Table of Content
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?
4.2.1 Bargaining Power of Suppliers
4.2.2 Bargaining Power of Consumers?
4.2.3 Threat of New Entrants?
4.2.4 Intensity of Competitive Rivalry
4.2.5 Threat of Substitutes
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