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Global Gamification Market Size study, by Component (Solution and Services), Deployment (Cloud and On-Premises), by Organization Size (Small and Medium-Sized Enterprises and Large Enterprises), by Vertical (Education, Healthcare, Banking, Financial Services, and Insurance, Retail, Manufacturing, Media And Entertainment, Telecom, IT and ITES, Hospitality and OTHERS), by End-User (Enterprise-Driven and Consumer-Driven), by Application ( ing, Sales, Support, Product Development, Human Resources and Other Applications) and Regional Forecasts 2020-2026

  • BIZ3834106
  • 200 Pages
  • April 2020
  • Consumer Goods
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Global Gamification Market is valued approximately at USD 7.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 27.4% over the forecast period 2020-2026. Gamification is making something potentially tedious into a game. Gamification is a process of making a game that taps people’s natural desires for competition and achievements. Teachers, managers, and others use gamification to increase participation and improve productivity. Gamification is an essential feature in apps and websites designed to motivate people to meet personal challenges or behavioral changes, like weight-loss goals, gaining general awareness and learning foreign languages; tracking progress is more fun if it feels like a game. The rising smartphone penetration, employment engagement by gaining rewards and recognition to employees, gamification yields higher Return on Investment (ROI) and providing lucrative offers to the customers and consumers are the few factors responsible for growth of the market over the forecast period. For instance: as per Statista, the number of smartphone users worldwide was 2.5 billion in 2016 and is anticipated to rise up to 3.8 billion smartphone users worldwide in 2021. However, AI used for processing and showing personalized results as well as digitization of businesses creating new business avenues for gamification is the major opportunity for the growth of global Gamification market during the forecast period.

The regional analysis of global Gamification market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the expansive usage of the internet to connect with various channel partners and clients among enterprises as well as high adoption of customer-based solutions and enterprise-based solutions. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2026.

Major market player included in this report are:

Microsoft Corp.

SAP SE

BI Worldwide (Bunchball)

Verint Systems

AON (CUT-E GMBH)

Hoopla

Centrical

Mambo.IO

MPS Interactive Systems

Influitive Corporation

LevelEleven

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:

Solution

Services

By Deployment:

Cloud

On-Premise

By Organization Size:

Small and Medium-Sized Enterprises

Large Enterprises

By Vertical:

Education

Healthcare

Banking, Financial Services, And Insurance

Retail

Manufacturing

Media and Entertainment

Telecom

IT and ITES

Hospitality

Others

By End User:

Enterprise-Driven

Consumer-Driven

By Application:

Marketing

Sales

Support

Product Development

Human Resources

Other Applications

By Region:

North America

U.S.

Canada

Europe

UK

Germany

Asia Pacific

China

India

Japan

Latin America

Brazil

Mexico

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2016, 2017, 2018

Base year – 2019

Forecast period – 2020 to 2026

Target Audience of the Global Gamification Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investors

Chapter 1. Executive Summary

1.1. Market Snapshot

1.2. Global & Segmental Market Estimates & Forecasts, 2018-2026 (USD Billion)

1.2.1. Gamification Market, by Region, 2018-2026 (USD Billion)

1.2.2. Gamification Market, by Component, 2018-2026 (USD Billion)

1.2.3. Gamification Market, by Deployment, 2018-2026 (USD Billion)

1.2.4. Gamification Market, by Organizational Size, 2018-2026 (USD Billion)

1.2.5. Gamification Market, by Vertical, 2018-2026 (USD Billion)

1.2.6. Gamification Market, by End-User, 2018-2026 (USD Billion)

1.2.7. Gamification Market, by Application, 2018-2026 (USD Billion)

1.3. Key Trends

1.4. Estimation Methodology

1.5. Research Assumption

Chapter 2. Global Gamification Market Definition and Scope

2.1. Objective of the Study

2.2. Market Definition & Scope

2.2.1. Scope of the Study

2.2.2. Industry Evolution

2.3. Years Considered for the Study

2.4. Currency Conversion Rates

Chapter 3. Global Gamification Market Dynamics

3.1. Gamification Market Impact Analysis (2018-2026)

3.1.1. Market Drivers

3.1.2. Market Challenges

3.1.3. Market Opportunities

Chapter 4. Global Gamification Market: Industry Analysis

4.1. Porter’s 5 Force Model

4.1.1. Bargaining Power of Suppliers

4.1.2. Bargaining Power of Buyers

4.1.3. Threat of New Entrants

4.1.4. Threat of Substitutes

4.1.5. Competitive Rivalry

4.1.6. Futuristic Approach to Porter’s 5 Force Model (2016-2026)

4.2. PEST Analysis

4.2.1. Political

4.2.2. Economical

4.2.3. Social

4.2.4. Technological

4.3. Investment Adoption Model

4.4. Analyst Recommendation & Conclusion

Chapter 5. Global Gamification Market, by Component

5.1. Market Snapshot

5.2. Global Gamification Market by Component, Performance - Potential Analysis

5.3. Global Gamification Market Estimates & Forecasts by Component 2016-2026 (USD Billion)

5.4. Gamification Market, Sub Segment Analysis

5.4.1. Solution

5.4.2. Services

Chapter 6. Global Gamification Market, by Deployment

6.1. Market Snapshot

6.2. Global Gamification Market by Deployment, Performance - Potential Analysis

6.3. Global Gamification Market Estimates & Forecasts by Deployment 2016-2026 (USD Billion)

6.4. Gamification Market, Sub Segment Analysis

6.4.1. Cloud

6.4.2. On-Premise

Chapter 7. Global Gamification Market, by Organizational Size

7.1. Market Snapshot

7.2. Global Gamification Market by Organizational Size, Performance - Potential Analysis

7.3. Global Gamification Market Estimates & Forecasts by Organizational Size 2016-2026 (USD Billion)

7.4. Gamification Market, Sub Segment Analysis

7.4.1. Small and Medium-Sized Enterprises

7.4.2. Large Enterprises

Chapter 8. Global Gamification Market, by Vertical

8.1. Market Snapshot

8.2. Global Gamification Market by Vertical, Performance - Potential Analysis

8.3. Global Gamification Market Estimates & Forecasts by Vertical 2016-2026 (USD Billion)

8.4. Gamification Market, Sub Segment Analysis

8.4.1. Education

8.4.2. Healthcare

8.4.3. Banking, Financial Services, And Insurance

8.4.4. Retail

8.4.5. Manufacturing

8.4.6. Media and Entertainment

8.4.7. Telecom

8.4.8. IT and ITES

8.4.9. Hospitality

8.4.10. Others

Chapter 9. Global Gamification Market, by End User

9.1. Market Snapshot

9.2. Global Gamification Market by End User, Performance - Potential Analysis

9.3. Global Gamification Market Estimates & Forecasts by End User 2016-2026 (USD Billion)

9.4. Gamification Market, Sub Segment Analysis

9.4.1. Enterprise-Driven

9.4.2. Consumer-Driven

Chapter 10. Global Gamification Market, by Application

10.1. Market Snapshot

10.2. Global Gamification Market by Application, Performance - Potential Analysis

10.3. Global Gamification Market Estimates & Forecasts by Application 2016-2026 (USD Billion)

10.4. Gamification Market, Sub Segment Analysis

10.4.1. Marketing

10.4.2. Sales

10.4.3. Support

10.4.4. Product Development

10.4.5. Human Resources

10.4.6. Other Applications

Chapter 11. Global Gamification Market, Regional Analysis

11.1. Gamification Market, Regional Market Snapshot

11.2. North America Gamification Market

11.2.1. U.S. Gamification Market

11.2.1.1. Component breakdown estimates & forecasts, 2016-2026

11.2.1.2. Deployment breakdown estimates & forecasts, 2016-2026

11.2.1.3. Organizational breakdown estimates & forecasts, 2016-2026

11.2.1.4. Vertical breakdown estimates & forecasts, 2016-2026

11.2.1.5. End User breakdown estimates & forecasts, 2016-2026

11.2.1.6. Application breakdown estimates & forecasts, 2016-2026

11.2.2. Canada Gamification Market

11.3. Europe Gamification Market Snapshot

11.3.1. U.K. Gamification Market

11.3.2. Germany Gamification Market

11.3.3. Rest of Europe Gamification Market

11.4. Asia-Pacific Gamification Market Snapshot

11.4.1. China Gamification Market

11.4.2. India Gamification Market

11.4.3. Japan Gamification Market

11.4.4. Rest of Asia Pacific Gamification Market

11.5. Latin America Gamification Market Snapshot

11.5.1. Brazil Gamification Market

11.5.2. Mexico Gamification Market

11.6. Rest of The World Gamification Market

Chapter 12. Competitive Intelligence

12.1. Top Market Strategies

12.2. Company Profiles

12.2.1. Microsoft Corp.

12.2.1.1. Key Information

12.2.1.2. Overview

12.2.1.3. Financial (Subject to Data Availability)

12.2.1.4. Product Summary

12.2.1.5. Recent Developments

12.2.2. SAP SE

12.2.3. BI Worldwide (Bunchball)

12.2.4. Verint Systems

12.2.5. AON (CUT-E GMBH)

12.2.6. Hoopla

12.2.7. Centrical

12.2.8. Mambo.IO

12.2.9. MPS Interactive Systems

12.2.10. Influitive Corporation

12.2.11. LevelEleven

Chapter 13. Research Process

13.1. Research Process

13.1.1. Data Mining

13.1.2. Analysis

13.1.3. Market Estimation

13.1.4. Validation

13.1.5. Publishing

13.2. Research Attributes

13.3. Research Assumption

TABLE 1. List of secondary sources, used in the study of global gamification market

TABLE 2. List of primary sources, used in the study of global gamification market

TABLE 3. Global gamification market, report scope

TABLE 4. Years considered for the study

TABLE 5. Exchange rates considered

TABLE 6. Global gamification market estimates & forecasts by region 2016-2026 (usd billion)

TABLE 7. Global gamification market estimates & forecasts by component 2016-2026 (usd billion)

TABLE 8. Global gamification market estimates & forecasts by deployment 2016-2026 (usd billion)

TABLE 9. Global gamification market estimates & forecasts by organizational size 2016-2026 (usd billion)

TABLE 10. Global gamification market estimates & forecasts by vertical 2016-2026 (usd billion)

TABLE 11. Global gamification market estimates & forecasts by end-user 2016-2026 (usd billion)

TABLE 12. Global gamification market estimates & forecasts by application 2016-2026 (usd billion)

TABLE 13. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 14. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 15. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 16. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 17. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 18. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 19. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 20. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 21. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 22. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 23. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 24. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 25. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 26. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 27. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 28. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 29. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 30. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 31. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 32. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 33. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 34. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 35. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 36. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 37. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 38. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 39. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 40. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 41. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 42. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 43. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 44. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 45. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 46. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 47. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 48. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 49. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 50. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 51. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 52. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 53. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 54. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 55. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 56. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 57. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 58. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 59. Global gamification market by segment, estimates & forecasts, 2016-2026 (usd billion)

TABLE 60. Global gamification market by region, estimates & forecasts, 2016-2026 (usd billion)

TABLE 61. U.s. gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 62. U.s. gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 63. U.s. gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 64. U.s. gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 65. U.s. gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 66. U.s. gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 67. U.s. gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 68. Canada gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 69. Canada gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 70. Canada gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 71. Canada gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 72. Canada gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 73. Canada gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 74. Canada gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 75. Uk gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 76. Uk gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 77. Uk gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 78. Uk gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 79. Uk gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 80. Uk gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 81. Uk gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 82. Germany gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 83. Germany gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 84. Germany gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 85. Germany gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 86. Germany gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 87. Germany gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 88. Germany gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 89. Roe gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 90. Roe gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 91. Roe gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 92. Roe gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 93. Roe gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 94. Roe gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 95. Roe gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 96. China gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 97. China gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 98. China gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 99. China gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 100. China gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 101. China gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 102. China gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 103. India gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 104. India gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 105. India gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 106. India gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 107. India gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 108. India gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 109. India gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 110. Japan gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 111. Japan gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 112. Japan gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 113. Japan gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 114. Japan gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 115. Japan gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 116. Japan gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 117. Roapac gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 118. Roapac gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 119. Roapac gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 120. Roapac gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 121. Roapac gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 122. Roapac gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 123. Roapac gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 124. Brazil gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 125. Brazil gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 126. Brazil gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 127. Brazil gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 128. Brazil gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 129. Brazil gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 130. Brazil gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 131. Mexico gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 132. Mexico gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 133. Mexico gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 134. Mexico gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 135. Mexico gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 136. Mexico gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 137. Mexico gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 138. Rola gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 139. Rola gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 140. Rola gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 141. Rola gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 142. Rola gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 143. Rola gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 144. Rola gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 145. Row gamification market estimates & forecasts, 2016-2026 (usd billion)

TABLE 146. Row gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 147. Row gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 148. Row gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 149. Row gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 150. Row gamification market estimates & forecasts by segment 2016-2026 (usd billion)

TABLE 151. Row gamification market estimates & forecasts by segment 2016-2026 (usd billion)

 
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