Intelligent GamificationIntelligent Gamification

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Markus Breuer
Hosted by:Markus Breuer

https://tesseractlearning.com/blog/gamification/6-hidden-benefits-of-game-based-learning/

Beispielkopie des Berichts herunterladen: https://bit.ly/39TAplX

Gamification Technology bezieht sich auf die Sicherheit des Fahrers. Eine typische Sicherheits-App überwacht kontinuierlich die Fahrleistung und zeichnet außergewöhnliche Ereignisse wie starkes Bremsen, Beschleunigen, scharfe Kurven und Übergeschwindigkeit auf. Es zeichnet Daten in Form einer Scorecard auf, die der Fahrer als Hilfsmittel zur Anzeige seiner Fahrleistung verwenden kann.

Das zunehmende Sicherheitsbewusstsein, die strengen staatlichen Vorschriften für Sicherheit und Schutz weltweit sowie die zunehmende Verbreitung von Smartphones, maßgeschneiderten Diensten, technisch versierten Kunden, die zunehmende Digitalisierung und technologische Fortschritte überzeugen die Automobilindustrie und die Haupttreiber des Automotive Gamification Market.

Zu den führenden Marktteilnehmern zählen hauptsächlich -

1. Arcaris Inc.

2. Bunchball Inc.

3. Callidus Software Inc.

4. Inglobe Technologies

5. Microsoft Corporation

6. Nissan

7. Spielbasis

8. RE'FLEKT GmbH

9. Robert Bosch GmbH

10. SAP SE

Gamification is the process that combines the gameplay element in non-gaming contexts. It is the process of solving the problem by applying the characteristics of game elements. Gamification is used as an online marketing technique to encourage engagement with a service or product which positively acting on the growth of the gamification market. It improves the productivity of employees and customer loyalty, which helps in the growth of the organization that propels the growth of the gamification market.

The rising need for employee and customer engagement are the significant factors that are boosting the growth of the gamification market. An increasing trend for cloud-based gamification techniques is further accelerates the growth of the gamification market. However, lack of awareness about gamification and inappropriate game designs is the major restraint for the growth of the market. The growing adoption of BYOD and the expansion of information in the digital world are expected to grow demand for the gamification market.

Download Sample PDF Brochure @ https://bit.ly/2Y0antm

The "Global Gamification Market Analysis To 2027" is a specialized and in-depth study of the gamification industry with a special focus on the global market trend analysis. The report aims to provide an overview gamification market with detailed market segmentation by solution, deployment type, application, vertical, and geography. The global gamification market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading gamification market players and offers key trends and opportunities in the gamification market.

The global gamification market is segmented on the basis of solution, deployment type, application, vertical. On the basis of solution the market is segmented as enterprise-driven and consumer-driven. On the basis of deployment type the market is segmented as on-premise and cloud. On the basis of application the market is segmented as sales, product development, human resourIe and others. On the basis of vertical the market is segmented as entertainment, healthcare, BFSI, e-commerce, education and others.

Liebe Gruppenmitglieder,

in der aktuellen Ausgabe der Artikel- und Interviewreihe E-Learning Punk ist Gamification-Guru Roman Rackwitz zu Gast. Er wurde bereits als einer der Top 10 Gamification-Experten der Welt ausgezeichnet.

In dem Interview spricht er darüber, warum Scheitern so wichtig für unseren persönlichen Fortschritt ist, warum Content zwar King, Kontext aber Gott ist und warum Belohnung ein Feedback und keine Bestechung sein sollte.

Zum Interview ➡️ https://bit.ly/2IOOFjn

Viele Grüße,

Vanessa Klein

Get Sample - Research Analysis and Growth Strategy - http://bit.ly/2T7rsid

Gamification is defined as the process of incorporating game play elements into non-gaming applications. It involve techniques to improve customer loyalty and employee productivity which plays a vital role in the growth of any organization. Gamified solutions are also used to involve employees in the organization's strategy and development processes.

The major drivers which helps in surging the growth of gamification market is the adoption of BYOD technology and increasing usage of social media whereas gamification can be ineffective which may act as a restraining factor for this market. Cloud-based gamification techniques will further boost the market in the coming years.

Some of the key players influencing the market are Microsoft Corporation, Bunchball, Arcaris Inc., Bigdoor, Inc., Faya Corporation, LevelEleven LLC, SAP SE, Gigya, Inc., Salesforce.com, Inc. and Badgeville, Inc. among others