Gamification Yields Higher RoI
MarketsandMarketsThe major factors driving the growth of the gamification market include rewards and recognition to employees over performance to boost employee engagement, provision of lucrative offers to the customers and consumers, and gamification yielding higher Return on Investment (RoI).
Gamification service providers render a variety of services, which are categorized into consulting, implementation, and support and maintenance services. These services provide end-users with services for gamification solution development and smooth installation, deployment, and maintenance of ongoing solutions.
Increasing the number of subscribers with consistent experiences across all channels is the main goal of companies, which can be achieved only through customer-focused offerings. Since the customer has become highly informed and is likely to avail multiple services, companies have to incorporate gamification in their business models.
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Gamification software uses game-based mechanics to engage people, promote learning, and solve problems. This software enables designing, creating, and managing gamified learning processes, which enhance the engagement of the users.
Gamification involves two different approaches, which include the consumer-based approach and enterprise-based approach. In a consumer-based approach, the gamification solutions mainly focus on the general consumers who can be given benefits such as cashback, rewards, loyalty points, and interactive shopping experience to engage the consumers and increase their communication with the company.

In the enterprise-based approach, gamification is widely used for employee training, sales enhancement, product development, and support, among others.
The gamification solutions are high in cost and are involved in nature. However, the availability of these solutions on the cloud has reduced this problem of cost as cloud-based solutions are less expensive compared to the on-premises solutions.
Major vendors of include Microsoft (US), SAP (Germany), BI WORLDWIDE (US), Verint (US) Aon (UK), Hoopla (US), Centrical (US), Mambo.IO (UK), MPS Interactive Systems (India), Influitive (Canada), LevelEleven (US), Ambition (US), Axonify Inc. (Canada), Gamifier (Latin America), IActionable (US), Khoros (US), Scrimmage (US), Xoxoday (India), Tango Card (US), and NIIT (US).