Adoption of integrated gamification technologies boosts growth in automotive ecosystem

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The increasing penetration of smartphones, customised services, tech-savvy customers, growing digitalisation, and technology advancements in artificial intelligence, machine learning, and biometrics are trends compelling the automotive industry to integrate gamification technologies into their current strategies.

In addition, the convergence of gamification with technology is providing an exciting space for original equipment manufacturers and tier 1 suppliers to pursue different forms of products and services.

Frost & Sullivan's research, Gamification in the Automotive Industry, Forecast to 2025, finds that the market will record a compound annual growth rate (CAGR) of 18.28% from 2016 through to 2025. The study analyses the implications of gamification concepts and the influence of advanced technologies on the automotive industry. It discusses the key industry verticals disrupted by gamification technologies, trends driving gamification, and how gamification is used across the automotive sector.

"The automotive industry is embracing gamification technology to help drive sales, improve return on investment (ROI), support employee interaction, and provide high customer satisfaction," said Frost & Sullivan Future of Mobility Research Analyst Meena Subramanian. "With innovation and technology convergence, automotive players must work in tandem with other industry verticals through partnerships and collaboration to garner untapped growth opportunities; for instance, BMW Connected and Amazon Prime Now service integration."

Automotive gamification technology developments and trends:

  1. Wearables, VR, AR, biometrics, gesture recognition, graffiti walls, rotoscope technology, QR codes, holographic projections, and cloud-based mobile and web applications are some of the key technologies used in the automotive industry.
  2. Biometrics is one of the key technologies gaining traction in the automotive industry. Automotive biometric categories include built-in (biosensors in wheels and seats), brought-in (smartphones, smart watches, glasses, and fitness bands), and cloud-driven information and analytics.
  3. Automotive OEMs, tier 1 suppliers, mobility operators, and technology companies are focusing on advanced technologies such as biometric authentication, AI, and machine learning.

"Globally, North America and Europe lead the way in terms of gamification across industry verticals, with gamification widely utilised for strategic manoeuvring and decision-making scenarios," noted Subramanian. "In the Asia-Pacific region, gamification is primarily used for social media engagement and training purposes."

Gamification in the Automotive Industry, Forecast to 2025 is part of Frost & Sullivan's Future of Mobility Growth Partnership Service program.

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