Gamification in the Automotive Industry, Forecast to 2025

Gamification in the Automotive Industry, Forecast to 2025

The Global Gamification Market will Reach $14.5 Billion in 2025

RELEASE DATE
14-Jul-2017
REGION
North America
Research Code: K0E8-01-00-00-00
SKU: AU01511-NA-MR_20422
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Description

Gamification technologies help businesses to drive sales, improve return on investment (ROI), support employee interaction, and provide high customer satisfaction, and they are preferred across major industry verticals such as healthcare and automotive. The increasing penetration of smartphones, customized services, tech-savvy customers, the growing digitalization, and technology advancements compel the automotive industry to integrate gamification technologies. Wearables, virtual reality (VR), augmented reality (AR), biometrics, gesture recognition, graffiti walls, rotoscope technology, QR codes, holographic projection, cloud-based mobile, and Web applications are the key gamification technologies used across the automotive digitalization pillars of digital retailing, mobility-as-a-service (MaaS), connected and autonomous cars, industry4.0, and connected supply chain. The market will record a CAGR of 23.20%, from $1.8 billion to $14.5 billion (2016-2025). Telematics and connected services, eco games and the growing social network, and OEM and technology companies' collaborative solutions and converging technologies, such as the advent of AI, machine learning, and biometrics, are the key trends driving gamification in the automotive industry. The convergence of gamification technologies in automotive provides an exciting space for OEMs and tier 1 suppliers to pursue different forms of products and services.

For example: Nissan's Nismo Watch and Bosch's Kuri digital assistant. Globally, NA and EU lead the way in terms of gamification across industry verticals. Gamification technologies are widely used for strategic maneuvering, social media engagements, training, marketing, and branding. Gamification deployment models include software-as-a-service (SaaS), custom software models (on-premise applications), and software and hardware-coupled deployment models (reward cards used in stores to redeem points). Business model adoption varies based on the application, platform, game mechanics, number of end users, components, and aesthetics. Pay Per View, Pay Per Click, subscription to access content, SaaS, platform-as-a-service (PaaS), long-term contracts, and fixed fees are some of the key business models. Scope: The aim of this study is to research and analyze the implications of gamification concepts and the influence of advanced technologies on the automotive industry. This study identifies how gamification technologies can be used across the key automotive digitalization pillars.

Objectives:
•     To provide an overview of the different types of gamification technologies, such as wearables, AR , VR, biometrics, and cloud-based applications.
•     To offer a geographical analysis of the market across various industries
•     To furnish a detailed analysis of the various gamification technologies used across the automotive digitalization pillars.
•     To provide an in-depth analysis of the key automotive OEM, tier 1 supplier, and technology companies' gamification initiatives

RESEARCH: INFOGRAPHIC

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Table of Contents

Gamification in the Automotive Industry—Key Findings

Global Gamification Market Forecast to 2025

Key Trends Driving Gamification in the Automotive Industry

Gamification across Automotive Digitalization Pillars

Key Automotive OEM and Tier 1 Initiatives in Gamification

Executive Summary—Comparison of 2016 and 2025

Research Scope

Research Aim and Objectives

Research Background

Research Methodology

Frost & Sullivan—CES 2017 Interviews

Gamification is Underpinned by Digital Technologies

Technology 1—Wearables in Automotive Gamification

Technology 2—AR and VR in Automotive Gamification

Technology 3—Biometrics and Gesture Recognition

Biometrics Transforming the Automotive Industry

Technology 4—Cloud-based Mobile and Web Applications

Technology 5—Gamification Used in Auto Shows and Expos

Gamification Used across Automotive Digitalization Pillars

Pillar A—Gamification Technology Used in Automotive Digital Retailing

Pillar B—Gamification Technology Used in MaaS

Pillar C—Gamification Technology in Connected and Autonomous Cars

Pillar D—Gamification Technology Used in Automotive Industry 4.0

Role of Gamification across the Connected Supply Chain

Pillar E—Gamification Technology in the Connected Supply Chain

Geographical Market Analysis across Industries

Global Gamification Market Forecast to 2025

Gamification across Industry Verticals—An Overview

Automotive Gamification—Interdependence on Other Industry Verticals

Growth Opportunity—Disruptive Technologies and Business Models

Automotive Gamification—Disruptive Technologies and Companies

Strategic Imperatives of Gamification for the Automotive Industry

Automotive OEMs’ Gamification Initiatives

Automotive Tier 1s and Technology Companies’ Gamification Initiatives

Apple’s Gamification Initiatives

Alphabet Inc. and Subsidiaries Related to Gamification

Profile 1—Inglobe Technologies

Profile 2—RE’FLEKT GmbH

Profile 3—Badgeville

Profile 4—Bunchball

Profile 5—Playbasis

Key Conclusions

The Last Word—3 Big Predictions

Legal Disclaimer

Market Engineering Methodology

Table of Acronyms Used

List of Figures
  • 1. Future of Gamification in the Automotive Industry: Key Trends, Global, 2016-2025
  • 2. Future of Gamification in the Automotive Industry: Automotive Digitalization Pillars, Global, 2016–2025
  • 3. Future of Gamification in the Automotive Industry: OEM and Tier 1 Initiatives, Global, 2016-2020
  • 4. Future of Gamification in the Automotive Industry: Current versus Future, Global, 2016-2025
  • 5. Future of Gamification in the Automotive Industry: List of Key Participants, Global, 2017
  • 6. Future of Gamification in the Automotive Industry: Digital Technologies, Global, 2016–2025
  • 7. Future of Gamification in the Automotive Industry: Wearbles, Global, 2016–2025
  • 8. Future of Gamification in the Automotive Industry: AR and VR, Global, 2016–2025
  • 9. Future of Gamification in the Automotive Industry: Biometrics, Global, 2016-2025
  • 10. Future of Gamification in the Automotive Industry: Biometrics in Automotive, Global, 2016-2025
  • 11. Future of Gamification in the Automotive Industry: Cloud Applications, Global, 2016-2025
  • 12. Future of Gamification in the Automotive Industry: Auto Shows and Expos, Global, 2016–2025
  • 13. Future of Gamification in the Automotive Industry: Digitalization Pillars, Global, 2016-2025
  • 14. Future of Gamification in the Automotive Industry: Digital Retailing, Global, 2016–2025
  • 15. Future of Gamification in the Automotive Industry: MaaS, Global, 2016–2025
  • 16. Future of Gamification in the Automotive Industry: Connected and Autonomous Cars, Global, 2016–2025
  • 17. Future of Gamification in the Automotive Industry: Industry4.0, Global, 2016–2025
  • 18. Future of Gamification in the Automotive Industry: Gamification and Supply Chain, Global, 2016–2025
  • 19. Future of Gamification in the Automotive Industry: Connected Supply Chain, Global, 2016-2025
  • 20. Future of Gamification in the Automotive Industry: Geographical Analysis, Global, 2016–2025
  • 21. Future of Gamification in the Automotive Industry: Gamification and Industry Verticals, Global, 2016–2025
  • 22. Future of Gamification in the Automotive Industry: Automotive and Other Verticals, Global, 2016–2025
  • 23. Future of Gamification in the Automotive Industry: Growth Opportunity, Global, 2016–2025
  • 24. Future of Gamification in the Automotive Industry: Disruptive Companies, Global, 2016–2025
  • 25. Future of Gamification in the Automotive Industry: Strategic Imperatives, Global, 2016–2025
  • 26. Future of Gamification in the Automotive Industry: OEM Initiatives, Global, 2016–2025
  • 27. Future of Gamification in the Automotive Industry: Apple’s Initiatives, Global, 2016–2025
  • 28. Future of Gamification in the Automotive Industry: Alphabet’s Initiatives, Global, 2016–2025
  • 29. Future of Gamification in the Automotive Industry: Inglobe Technologies, Global, 2016
  • 30. Future of Gamification in the Automotive Industry: RE’FLEKT, Global, 2016
  • 31. Future of Gamification in the Automotive Industry: Badgeville, Global, 2016
  • 32. Future of Gamification in the Automotive Industry: Playbasis, Global, 2016
  • 33. Future of Gamification in the Automotive Industry: Key Conclusions, Global, 2016-2025
List of Charts
  • 1. Gamification Market: Revenue Forecast, Global, 2016 and 2025
Related Research
Gamification technologies help businesses to drive sales, improve return on investment (ROI), support employee interaction, and provide high customer satisfaction, and they are preferred across major industry verticals such as healthcare and automotive. The increasing penetration of smartphones, customized services, tech-savvy customers, the growing digitalization, and technology advancements compel the automotive industry to integrate gamification technologies. Wearables, virtual reality (VR), augmented reality (AR), biometrics, gesture recognition, graffiti walls, rotoscope technology, QR codes, holographic projection, cloud-based mobile, and Web applications are the key gamification technologies used across the automotive digitalization pillars of digital retailing, mobility-as-a-service (MaaS), connected and autonomous cars, industry4.0, and connected supply chain. The market will record a CAGR of 23.20%, from $1.8 billion to $14.5 billion (2016-2025). Telematics and connected services, eco games and the growing social network, and OEM and technology companies' collaborative solutions and converging technologies, such as the advent of AI, machine learning, and biometrics, are the key trends driving gamification in the automotive industry. The convergence of gamification technologies in automotive provides an exciting space for OEMs and tier 1 suppliers to pursue different forms of products and services. For example: Nissan's Nismo Watch and Bosch's Kuri digital assistant. Globally, NA and EU lead the way in terms of gamification across industry verticals. Gamification technologies are widely used for strategic maneuvering, social media engagements, training, marketing, and branding. Gamification deployment models include software-as-a-service (SaaS), custom software models (on-premise applications), and software and hardware-coupled deployment models (reward cards used in stores to redeem points). Business model adoption varies based on the application, platform, game mechanics, number of end users, components, and aesthetics. Pay Per View, Pay Per Click, subscription to access content, SaaS, platform-as-a-service (PaaS), long-term contracts, and fixed fees are some of the key business models. Scope: The aim of this study is to research and analyze the implications of gamification concepts and the influence of advanced technologies on the automotive industry. This study identifies how gamification technologies can be used across the key automotive digitalization pillars. Objectives: • To provide an overview of the different types of gamification technologies, such as wearables, AR , VR, biometrics, and cloud-based applications. • To offer a geographical analysis of the market across various industries • To furnish a detailed analysis of the various gamification technologies used across the automotive digitalization pillars. • To provide an in-depth analysis of the key automotive OEM, tier 1 supplier, and technology companies' gamification initiatives
More Information
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Table of Contents | Executive Summary~ || Gamification in the Automotive Industry—Key Findings~ || Global Gamification Market Forecast to 2025~ || Key Trends Driving Gamification in the Automotive Industry~ || Gamification across Automotive Digitalization Pillars~ || Key Automotive OEM and Tier 1 Initiatives in Gamification~ || Executive Summary—Comparison of 2016 and 2025~ | Research Scope, Objectives, Background, and Methodology~ || Research Scope~ || Research Aim and Objectives~ || Research Background~ || Research Methodology~ || Frost & Sullivan—CES 2017 Interviews~ | Gamification Technologies Used in the Automotive Industry—An Overview~ || Gamification is Underpinned by Digital Technologies~ || Technology 1—Wearables in Automotive Gamification~ || Technology 2—AR and VR in Automotive Gamification~ || Technology 3—Biometrics and Gesture Recognition~ || Biometrics Transforming the Automotive Industry~ || Technology 4—Cloud-based Mobile and Web Applications~ || Technology 5—Gamification Used in Auto Shows and Expos~ | Gamification across Automotive Digitalization Pillars~ || Gamification Used across Automotive Digitalization Pillars~ || Pillar A—Gamification Technology Used in Automotive Digital Retailing~ || Pillar B—Gamification Technology Used in MaaS~ || Pillar C—Gamification Technology in Connected and Autonomous Cars~ || Pillar D—Gamification Technology Used in Automotive Industry 4.0~ || Role of Gamification across the Connected Supply Chain~ || Pillar E—Gamification Technology in the Connected Supply Chain~ | Automotive Gamification—Growth Opportunities and Companies to Action~ || Geographical Market Analysis across Industries~ || Global Gamification Market Forecast to 2025~ || Gamification across Industry Verticals—An Overview~ || Automotive Gamification—Interdependence on Other Industry Verticals~ || Growth Opportunity—Disruptive Technologies and Business Models~ || Automotive Gamification—Disruptive Technologies and Companies~ || Strategic Imperatives of Gamification for the Automotive Industry~ | Automotive OEM, Tier 1 Supplier, and Technology Company Gamification Initiatives~ || Automotive OEMs’ Gamification Initiatives~ || Automotive Tier 1s and Technology Companies’ Gamification Initiatives~ || Apple’s Gamification Initiatives~ || Alphabet Inc. and Subsidiaries Related to Gamification~ | Key Vendors’ Profiling—Technology / Start-up Companies~ || Profile 1—Inglobe Technologies~ || Profile 2—RE’FLEKT GmbH~ || Profile 3—Badgeville~ || Profile 4—Bunchball~ || Profile 5—Playbasis ~ | Key Conclusions~ || Key Conclusions~ || The Last Word—3 Big Predictions~ || Legal Disclaimer~ | Appendix~ || Market Engineering Methodology~ || Table of Acronyms Used~
List of Charts and Figures 1. Future of Gamification in the Automotive Industry: Key Trends, Global, 2016-2025~ 2. Future of Gamification in the Automotive Industry: Automotive Digitalization Pillars, Global, 2016–2025~ 3. Future of Gamification in the Automotive Industry: OEM and Tier 1 Initiatives, Global, 2016-2020~ 4. Future of Gamification in the Automotive Industry: Current versus Future, Global, 2016-2025~ 5. Future of Gamification in the Automotive Industry: List of Key Participants, Global, 2017~ 6. Future of Gamification in the Automotive Industry: Digital Technologies, Global, 2016–2025~ 7. Future of Gamification in the Automotive Industry: Wearbles, Global, 2016–2025~ 8. Future of Gamification in the Automotive Industry: AR and VR, Global, 2016–2025~ 9. Future of Gamification in the Automotive Industry: Biometrics, Global, 2016-2025~ 10. Future of Gamification in the Automotive Industry: Biometrics in Automotive, Global, 2016-2025~ 11. Future of Gamification in the Automotive Industry: Cloud Applications, Global, 2016-2025~ 12. Future of Gamification in the Automotive Industry: Auto Shows and Expos, Global, 2016–2025~ 13. Future of Gamification in the Automotive Industry: Digitalization Pillars, Global, 2016-2025~ 14. Future of Gamification in the Automotive Industry: Digital Retailing, Global, 2016–2025~ 15. Future of Gamification in the Automotive Industry: MaaS, Global, 2016–2025~ 16. Future of Gamification in the Automotive Industry: Connected and Autonomous Cars, Global, 2016–2025~ 17. Future of Gamification in the Automotive Industry: Industry4.0, Global, 2016–2025~ 18. Future of Gamification in the Automotive Industry: Gamification and Supply Chain, Global, 2016–2025~ 19. Future of Gamification in the Automotive Industry: Connected Supply Chain, Global, 2016-2025~ 20. Future of Gamification in the Automotive Industry: Geographical Analysis, Global, 2016–2025~ 21. Future of Gamification in the Automotive Industry: Gamification and Industry Verticals, Global, 2016–2025~ 22. Future of Gamification in the Automotive Industry: Automotive and Other Verticals, Global, 2016–2025~ 23. Future of Gamification in the Automotive Industry: Growth Opportunity, Global, 2016–2025~ 24. Future of Gamification in the Automotive Industry: Disruptive Companies, Global, 2016–2025~ 25. Future of Gamification in the Automotive Industry: Strategic Imperatives, Global, 2016–2025~ 26. Future of Gamification in the Automotive Industry: OEM Initiatives, Global, 2016–2025~ 27. Future of Gamification in the Automotive Industry: Apple’s Initiatives, Global, 2016–2025~ 28. Future of Gamification in the Automotive Industry: Alphabet’s Initiatives, Global, 2016–2025~ 29. Future of Gamification in the Automotive Industry: Inglobe Technologies, Global, 2016~ 30. Future of Gamification in the Automotive Industry: RE’FLEKT, Global, 2016~ 31. Future of Gamification in the Automotive Industry: Badgeville, Global, 2016~ 32. Future of Gamification in the Automotive Industry: Playbasis, Global, 2016~ 33. Future of Gamification in the Automotive Industry: Key Conclusions, Global, 2016-2025~| 1. Gamification Market: Revenue Forecast, Global, 2016 and 2025~
Author Meena Subramanian
Industries Automotive
WIP Number K0E8-01-00-00-00
Is Prebook No
GPS Codes 9800-A6,9807-A6,9813-A6,9AF7-A6,9A70-A6,9AF6-A6,9A37-C1