This Energy Efficiency Gamification market study offers a comprehensive analysis of the business models, key strategies, and respective market shares of some of the most prominent players in this landscape. Along with an in-depth commentary on the key influencing factors, market statistics in terms of revenues, segment-wise data, region-wise data, and country-wise data are offered in the full study. This study is one of the most comprehensive documentation that captures all the facets of the evolving Energy Efficiency Gamification market.
Games are widespread and most powerful ways through which human beings interact, have fun and by which they communicate. Human brains are wired for social bonding, positive feedback and to enjoy the challenges that games provide. Games rise awareness by using visual communication, limits the wastage of electrical energy and collaborative community engagement. This energy efficiency gamification involves games which includes players (either individually or in teams) and are rewarded for various energy savings accomplishments for a particular time of game played. Also, it gives feedback for their actions on actual-time data on players’ energy use and make maximum use of virtual world. Some of these games are Oroeco, Virtual Energy Advisor, ecoGator, Carbon Footprint Reduction Game, Utilityco, Cool Choices, WeSpire, Vermontivate, JouleBug, Kansas Take Charge and Kukui Cup. As the use of appliances and consumer electronics is increasing so consumption of electrical energy is surging. The governments across various countries, power providers & organizations are looking for the ways to reduce the wastage of energy and help the nation become more energy efficient & globally secured. Hence, the energy efficiency gamification market is estimated to grow at a healthy CAGR during the forecast period.
Global Energy Efficiency Gamification Market: Drivers and Restraints
Market Growth Analysis
Disclaimer: This data is only a representation. Actual data may vary and will be available in the report.
However, some restraints are hampering on the energy efficiency gamification market those are lack of awareness about these games and unpredictable effects on user behavior and attitudes.
Global Energy Efficiency GamificationMarket: Segmentation
The global energy efficiency gamification market can be segmented as follows:
Global Energy Efficiency GamificationMarket: Regional Outlook
Geographically, the global energy efficiency gamification market can be divided into seven regions, namely North America, Latin America, Western Europe, Eastern Europe, Asia Pacific Excluding Japan (APEJ), Japan, and the Middle East and Africa (MEA). North Americais the leading region for the energy efficiency gamification market due to major adoption of gamification techniques. Asia Pacific is the next major contributor in the global energy efficiency gamification market due to growing adoption of smartphones by the individuals and growing gamification and creative innovation initiatives. Europe is following Asia Pacific and North America in terms of market share in the globalenergy efficiency gamification market because of getting fund support from the European Union’s seventh framework programme for research and technological development. Latin America is the further booming region due to UNEP’s “Efficient Appliances and Equipments Partnership” (United for Efficiency) and is expected to save energy consumption by switching to cleaner technologies. The Middle East and Africa are at a nascent stage in the global energy efficiency gamification market.
Energy Efficiency GamificationMarket: Key players
The key players in the global energy efficiency gamification market are Oroeco Inc., Energy In Time, myEcoNavigator, Evolaris, Lockheed Martin Corporation, San Diego Gas & Electric, Opower Inc., Cool Choices Inc., Simple Energy Inc., WeSpire Inc., Creative Roustabouts LLC, JouleBug, and Take Charge Challenge.
The research report presents a comprehensive assessment of the market and contains thoughtful insights, facts, historical data, and statistically supported and industry-validated market data. It also contains projections using a suitable set of assumptions and methodologies. The research report provides analysis and information according to market segments such as geographies, and applications.
The report is a compilation of first-hand information, qualitative and quantitative assessment by industry analysts, inputs from industry experts and industry participants across the value chain. The report provides in-depth analysis of parent market trends, macro-economic indicators and governing factors along with market attractiveness as per segments. The report also maps the qualitative impact of various market factors on market segments and geographies.
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Energy Efficiency GamificationMarket, by Type or Category
Energy Efficiency GamificationMarket, by Platform or Deployment
- Others (iPad, Laptops etc.)
Energy Efficiency GamificationMarket, by End User-Sector
The report covers exhaustive analysis on:
- Market Segments
- Market Dynamics
- Market Size
- Supply & Demand
- Current Trends/Issues/Challenges
- Competition & Companies involved
- Value Chain
Regional analysis include
- North America (U.S., Canada)
- Latin America (Brazil, Rest Of Latin America)
- Western Europe (Germany, Italy, France, U.K, Spain, Rest Of Western Europe)
- Eastern Europe (Poland, Russia, Rest Of Eastern Europe)
- Asia Pacific excluding Japan (China, India, ASEAN, Australia & New Zealand)
- The Middle East and Africa (GCC countries, S. Africa, Rest Of MEA)
- Detailed overview of parent market
- Changing market dynamics in the industry
- In-depth market segmentation
- Historical, current and projected market size in terms of volume and value
- Recent industry trends and developments
- Competitive landscape
- Strategies of key players and products offered
- Potential and niche segments, geographical regions exhibiting promising growth
- A neutral perspective on market performance
- Must-have information for market players to sustain and enhance their market footprints