Global Contact Center Gamification Product and Market Report 2017 With Overview of the 6 Leading and Contending Gamification Vendors - Research and Markets

DUBLIN, May 26, 2017 /PRNewswire/ --

Research and Markets has announced the addition of the "2017 Contact Center Gamification Product and Market Report" report to their offering.

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The 2017 Contact Center Gamification Product and Market Report examines this emerging IT sector: the vendors, their offerings, the functional capabilities of gamification solutions, product prices, best practices, and more. The Report analyzes market trends and challenges, product innovation and the competitive landscape, and provides 5-year growth projections. It presents information about the uses and benefits of these applications in the contact center, as well as newer applications in the back office and other areas of the enterprise. It provides emerging best practices, so enterprises can derive the greatest return on their gamification investments.

Key Elements of this Report:

    --  Definition of gamification and the approaches used by the vendors who
        deliver these capabilities
    --  Functional building blocks of contact center gamification solutions
    --  High-level technical analysis, including system administration,
        security, and integration capabilities
    --  Service deployment options for gamification solutions
    --  Market and business trends and challenges that are driving investments
        and guiding vendor innovation
    --  Gamification market innovation, including a review of recently
        introduced functionality and what is planned for the next 12 - 18 months
    --  Explanation of the current uses and applications of contact center
        gamification and the resulting benefits
    --  Discussion of how gamification promotes improved performance through
        employee engagement, empowerment and community
    --  Insights into how the gamification of customer activities is reducing
        customer effort and improving the customer journey while taking customer
        engagement and brand loyalty to new levels
    --  A look at the potential uses and benefits of gamification in the back
        office and across the enterprise
    --  Gamification market activity analysis and 5-year market growth
        projections
    --  Review and assessment of the gamification competitive landscape
    --  Overview of the 6 leading and contending gamification vendors, including
        company snapshots, go-to- market strategies and product offerings
    --  In-depth, side-by- side comparative analysis of the fundamental
        gamification capabilities in the 5 featured gamification solutions
    --  Implementation analysis, including vendor methodology, best practices,
        training and professional services, maintenance and support, and return
        on investment
    --  Comprehensive customer satisfaction survey results that measure and rank
        ratings across 10 vendor categories and 9 product components, plus
        customer insights on product strengths and enhancement opportunities
    --  Vendor pricing models for on-premise, cloud-based and managed service
        gamification solutions
    --  Detailed company reports for the 6 leading and contending gamification
        vendors, analyzing their products, functionality and future product
        development plans
    --  Gamification Vendor Director

Key Topics Covered:

1. Executive Summary

2. Introduction

3. Consulting Research Methodology

4. Service Delivery Models

5. What is Gamification?

6.High-Level Technical Summary

7. 2017 Gamification Trends and Challenges

8. Gamification Market Innovation

9. Game On! Why Contact Center Gamification is Serious Business

10. Level Up! Using Gamification for Agent Engagement, Empowerment and Self-Directed Performance Improvements

11. A League of Their Own: Customers Get in the Game

12. All In! Enterprise Applications for Gamification

13. Gamification Market Projections

14. Gamification Competitive Landscape

15. Gamification Vendors and Solutions

16. Gamification Fundamentals

17. Implementation Analysis

18. Return on Investment

19. Gamification Vendor Satisfaction Survey

20. Pricing

21. Company Reports

    --  Agent Balance
    --  Clearview
    --  CRM Gamified
    --  nGUVU
    --  NICE
    --  TouchPoint One, LLC

For more information about this report visit http://www.researchandmarkets.com/research/6jphkh/2017_contact

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