Motivate, Engage, Empower, and Achieve through Gaming
29-Sep-2015
Global
Technology Research
D692-01-00-00-00
IT00619-GL-TR_01742
Gamification is the use of game thinking and mechanics in real-life contexts to solve real-life problems. It is applied to non-game applications to encourage people for better engagement and adoption of processes. Gamification helps users to focus on completion of certain tasks, which are usually considered boring (filling out survey forms, shopping, and reading advertisements and so on). The increased engagement and time spent on content by people through gamification helps users to increase revenue. More engagement with processes and delivery of more user generated content helps brands to understand customers better and improve brand loyalty.
Research Scope
Key Findings
Research Methodology
Gamification–A Brief Snapshot
Three Deployment Models for Gamification
Commonly Used Game Mechanics to Improve Productivity
Commonly Used Game Mechanics to Improve Productivity (continued)
Factors Influencing Adoption–Drivers and Challenges
Patents per Source Jurisdiction (Top 20 Patent Offices), Global, 2012-2014
Innovation Landscape–Government Initiatives
Global Market Potential and Present Adoption of Gamification Systems
Forces of Transformation
How Can Gamification Improve Educational Training Processes?
Movers and Shakers
Forces of Transformation
How can Gamification Improve Business Performance ?
Movers and Shakers
Forces of Transformation
How Can Gamification Improve Patient Engagement?
Movers and Shakers
Gamification Enables Increased Price Discounts for Customers
Gamification and Virtual Reality Can Help Shape Ideas for Future Vehicles
Augmented Reality and Virtual Reality Provide Immersive Experience
Affective Computing Can Improve Context-aware Abilities
Analyst Insight
Key Contacts
Key Contacts (continued)
Key Contacts (continued)
Legal Disclaimer
The Frost & Sullivan Story
Value Proposition: Future of Your Company & Career
Global Perspective
Industry Convergence
360º Research Perspective
Implementation Excellence
Our Blue Ocean Strategy
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| Deliverable Type | Technology Research |
|---|---|
| No Index | No |
| Podcast | No |
| Author | Swapnadeep Nayak |
| Industries | Information Technology |
| WIP Number | D692-01-00-00-00 |
| Is Prebook | No |
Impact of Gamification in Key Industries
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