½ÃÀ庸°í¼­
»óǰÄÚµå
1596316

¼¼°èÀÇ ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå : ÄÄÆ÷³ÍÆ®º°, Àü°³º°, Á¶Á÷ ±Ô¸ðº°, ¾÷°èº° - ¿¹Ãø(2025-2030³â)

Sales Gamification Software Market by Component (Service, Solution), Deployment (On-Cloud, On-Premises), Organization Size, Industry - Global Forecast 2025-2030

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: 360iResearch | ÆäÀÌÁö Á¤º¸: ¿µ¹® 181 Pages | ¹è¼Û¾È³» : 1-2ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




¡á º¸°í¼­¿¡ µû¶ó ÃֽŠÁ¤º¸·Î ¾÷µ¥ÀÌÆ®ÇÏ¿© º¸³»µå¸³´Ï´Ù. ¹è¼ÛÀÏÁ¤Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ 2023³â ½ÃÀå ±Ô¸ð´Â 5¾ï 2,864¸¸ ´Þ·¯·Î Æò°¡µÇ¾ú°í, 2024³â¿¡´Â 5¾ï 7,208¸¸ ´Þ·¯¿¡ À̸¦ °ÍÀ¸·Î ¿¹»óµÇ¸ç, CAGR 8.70%·Î ¼ºÀåÇÒ Àü¸ÁÀ̰í, 2030³â¿¡´Â 9¾ï 4,811¸¸ ´Þ·¯¿¡ µµ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î´Â °ÔÀÓ ¸ÞÄ¿´ÏÁòÀ» ¿µ¾÷ ÇÁ·Î¼¼½º¿¡ ÅëÇÕÇÏ¿© ¿µ¾÷ ÆÀÀÇ ÀÇ¿åÀ» ³ôÀÌ°í »ý»ê¼ºÀ» Çâ»ó½Ã۱â À§ÇØ ¼³°èµÈ µµ±¸ÀÔ´Ï´Ù. ÀÌ ½ÃÀå¿¡´Â ¼Ò¸Å, Åë½Å, ÀºÇà, IT ¹× Åë½Å ¼­ºñ½º¿Í °°Àº °æÀïÀÌ Ä¡¿­ÇÏ°í ÆÀ µ¿±â ºÎ¿©°¡ Áß¿äÇÑ ¾÷°èÀÇ ´Ù¾çÇÑ ¿ëµµ°¡ Æ÷ÇԵ˴ϴÙ. ±× Çʿ伺Àº ¿µ¾÷ ´ã´çÀÚ¿¡°Ô Àμ¾Æ¼ºê¸¦ Á¦°øÇϰí, ½Ç½Ã°£À¸·Î ¼º°ú¸¦ ÃßÀûÇϰí, Á÷¿øÀÇ ÇൿÀ» ±â¾÷ ¸ñÇ¥¿Í ÀÏÄ¡½ÃÄÑ, °á±¹ ¼öÀͰú °í°´ Âü¿©¸¦ Çâ»ó½ÃŰ´Â ´É·ÂÀ¸·Î ÀÎÇØ ¹ß»ýÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ¼ÒÇÁÆ®¿þ¾îÀÇ ÁÖ¿ä ÃÖÁ¾ »ç¿ëÀÚ¿¡´Â °­È­µÈ º¸°í¼­ ±â´É°ú ¿µ¾÷ ´ã´çÀÚ °£ÀÇ È°¹ßÇÑ °æÀï°ú Çù¾÷À» ÃËÁøÇÏ´Â °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç Ã¼Çè¿¡¼­ ÀÌÀÍÀ» ¾ò´Â ¿µ¾÷ ¸Å´ÏÀú°¡ Æ÷ÇԵ˴ϴÙ.

ÁÖ¿ä ½ÃÀå Åë°è
±âÁسâ(2023³â) 5¾ï 2,864¸¸ ´Þ·¯
¿¹Ãø³â(2024³â) 5¾ï 7,208¸¸ ´Þ·¯
¿¹Ãø³â(2030³â) 9¾ï 4,811¸¸ ´Þ·¯
CAGR(%) 8.70%

½ÃÀå ¼ºÀåÀº Ŭ¶ó¿ìµå ±â¹Ý ¼Ö·ç¼Ç äÅà Áõ°¡, ÆÇ¸Å ½ÇÀû ÃßÀû¿¡¼­ µ¥ÀÌÅÍ ºÐ¼®ÀÇ Á߿伺 Áõ°¡, Çõ½ÅÀûÀÎ Á÷¿ø Âü¿© µµ±¸¸¦ ÇÊ¿ä·Î ÇÏ´Â ¿ø°ÝÁö ±Ù¹« Ãß¼¼¿¡ Å©°Ô ¿µÇâÀ» ¹Þ°í ÀÖ½À´Ï´Ù. ƯÁ¤ »ê¾÷ ¿ä±¸ »çÇ׿¡ ¸Â´Â ¸ÂÃãÇü ¼Ö·ç¼Ç °³¹ß ¹× »ç¿ëÀÚ °æÇèÀ» ´õ¿í °³ÀÎÈ­Çϱâ À§ÇÑ AI¿Í ¸Ó½Å·¯´× ±â´ÉÀÇ ÅëÇÕ¿¡ ÀáÀçÀûÀÎ ºñÁî´Ï½º ±âȸ°¡ Á¸ÀçÇÕ´Ï´Ù. ±â¾÷Àº º¸´Ù Æø³ÐÀº ½ÃÀå Á¡À¯À²À» ȹµæÇϱâ À§ÇØ ¸ð¹ÙÀÏ Ä£È­ÀûÀÎ Ç÷§Æû ¹× ±âÁ¸ CRM ½Ã½ºÅÛ°úÀÇ ¿øÈ°ÇÑ ÅëÇÕ µî Á¦°ø ¼­ºñ½º È®´ë¸¦ °ËÅäÇØ¾ß ÇÕ´Ï´Ù.

±×·¯³ª µ¥ÀÌÅÍ ÇÁ¶óÀ̹ö½Ã¿¡ ´ëÇÑ ¿ì·Á, Ãʱ⠵µÀÔ ºñ¿ëÀÇ ³ôÀÌ, ±âÁ¸ ¿µ¾÷ ÆÀÀÇ º¯È­¿¡ ´ëÇÑ ÀúÇ× µîÀÇ °úÁ¦´Â ½ÃÀå È®´ë¿¡ ¹æÇذ¡ µÉ ¼ö ÀÖ½À´Ï´Ù. ¶Ç, ±âÁ¸ÀÇ ¿µ¾÷ ÇÁ·Î¼¼½º¿¡ µû¸¥ È¿°úÀûÀÎ °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç Àü·«ÀÇ ¼³°è°¡ º¹ÀâÇÑ °Íµµ, µµÀÔ¿¡ ¹æÇذ¡ µÉ °¡´É¼ºÀÌ ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Á¦¾àÀÌ ÀÖÀ½¿¡µµ ºÒ±¸ÇÏ°í Æ¯È÷ °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç µ¥ÀÌÅÍ¿¡¼­ ½Ç¿ëÀûÀÎ ÀλçÀÌÆ®¸¦ µµÃâÇϱâ À§ÇÑ °í±Þ ºÐ¼® ÅëÇÕ°ú »ç¿ëÀÚ Âü¿©¸¦ ³ôÀ̱â À§ÇÑ »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º µðÀÚÀÎ °³¼± µî Çõ½ÅÀÇ ¿©Áö°¡ ³²¾Æ ÀÖ½À´Ï´Ù. °ÔÀ̹ÌÇÇÄÉÀ̼ÇÀÇ ¸Æ¶ô¿¡¼­ Çൿ°æÁ¦ÇÐÀÇ ÀÌÇØ¿¡ ÃÊÁ¡À» ¸ÂÃá Á¶»ç´Â º¸´Ù È¿°úÀûÀÎ µ¿±âºÎ¿© ±â¹ýÀ¸·Î À̾îÁ® Áö¼Ó°¡´ÉÇÑ ºñÁî´Ï½º ¼ºÀåÀ» ÃËÁøÇÏ´Â ±æÀ» Á¦°øÇÒ °¡´É¼ºÀÌ ÀÖ½À´Ï´Ù. ½ÃÀåÀÇ ¼ºÁúÀº ¸Å¿ì ¿ªµ¿ÀûÀ̸ç, »õ·Î¿î ¼ºÀå ±âȸ¸¦ Ȱ¿ëÇϱâ À§Çؼ­´Â ÁøÈ­ÇÏ´Â ±â¼ú µ¿Çâ°ú »ç¿ëÀÚÀÇ ±â´ë¿¡ Áö¼ÓÀûÀ¸·Î ÀûÀÀÇØ¾ß ÇÕ´Ï´Ù.

½ÃÀå ¿ªÇÐ : ºü¸£°Ô ÁøÈ­ÇÏ´Â ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ ÁÖ¿ä ½ÃÀå ÀλçÀÌÆ® °ø°³

¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀº ¼ö¿ä ¹× °ø±ÞÀÇ ¿ªµ¿ÀûÀÎ »óÈ£ ÀÛ¿ë¿¡ ÀÇÇØ º¯È­¸¦ °Þ°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½ÃÀå ¿ªÇÐÀÇ ÁøÈ­¸¦ ÀÌÇØÇÔÀ¸·Î½á ±â¾÷Àº ÃæºÐÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÅõÀÚ°áÁ¤, Àü·«Àû ÀÇ»ç°áÁ¤, »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ ȹµæÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ µ¿ÇâÀ» Á¾ÇÕÀûÀ¸·Î ÆÄ¾ÇÇÔÀ¸·Î½á ±â¾÷Àº Á¤Ä¡Àû, Áö¸®Àû, ±â¼úÀû, »çȸÀû, °æÁ¦Àû ¿µ¿ª¿¡ °ÉÄ£ ´Ù¾çÇÑ ¸®½ºÅ©¸¦ °æ°¨ÇÒ ¼ö ÀÖÀ» »Ó¸¸ ¾Æ´Ï¶ó, ¼ÒºñÀÚ Çൿ°ú ±×°ÍÀÌ Á¦Á¶ ºñ¿ë ¶Ç´Â ±¸¸Å µ¿Çâ¿¡ ¹ÌÄ¡´Â ¿µÇâÀ» º¸´Ù ¸íÈ®ÇÏ°Ô ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù.

  • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ
    • »ç¿ëÀÚ ÀΰÔÀÌÁö¸ÕÆ®¸¦ ³ôÀÌ´Â ³ë·Â Áõ°¡
    • ³ôÀº ROI µîÀÇ ÀåÁ¡
    • Á¾¾÷¿øÀ» ¿ë°¨ÇÏ°Ô ÇÏ´Â ÀÎÅÍ·¢Æ¼ºê·Î ŽºÅ© ±â¹ÝÀÇ È°µ¿
    • ¿µ¾÷À̳ª Æ®·¹À̴׿¡ °ÔÀ̹ÌÇÇÄÉÀ̼ÇÀ» Ȱ¿ë
  • ½ÃÀå ¼ºÀå ¾ïÁ¦¿äÀÎ
    • Á¾¾÷¿øÀÇ Ã¢Á¶¼ºÀ̳ª ¹®Á¦ ÇØ°á ´É·ÂÀÇ ÀúÇÏ
  • ½ÃÀå ±âȸ
    • ±â¾÷¿¡¼­ÀÇ µðÁöÅÐÈ­ÀÇ ÁøÀü
    • AI ÅëÇÕ ¼ÒÇÁÆ®¿þ¾î¿¡ ÀÇÇÑ Á¦°ø °­È­
  • ½ÃÀåÀÇ °úÁ¦
    • ºñÁî´Ï½º ¸ñÇ¥³ª ºñÇö½ÇÀûÀÎ ¸ñÇ¥¿¡ µû¸£Áö ¾Ê´Â ºó¾àÇÑ ¼³°è

Porter's Five Forces : ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀ» Ž»öÇÏ´Â Àü·« µµ±¸

Porter's Five Forces ÇÁ·¹ÀÓ ¿öÅ©´Â ½ÃÀå »óȲ°æÀï ±¸µµ¸¦ ÀÌÇØÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. Porter's Five Forces ÇÁ·¹ÀÓ ¿öÅ©´Â ±â¾÷ÀÇ °æÀï·ÂÀ» Æò°¡Çϰí Àü·«Àû ±âȸ¸¦ ޱ¸ÇÏ´Â ¸íÈ®ÇÑ ±â¼úÀ» Á¦°øÇÕ´Ï´Ù. ÀÌ ÇÁ·¹ÀÓ ¿öÅ©´Â ±â¾÷ÀÌ ½ÃÀå ³» ¼¼·Âµµ¸¦ Æò°¡ÇÏ°í ½Å±Ô »ç¾÷ÀÇ ¼öÀͼºÀ» °áÁ¤ÇÏ´Â µ¥ µµ¿òÀÌ µË´Ï´Ù. ÀÌ·¯ÇÑ ÀλçÀÌÆ®¸¦ ÅëÇØ ±â¾÷Àº ÀÚ»çÀÇ °­Á¡À» Ȱ¿ëÇϰí, ¾àÁ¡À» ÇØ°áÇϰí, ÀáÀçÀûÀÎ °úÁ¦¸¦ ÇÇÇÒ ¼ö ÀÖÀ¸¸ç, º¸´Ù °­ÀÎÇÑ ½ÃÀå¿¡¼­ÀÇ Æ÷Áö¼Å´×À» º¸ÀåÇÒ ¼ö ÀÖ½À´Ï´Ù.

PESTLE ºÐ¼® : ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ ¿ÜºÎ ¿µÇâ ÆÄ¾Ç

¿ÜºÎ °Å½Ã ȯ°æ ¿äÀÎÀº ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ ¼º°ú ¿ªÇÐÀ» Çü¼ºÇÏ´Â µ¥ ¸Å¿ì Áß¿äÇÑ ¿ªÇÒÀ» ÇÕ´Ï´Ù. Á¤Ä¡Àû, °æÁ¦Àû, »çȸÀû, ±â¼úÀû, ¹ýÀû, ȯ°æÀû ¿äÀÎ ºÐ¼®Àº ÀÌ·¯ÇÑ ¿µÇâÀ» Ž»öÇÏ´Â µ¥ ÇÊ¿äÇÑ Á¤º¸¸¦ Á¦°øÇÕ´Ï´Ù. PESTLE ¿äÀÎÀ» Á¶»çÇÔÀ¸·Î½á ±â¾÷Àº ÀáÀçÀûÀÎ À§Çè°ú ±âȸ¸¦ ´õ Àß ÀÌÇØÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®À» ÅëÇØ ±â¾÷Àº ±ÔÁ¦, ¼ÒºñÀÚ ¼±È£, °æÁ¦ µ¿ÇâÀÇ º¯È­¸¦ ¿¹ÃøÇÏ°í ¾ÕÀ¸·Î ¿¹»óµÇ´Â Àû±ØÀûÀÎ ÀÇ»ç °áÁ¤À» ÇÒ Áغñ¸¦ ÇÒ ¼ö ÀÖ½À´Ï´Ù.

½ÃÀå Á¡À¯À² ºÐ¼® : ÆÇ¸Å °ÔÀÓ ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ °æÀï ±¸µµ ÆÄ¾Ç

¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ »ó¼¼ÇÑ ½ÃÀå Á¡À¯À² ºÐ¼®À» ÅëÇØ °ø±Þ¾÷üÀÇ ¼º°ú¸¦ Á¾ÇÕÀûÀ¸·Î Æò°¡ÇÒ ¼ö ÀÖ½À´Ï´Ù. ±â¾÷Àº ¼öÀÍ, °í°´ ±â¹Ý, ¼ºÀå·ü µî ÁÖ¿ä ÁöÇ¥¸¦ ºñ±³ÇÏ¿© °æÀï Æ÷Áö¼Å´×À» ¹àÈú ¼ö ÀÖ½À´Ï´Ù. ÀÌ ºÐ¼®À» ÅëÇØ ½ÃÀå ÁýÁß, ´ÜÆíÈ­, ÅëÇÕ µ¿ÇâÀ» ¹àÇô³»°í º¥´õµéÀº °æÀïÀÌ Ä¡¿­ÇØÁö´Â °¡¿îµ¥ ÀÚ»çÀÇ ÁöÀ§¸¦ ³ôÀÌ´Â Àü·«Àû ÀÇ»ç °áÁ¤À» ³»¸®´Â µ¥ ÇÊ¿äÇÑ Áö½ÄÀ» ¾òÀ» ¼ö ÀÖ½À´Ï´Ù.

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º : ÆÇ¸Å °ÔÀÓ ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ °ø±Þ¾÷üÀÇ ¼º´É Æò°¡

FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º´Â ÆÇ¸Å °ÔÀÌ ¹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ º¥´õ¸¦ Æò°¡ÇÏ´Â Áß¿äÇÑ µµ±¸ÀÔ´Ï´Ù. ÀÌ ¸ÅÆ®¸¯½º¸¦ ÅëÇØ ºñÁî´Ï½º Á¶Á÷Àº °ø±Þ¾÷üÀÇ ºñÁî´Ï½º Àü·«°ú Á¦Ç° ¸¸Á·µµ¸¦ ±âÁØÀ¸·Î Æò°¡ÇÏ¿© ¸ñÇ¥¿¡ ¸Â´Â ÃæºÐÇÑ Á¤º¸¸¦ ¹ÙÅÁÀ¸·Î ÀÇ»ç °áÁ¤À» ³»¸± ¼ö ÀÖ½À´Ï´Ù. ³× °¡Áö »çºÐ¸éÀ» ÅëÇØ °ø±Þ¾÷ü¸¦ ¸íÈ®Çϰí Á¤È®ÇÏ°Ô ¼¼ºÐÈ­ÇÏ¿© Àü·« ¸ñÇ¥¿¡ °¡Àå ÀûÇÕÇÑ ÆÄÆ®³Ê ¹× ¼Ö·ç¼ÇÀ» ÆÄ¾ÇÇÒ ¼ö ÀÖ½À´Ï´Ù.

Àü·« ºÐ¼® ¹× Ãßõ : ÆÇ¸Å °ÔÀÓ ¼ÒÇÁÆ®¿þ¾î ½ÃÀå¿¡¼­ ¼º°ø¿¡ ´ëÇÑ ±æÀ» ±×¸³´Ï´Ù.

¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀåÀÇ Àü·«Àû ºÐ¼®Àº ¼¼°è ½ÃÀå¿¡¼­ÀÇ ÇÁ·¹Á𽺠°­È­¸¦ ¸ñÇ¥·Î ÇÏ´Â ±â¾÷¿¡ ÇʼöÀûÀÔ´Ï´Ù. ÁÖ¿ä ÀÚ¿ø, ´É·Â ¹× ¼º°ú ÁöÇ¥¸¦ °ËÅäÇÔÀ¸·Î½á ±â¾÷Àº ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇÏ°í °³¼±À» À§ÇØ ³ë·ÂÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Á¢±Ù ¹æ½ÄÀ» ÅëÇØ °æÀï ±¸µµ¿¡¼­ °úÁ¦¸¦ ±Øº¹ÇÏ°í »õ·Î¿î ºñÁî´Ï½º ±âȸ¸¦ Ȱ¿ëÇÏ¿© Àå±âÀûÀÎ ¼º°øÀ» °ÅµÑ ¼ö Àִ üÁ¦¸¦ ±¸ÃàÇÒ ¼ö ÀÖ½À´Ï´Ù.

ÀÌ º¸°í¼­´Â ÁÖ¿ä °ü½É ºÐ¾ß¸¦ Æ÷°ýÇÏ´Â ½ÃÀåÀÇ Á¾ÇÕÀûÀÎ ºÐ¼®À» Á¦°øÇÕ´Ï´Ù.

1. ½ÃÀå ħÅõ : ÇöÀç ½ÃÀå ȯ°æÀÇ »ó¼¼ÇÑ °ËÅä, ÁÖ¿ä ±â¾÷ÀÇ ±¤¹üÀ§ÇÑ µ¥ÀÌÅÍ, ½ÃÀå µµ´Þ¹üÀ§ ¹× Àü¹ÝÀûÀÎ ¿µÇâ·ÂÀ» Æò°¡ÇÕ´Ï´Ù.

2. ½ÃÀå °³Ã´µµ : ½ÅÈï ½ÃÀåÀÇ ¼ºÀå ±âȸ¸¦ ÆÄ¾ÇÇÏ°í ±âÁ¸ ºÐ¾ßÀÇ È®Àå °¡´É¼ºÀ» Æò°¡ÇÏ¸ç ¹Ì·¡ ¼ºÀåÀ» À§ÇÑ Àü·«Àû ·Îµå¸ÊÀ» Á¦°øÇÕ´Ï´Ù.

3. ½ÃÀå ´Ù¾çÈ­ : ÃÖ±Ù Á¦Ç° Ãâ½Ã, ¹Ì°³Ã´ Áö¿ª, ¾÷°èÀÇ ÁÖ¿ä Áøº¸, ½ÃÀåÀ» Çü¼ºÇÏ´Â Àü·«Àû ÅõÀÚ¸¦ ºÐ¼®ÇÕ´Ï´Ù.

4. °æÀï Æò°¡ ¹× Á¤º¸ : °æÀï ±¸µµ¸¦ öÀúÈ÷ ºÐ¼®ÇÏ¿© ½ÃÀå Á¡À¯À², »ç¾÷ Àü·«, Á¦Ç° Æ÷Æ®Æú¸®¿À, ÀÎÁõ, ±ÔÁ¦ ´ç±¹ ½ÂÀÎ, ƯÇã µ¿Çâ, ÁÖ¿ä ±â¾÷ÀÇ ±â¼ú Áøº¸ µîÀ» °ËÁõÇÕ´Ï´Ù.

5. Á¦Ç° °³¹ß ¹× Çõ½Å : ¹Ì·¡ ½ÃÀå ¼ºÀåÀ» °¡¼ÓÇÒ °ÍÀ¸·Î ¿¹»óµÇ´Â ÃÖ÷´Ü ±â¼ú, ¿¬±¸°³¹ß Ȱµ¿, Á¦Ç° Çõ½ÅÀ» °­Á¶ÇÕ´Ï´Ù.

¶ÇÇÑ ÀÌÇØ°ü°èÀÚ°¡ ÃæºÐÇÑ Á¤º¸¸¦ ¾ò°í ÀÇ»ç°áÁ¤À» ÇÒ ¼ö ÀÖµµ·Ï Áß¿äÇÑ Áú¹®¿¡ ´ë´äÇϰí ÀÖ½À´Ï´Ù.

1. ÇöÀç ½ÃÀå ±Ô¸ð ¹× ÇâÈÄ ¼ºÀå ¿¹ÃøÀº?

2. ÃÖ°íÀÇ ÅõÀÚ ±âȸ¸¦ Á¦°øÇÏ´Â Á¦Ç°, ºÎ¹® ¹× Áö¿ªÀº ¾îµðÀԴϱî?

3. ½ÃÀåÀ» Çü¼ºÇÏ´Â ÁÖ¿ä ±â¼ú µ¿Çâ ¹× ±ÔÁ¦ÀÇ ¿µÇâÀº?

4. ÁÖ¿ä º¥´õÀÇ ½ÃÀå Á¡À¯À² ¹× °æÀï Æ÷Áö¼ÇÀº?

5. º¥´õ ½ÃÀå ÁøÀÔ ¹× ö¼ö Àü·«ÀÇ ¿øµ¿·ÂÀÌ µÇ´Â ¼öÀÍ¿ø°ú Àü·«Àû ±âȸ´Â ¹«¾ùÀΰ¡?

¸ñÂ÷

Á¦1Àå ¼­¹®

Á¦2Àå Á¶»ç ¹æ¹ý

Á¦3Àå ÁÖ¿ä ¿ä¾à

Á¦4Àå ½ÃÀå °³¿ä

Á¦5Àå ½ÃÀå ÀλçÀÌÆ®

  • ½ÃÀå ¿ªÇÐ
    • ¼ºÀå ÃËÁø¿äÀÎ
      • »ç¿ëÀÚ Âü¿©¸¦ ³ôÀ̱â À§ÇÑ ³ë·Â °­È­
      • ³ôÀº ROI µîÀÇ ÀåÁ¡ÀÌ Á¦°øµÈ´Ù
      • Á÷¿øÀ» Àå·ÁÇϱâ À§ÇÑ ´ëÈ­Çü ŽºÅ© ±â¹Ý Ȱµ¿
      • ÆÇ¸Å¿Í Æ®·¹À̴׿¡ °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç È°¿ë
    • ¾ïÁ¦¿äÀÎ
      • Á¾¾÷¿øÀÇ Ã¢Á¶¼º°ú ¹®Á¦ ÇØ°á Ȱµ¿ÀÇ ÀúÇÏ
    • ±âȸ
      • ±â¾÷¿¡¼­ÀÇ µðÁöÅÐÈ­ÀÇ ÁøÀü
      • AI ÅëÇÕ ¼ÒÇÁÆ®¿þ¾î¿¡ ÀÇÇÑ °­È­µÈ ¼­ºñ½º
    • °úÁ¦
      • ºñÁî´Ï½º ¸ñÇ¥¿Í ºñÇö½ÇÀûÀÎ ¸ñÇ¥¿¡ ¸ÂÁö ¾Ê´Â ºó¾àÇÑ ¼³°è
  • ½ÃÀå ¼¼ºÐÈ­ ºÐ¼®
  • Porter's Five Forces ºÐ¼®
  • PESTEL ºÐ¼®
    • Á¤Ä¡Àû
    • °æÁ¦
    • »ç±³
    • ±â¼úÀû
    • ¹ý·ü»ó
    • ȯ°æ

Á¦6Àå ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå : ÄÄÆ÷³ÍÆ®º°

  • ¼­ºñ½º
  • ¼Ö·ç¼Ç

Á¦7Àå ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå : Àü°³º°

  • Ŭ¶ó¿ìµå»ó
  • ¿ÂÇÁ·¹¹Ì½º

Á¦8Àå ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå : Á¶Á÷ ±Ô¸ðº°

  • ´ë±â¾÷
  • Áß¼Ò±â¾÷

Á¦9Àå ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå : ¾÷°èº°

  • Ç×°ø¿ìÁÖ ¹× ¹æÀ§
  • ÀÚµ¿Â÷ ¹× ¿î¼Û
  • ÀºÇà/±ÝÀ¶¼­ºñ½º/º¸Çè
  • °ÇÃà, °Ç¼³ ¹× ºÎµ¿»ê
  • ¼ÒºñÀç ¹× ¼Ò¸Å
  • ±³À°
  • ¿¡³ÊÁö ¹× À¯Æ¿¸®Æ¼
  • Á¤ºÎ ¹× °ø°ø ºÎ¹®
  • ÇコÄÉ¾î ¹× »ý¸í°úÇÐ
  • Á¤º¸±â¼ú
  • Á¦Á¶¾÷
  • ¹Ìµð¾î ¹× ¿£ÅÍÅ×ÀÎ¸ÕÆ®
  • Åë½Å
  • ¿©Çà ¹× È£½ºÇÇÅ»¸®Æ¼

Á¦10Àå ¾Æ¸Þ¸®Ä«ÀÇ ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå

  • ¾Æ¸£ÇîÆ¼³ª
  • ºê¶óÁú
  • ij³ª´Ù
  • ¸ß½ÃÄÚ
  • ¹Ì±¹

Á¦11Àå ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ ÆÇ¸Å °ÔÀÓ ¼ÒÇÁÆ®¿þ¾î ¼ÒÇÁÆ®¿þ¾î ½ÃÀå

  • È£ÁÖ
  • Áß±¹
  • Àεµ
  • Àεµ³×½Ã¾Æ
  • ÀϺ»
  • ¸»·¹À̽þÆ
  • Çʸ®ÇÉ
  • ½Ì°¡Æ÷¸£
  • Çѱ¹
  • ´ë¸¸
  • ű¹
  • º£Æ®³²

Á¦12Àå À¯·´, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«ÀÇ ¼¼ÀÏÁî °ÔÀ̹ÌÇÇÄÉÀÌ¼Ç ¼ÒÇÁÆ®¿þ¾î ½ÃÀå

  • µ§¸¶Å©
  • ÀÌÁýÆ®
  • Çɶõµå
  • ÇÁ¶û½º
  • µ¶ÀÏ
  • À̽º¶ó¿¤
  • ÀÌÅ»¸®¾Æ
  • ³×´ú¶õµå
  • ³ªÀÌÁö¸®¾Æ
  • ³ë¸£¿þÀÌ
  • Æú¶õµå
  • īŸ¸£
  • ·¯½Ã¾Æ
  • »ç¿ìµð¾Æ¶óºñ¾Æ
  • ³²¾ÆÇÁ¸®Ä«
  • ½ºÆäÀÎ
  • ½º¿þµ§
  • ½ºÀ§½º
  • ÅÍŰ
  • ¾Æ¶ø¿¡¹Ì¸®Æ®(UAE)
  • ¿µ±¹

Á¦13Àå °æÀï ±¸µµ

  • ½ÃÀå Á¡À¯À² ºÐ¼®(2023³â)
  • FPNV Æ÷Áö¼Å´× ¸ÅÆ®¸¯½º(2023³â)
  • °æÀï ½Ã³ª¸®¿À ºÐ¼®
  • Àü·« ºÐ¼® ¹× Á¦¾È

±â¾÷ ¸ñ·Ï

  • Ambition
  • BI WORLDWIDE
  • Centrical
  • CRMGamified
  • Funifier Inc.
  • IActionable, Inc.
  • InsideSales by Aurea, Inc.
  • Microsoft Corporation
  • Spinify
  • Verint Systems Inc.
  • WaveAccess
  • Zoho Corporation Pvt. Ltd.
AJY 24.12.02

The Sales Gamification Software Market was valued at USD 528.64 million in 2023, expected to reach USD 572.08 million in 2024, and is projected to grow at a CAGR of 8.70%, to USD 948.11 million by 2030.

Sales gamification software is a tool designed to integrate game mechanics into sales processes to engage, motivate, and enhance the productivity of sales teams. The scope of this market encompasses various applications across industries such as retail, telecommunications, banking, and IT services, where competition is fierce and team motivation is critical. The necessity arises from its ability to incentivize sales personnel, track performance in real time, and align employee behavior with corporate goals, ultimately leading to increased revenues and customer engagement. The primary end-users of such software include sales managers who benefit from enhanced reporting functionalities and the gamified experience that encourages active competition and collaboration among sales reps.

KEY MARKET STATISTICS
Base Year [2023] USD 528.64 million
Estimated Year [2024] USD 572.08 million
Forecast Year [2030] USD 948.11 million
CAGR (%) 8.70%

Market growth is significantly influenced by the increasing adoption of cloud-based solutions, the rising importance of data analytics in tracking sales performance, and the growing trend of remote working conditions necessitating innovative employee engagement tools. Potential opportunities exist in developing customized solutions that cater to specific industry requirements and integrating AI and machine learning capabilities to further personalize user experiences. Companies should consider expanding their offerings to include mobile-friendly platforms and seamless integration with existing CRM systems to capture a broader market share.

However, challenges such as data privacy concerns, initial high implementation costs, and resistance to change from traditional sales teams may impede market expansion. Complexity in designing an effective gamification strategy that aligns with existing sales processes can also hinder adoption. Despite these limitations, there remains room for innovation, particularly in integrating advanced analytics to derive actionable insights from gamification data, and improving user interface design to enhance user engagement. Research focusing on understanding behavioral economics in the context of gamification could lead to more effective motivational techniques, offering a pathway to foster sustainable business growth. The nature of the market is highly dynamic, requiring continuous adaptation to evolving technology trends and user expectations to capitalize on emerging growth opportunities.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Sales Gamification Software Market

The Sales Gamification Software Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing efforts to boost the user engagement
    • Benefits offered such as high ROI
    • Interactive and task-based activities to encourage employees
    • Using gamification for sales & training
  • Market Restraints
    • Decrement in employee's creativity and problem solving activity
  • Market Opportunities
    • Increasing digitalization in businesses
    • Enhanced offering though AI integrated software
  • Market Challenges
    • Poor design not aligned with business objectives and unrealistic goals

Porter's Five Forces: A Strategic Tool for Navigating the Sales Gamification Software Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Sales Gamification Software Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Sales Gamification Software Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Sales Gamification Software Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Sales Gamification Software Market

A detailed market share analysis in the Sales Gamification Software Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Sales Gamification Software Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Sales Gamification Software Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Sales Gamification Software Market

A strategic analysis of the Sales Gamification Software Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Sales Gamification Software Market, highlighting leading vendors and their innovative profiles. These include Ambition, BI WORLDWIDE, Centrical, CRMGamified, Funifier Inc., IActionable, Inc., InsideSales by Aurea, Inc., Microsoft Corporation, Spinify, Verint Systems Inc., WaveAccess, and Zoho Corporation Pvt. Ltd..

Market Segmentation & Coverage

This research report categorizes the Sales Gamification Software Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Component, market is studied across Service and Solution.
  • Based on Deployment, market is studied across On-Cloud and On-Premises.
  • Based on Organization Size, market is studied across Large Enterprises and Small to Medium Enterprises.
  • Based on Industry, market is studied across Aerospace & Defense, Automotive & Transportation, Banking, Financial Services & Insurance, Building, Construction & Real Estate, Consumer Goods & Retail, Education, Energy & Utilities, Government & Public Sector, Healthcare & Life Sciences, Information Technology, Manufacturing, Media & Entertainment, Telecommunication, and Travel & Hospitality.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing efforts to boost the user engagement
      • 5.1.1.2. Benefits offered such as high ROI
      • 5.1.1.3. Interactive and task-based activities to encourage employees
      • 5.1.1.4. Using gamification for sales & training
    • 5.1.2. Restraints
      • 5.1.2.1. Decrement in employee's creativity and problem solving activity
    • 5.1.3. Opportunities
      • 5.1.3.1. Increasing digitalization in businesses
      • 5.1.3.2. Enhanced offering though AI integrated software
    • 5.1.4. Challenges
      • 5.1.4.1. Poor design not aligned with business objectives and unrealistic goals
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Sales Gamification Software Market, by Component

  • 6.1. Introduction
  • 6.2. Service
  • 6.3. Solution

7. Sales Gamification Software Market, by Deployment

  • 7.1. Introduction
  • 7.2. On-Cloud
  • 7.3. On-Premises

8. Sales Gamification Software Market, by Organization Size

  • 8.1. Introduction
  • 8.2. Large Enterprises
  • 8.3. Small to Medium Enterprises

9. Sales Gamification Software Market, by Industry

  • 9.1. Introduction
  • 9.2. Aerospace & Defense
  • 9.3. Automotive & Transportation
  • 9.4. Banking, Financial Services & Insurance
  • 9.5. Building, Construction & Real Estate
  • 9.6. Consumer Goods & Retail
  • 9.7. Education
  • 9.8. Energy & Utilities
  • 9.9. Government & Public Sector
  • 9.10. Healthcare & Life Sciences
  • 9.11. Information Technology
  • 9.12. Manufacturing
  • 9.13. Media & Entertainment
  • 9.14. Telecommunication
  • 9.15. Travel & Hospitality

10. Americas Sales Gamification Software Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Sales Gamification Software Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Sales Gamification Software Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Ambition
  • 2. BI WORLDWIDE
  • 3. Centrical
  • 4. CRMGamified
  • 5. Funifier Inc.
  • 6. IActionable, Inc.
  • 7. InsideSales by Aurea, Inc.
  • 8. Microsoft Corporation
  • 9. Spinify
  • 10. Verint Systems Inc.
  • 11. WaveAccess
  • 12. Zoho Corporation Pvt. Ltd.
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦