Gamification in the Automotive Industry, Forecast to 2025

The Global Gamification Market will Reach $14.5 Billion in 2025

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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

Table of Contents

1. 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
2. Research Scope, Objectives, Background, and Methodology
Research Scope
Research Aim and Objectives
Research Background
Research Methodology
Frost & Sullivan—CES 2017 Interviews
3. 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
4. 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
5. 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
6. 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
7. 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
8. Key Conclusions
Key Conclusions
The Last Word—3 Big Predictions
Legal Disclaimer
9. Appendix
Market Engineering Methodology
Table of Acronyms Used

Infographic



List of Figures & Charts

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



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