7 IActionable Inc
6.1.8 Bunchball Inc.
6.1.9 Ambition
6.1.10 G-Cube


7 INVESTMENT ANALYSIS


8 MARKET OPPORTUNITIES AND FUTURE TRENDS