Gamification Market By Solution (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Application (Marketing, Sales & Support, Education & Training, Human Resource, Research & Product Development, Lifestyle), By Industry Vertical (Banks, Financial Services & Insurance (BFSI), Entertainment, Media & Publishing, Corporate Enterprises, Retail, Education, Healthcare) – Growth, Future Prospects, Competitive Analysis And Forecast To 2016 – 2023

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Published: | Report ID: 5868 | Report Format : PDF

Market Insights

The rising globalization of business has resulted in cutthroat competition among such organizations over time. Enterprises are now more focused on optimizing their output with a significant reduction in overhead. Thus, optimal efficiency of business processes (internal as well as external) becomes a major concern for business enterprises. Gamification refers to the application of game mechanics and design techniques by integrating them into internal business processes, portals, and websites, as well as marketing campaigns.

The chief motive behind “gamifying” given processes is to drive active employee and consumer participation and engagement. Employee motivation is one of the key aspects responsible for carrying out effective business processes, thereby leading to better output and profitability. Subsequently, with the growing awareness of motivating employees and improving consumer engagement, the demand for gamification solutions is expected to witness remarkable growth in the coming years.

The report analyses the global gamification market in terms of solution types, deployment models, applications, industry verticals, and geography. On the basis of solution type, the market is segmented into consumer-driven and enterprise-driven solutions. The market is further divided into cloud-based and on-premise gamification based on deployment models.

The applications of gamification considered under the scope include marketing, sales and support, education and training, human resources, research and product development, and others. On the basis of industry verticals, the gamification market is further classified into banks, financial services & insurance (BFSI), entertainment, media & publishing, corporate enterprises (IT, ITeS, telecom, etc.), retail, education, healthcare, and others. The geographical distribution of the global gamification market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, the Middle East and Africa, and Latin America.

1.1.1 Purpose of the Report

The purpose of this strategic research study titled “Global Gamification Market: Growth, Share, Opportunities, and Competitive Analysis, 2016–2023” is to offer industry investors, company executives, and industry participants in-depth insights to enable them to make informed strategic decisions related to the opportunities in the global gamification industry.

1.1.2 Target Audience

  • Industry Investors
  • Software Developers
  • Cloud service providers
  • Business Organizations
  • Government and Federal Agencies
  • Other End-users

On the basis of application, the global gamification market is categorized into the following categories:

  • Marketing
  • Sales and Support
  • Education and Training
  • Human Resource
  • Research and Product Development
  • Lifestyle

The overall gamification market is led collectively by the marketing and sales, and support segments. As of 2015, the segments jointly contributed to a market share, in terms of revenue, of more than fifty percent. With the growing penetration of internet services and the influence of social media, internet marketing has become one of the most crucial modes for businesses in terms of both sales and marketing. Users are becoming more acquainted with the types of content available online. With most of them being able to differentiate between online advertisements and actual useful content, it becomes difficult to achieve consumer engagement. Thus, gamification plays an important role in digital marketing and related sales and support applications.

Further, the education and training segment, along with lifestyle, is anticipated to register high growth in the overall gamification market in the coming years. The segment is strongly supported by the extensive proliferation of mobile apps. Education and healthcare (especially personal fitness) have been warmly welcomed in the form of mobile apps and other dedicated websites. As a result, gamification has a promising future in terms of segment penetration.

On the basis of geography, the global gamification market is segmented into the following regions and countries:

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • South-east Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC Countries
    • South Africa
    • Rest of Middle East and Africa

In 2015, the global gamification market was dominated by the North American region, which accounted for more than forty percent of the total market revenue. The high market share is due to strong technology acceptance coupled with robust adoption, as portrayed by various organizations across the region. The most important factor driving high market share is high awareness among business enterprises of the importance of optimum business process efficiency and 100% consumer engagement.

Another major factor influencing the market’s growth is the increasing shift toward digital advertising. The overall market growth is also supported by the penetration of internet services. In addition, the presence of major companies in the region also supports the market’s evolution. The region is followed by Europe, which has a fairly strong adoption of gamification solutions. Nevertheless, Asia Pacific is projected to demonstrate the highest growth during the forecast period.

On the basis of industry vertical, the gamification market is classified into the following categories:

  • Banks, Financial Services, and Insurance (BFSI)
  • Entertainment
  • Media & Publishing
  • corporate enterprises (IT, ITeS, telecom, etc.)
  • Retail
  • Education
  • Healthcare
  • Others

As of 2015, the overall gamification market is dominated by the corporate enterprise segment, which accounted for nearly 30% of the total market revenue. The corporate enterprise segment comprises business organizations across different industry verticals such as IT and telecommunication, ITeS, telecommunication, business process outsourcing (BPO) organizations, and several others. The rising globalization of business enterprises has substantially increased the need for higher efficiency and better consumer engagement. With increased competition among enterprises, the segment is expected to maintain its market dominance throughout the forecast period.

The corporate enterprise’s segment is closely followed by the entertainment and, media & publishing segments. Being among the earliest adopters of gamification solutions, the segments are expected to maintain their leading position in the market throughout the forecast period. Nevertheless, segments such as healthcare and education are estimated to post the highest growth in the market during the forecast period. These are expected to emerge as the most promising segments owing to factors such as rising health awareness and usage of internet services (especially mobile apps) for education and personal fitness.

Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I – Secondary Research
1.4.2 Phase II – Primary Research
1.4.3 Phase III – Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted

Chapter 2 Executive Summary
2.1 Market Snapshot: Global Gamification Market
2.2 Global Gamification Market, By Solution Type
2.3 Global Gamification Market, By Deployment Model
2.4 Global Gamification Market, By Application
2.5 Global Gamification Market, By Industry Vertical
2.6 Global Gamification Market, By Geography

Chapter 3 Market Dynamics
3.1 Introduction
3.1.1 Global Gamification Market Revenue, 2013 – 2023, (US$ Mn)
3.2 Market Dynamics
3.2.1 Market Drivers
3.2.2 Market Growth Inhibitors
3.2.3 Impact Analysis of Market Drivers and Restraints
3.3 Attractive Investment Proposition

Chapter 4 Market Inclination Insights: Gamification Market
4.1 Overview
4.1.1 Evolution of Gamification
4.1.2 Key Trends Analysis

Chapter 5 Global Gamification Market Analysis, By Solution Type
5.1 Market Analysis
5.2 Consumer-driven Gamification
5.3 Enterprise-driven Gamification

Chapter 6 Global Gamification Market Analysis, By Deployment Model
6.1 Market Analysis
6.2 Cloud-based Gamification
6.3 On-premise Gamification

Chapter 7 Global Gamification Market Analysis, By Application
7.1 Market Analysis
7.2 Marketing
7.3 Sales & Support
7.4 Education & Training
7.5 Human Resource
7.6 Research & Product Development
7.7 Lifestyle

Chapter 8 Global Gamification Market Analysis, By Industry Vertical
8.1 Market Analysis
8.2 Banks, Financial Services & Insurance (BFSI)
8.3 Entertainment
8.4 Media & Publishing
8.5 Corporate Enterprises
8.6 Retail
8.7 Education
8.8 Healthcare
8.9 Others

Chapter 9 North America Gamification Market Analysis
9.1 Overview
9.2 North America Gamification Market Analysis, By Solution Type, 2013 – 2023
9.2.1 Comparative Analysis
9.3 North America Gamification Market Analysis, By Deployment Model, 2013 – 2023
9.3.1 Comparative Analysis
9.4 North America Gamification Market Analysis, By Application, 2013 – 2023
9.4.1 Comparative Analysis
9.5 North America Gamification Market Analysis, By Industry Vertical, 2013 – 2023
9.5.1 Comparative Analysis
9.6 North America Gamification Market Analysis, By Region, 2013 – 2023
9.6.1 Comparative Analysis

Chapter 10 Europe Gamification Market Analysis
10.1 Overview
10.2 Europe Gamification Market Analysis, By Solution Type, 2013 – 2023
10.2.1 Comparative Analysis
10.3 Europe Gamification Market Analysis, By Deployment Model, 2013 – 2023
10.3.1 Comparative Analysis
10.4 Europe Gamification Market Analysis, By Application, 2013 – 2023
10.4.1 Comparative Analysis
10.5 Europe Gamification Market Analysis, By Industry Vertical, 2013 – 2023
10.5.1 Comparative Analysis
10.6 Europe Gamification Market Analysis, By Region, 2013 – 2023
10.6.1 Comparative Analysis

Chapter 11 Asia Pacific Gamification Market Analysis
11.1 Overview
11.2 Asia Pacific Gamification Market Analysis, By Solution Type, 2013 – 2023
11.2.1 Comparative Analysis
11.3 Asia Pacific Gamification Market Analysis, By Deployment Model, 2013 – 2023
11.3.1 Comparative Analysis
11.4 Asia Pacific Gamification Market Analysis, By Application, 2013 – 2023
11.4.1 Comparative Analysis
11.5 Asia Pacific Gamification Market Analysis, By Industry Vertical, 2013 – 2023
11.5.1 Comparative Analysis
11.6 Asia Pacific Gamification Market Analysis, By Region, 2013 – 2023
11.6.1 Comparative Analysis

Chapter 12 Middle East & Africa (MEA) Gamification Market Analysis
12.1 Overview
12.2 MEA Gamification Market Analysis, By Solution Type, 2013 – 2023
12.2.1 Comparative Analysis
12.3 MEA Gamification Market Analysis, By Deployment Model, 2013 – 2023
12.3.1 Comparative Analysis
12.4 MEA Gamification Market Analysis, By Application, 2013 – 2023
12.4.1 Comparative Analysis
12.5 MEA Gamification Market Analysis, By Industry Vertical, 2013 – 2023
12.5.1 Comparative Analysis
12.6 MEA Gamification Market Analysis, By Region, 2013 – 2023
12.6.1 Comparative Analysis

Chapter 13 Latin America Gamification Market Analysis
13.1 Overview
13.2 Latin America Gamification Market Analysis, By Solution Type, 2013 – 2023
13.2.1 Comparative Analysis
13.3 Latin America Gamification Market Analysis, By Deployment Model, 2013 – 2023
13.3.1 Comparative Analysis
13.4 Latin America Gamification Market Analysis, By Application, 2013 – 2023
13.4.1 Comparative Analysis
13.5 Latin America Gamification Market Analysis, By Industry Vertical, 2013 – 2023
13.5.1 Comparative Analysis
13.6 Latin America Gamification Market Analysis, By Region, 2013 – 2023
13.6.1 Comparative Analysis

Chapter 14 Competitive Landscape
14.1 Competitive Analysis
14.1.1 Market Positioning of Key Vendors
14.1.2 Key Strategies Adopted by the Leading Players

Chapter 15 Company Profiles
15.1 Microsoft Corporation
15.1.1 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.2 Salesforce.com, Inc.
15.2.1 Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.3 Bunchball, Inc.
15.3.1 Bunchball, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.4 Badgeville, Inc.
15.4.1 Badgeville, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.5 GamEffective
15.5.1 GamEffective: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.6 SAP SE
15.6.1 SAP SE: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.7 Gigya, Inc.
15.7.1 Gigya, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.8 Tata Interactive Systems
15.8.1 Tata Interactive Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.9 Bigdoor, Inc.
15.9.1 Bigdoor, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.10 Arcaris, Inc.
15.10.1 Arcaris, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.11 LevelEleven LLC
15.11.1 LevelEleven LLC: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.12 Faya Corporation
15.12.1 Faya Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)

List of Figures

FIG. 1 Global Gamification: Market Segmentation
FIG. 2 Global Gamification Market: Research Methodology
FIG. 3 Top-Down and Bottom Up Approach
FIG. 4 Global Gamification Market, By Solution Type, 2015 (US$ Mn)
FIG. 5 Global Gamification Market, By Deployment Model, 2015 (US$ Mn)
FIG. 6 Global Gamification Market, By Application, 2015 (US$ Mn)
FIG. 7 Global Gamification Market, By Industry Vertical, 2015 (US$ Mn)
FIG. 8 Global Gamification Market, By Geography, 2015 (US$ Mn)
FIG. 9 Global Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 10 Attractive Investment Proposition: Gamification Market
FIG. 11 Global Gamification Market Revenue Contribution, By Solution Type, 2015 & 2023 (Value %)
FIG. 12 Global Consumer-driven Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 13 Global Enterprise-driven Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 14 Global Gamification Market Revenue Contribution, By Deployment Model, 2015 & 2023 (Value %)
FIG. 15 Global Cloud-based Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 16 Global On-premise Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 17 Global Gamification Market Revenue Contribution, By Application, 2015 & 2023 (Value %)
FIG. 18 Global Marketing Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 19 Global Sales & Support Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 20 Global Education & Training Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 21 Global Human Resource Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 22 Global Research & Product Development Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 23 Global Lifestyle Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 24 Global Gamification Market Revenue Contribution, By Industry Vertical, 2015 & 2023 (Value %)
FIG. 25 Global Gamification Market Revenue in BFSI, 2013 – 2023, (US$ Mn)
FIG. 26 Global Gamification Market Revenue in Entertainment, 2013 – 2023, (US$ Mn)
FIG. 27 Global Gamification Market Revenue in Media & Publishing, 2013 – 2023, (US$ Mn)
FIG. 28 Global Gamification Market Revenue in Corporate Enterprises, 2013 – 2023, (US$ Mn)
FIG. 29 Global Gamification Market Revenue in Retail, 2013 – 2023, (US$ Mn)
FIG. 30 Global Gamification Market Revenue in Education, 2013 – 2023, (US$ Mn)
FIG. 31 Global Gamification Market Revenue in Healthcare, 2013 – 2023, (US$ Mn)
FIG. 32 Global Gamification Market Revenue in Other Industry Verticals, 2013 – 2023, (US$ Mn)
FIG. 33 North America Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 34 Europe Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 35 Asia Pacific Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 36 MEA Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 37 Latin America Gamification Market Revenue, 2013 – 2023, (US$ Mn)
FIG. 38 Market Positioning of Key Gamification Solution Vendors, 2015

List of Tables

TABLE 1 Market Snapshot: Global Gamification Market
TABLE 2 Impact Indicators
TABLE 3 Impact Analysis of Drivers and Restraints
TABLE 4 North America Gamification Market Revenue, By Solution Type, 2013 – 2023 (US$ Mn)
TABLE 5 North America Gamification Market Revenue, By Deployment Model, 2013 – 2023 (US$ Mn)
TABLE 6 North America Gamification Market Revenue, By Application, 2013 – 2023 (US$ Mn)
TABLE 7 North America Gamification Market Revenue, By Industry Vertical, 2013 – 2023 (US$ Mn)
TABLE 8 North America Gamification Market Revenue, By Region, 2013 – 2023 (US$ Mn)
TABLE 9 Europe Gamification Market Revenue, By Solution Type, 2013 – 2023 (US$ Mn)
TABLE 10 Europe Gamification Market Revenue, By Deployment Model, 2013 – 2023 (US$ Mn)
TABLE 11 Europe Gamification Market Revenue, By Application, 2013 – 2023 (US$ Mn)
TABLE 12 Europe Gamification Market Revenue, By Industry Vertical, 2013 – 2023 (US$ Mn)
TABLE 13 Europe Gamification Market Revenue, By Region, 2013 – 2023 (US$ Mn)
TABLE 14 Asia Pacific Gamification Market Revenue, By Solution Type, 2013 – 2023 (US$ Mn)
TABLE 15 Asia Pacific Gamification Market Revenue, By Deployment Model, 2013 – 2023 (US$ Mn)
TABLE 16 Asia Pacific Gamification Market Revenue, By Application, 2013 – 2023 (US$ Mn)
TABLE 17 Asia Pacific Gamification Market Revenue, By Industry Vertical, 2013 – 2023 (US$ Mn)
TABLE 18 Asia Pacific Gamification Market Revenue, By Region, 2013 – 2023 (US$ Mn)
TABLE 19 MEA Gamification Market Revenue, By Solution Type, 2013 – 2023 (US$ Mn)
TABLE 20 MEA Gamification Market Revenue, By Deployment Model, 2013 – 2023 (US$ Mn)
TABLE 21 MEA Gamification Market Revenue, By Application, 2013 – 2023 (US$ Mn)
TABLE 22 MEA Gamification Market Revenue, By Industry Vertical, 2013 – 2023 (US$ Mn)
TABLE 23 MEA 1Gamification Market Revenue, By Region, 2013 – 2023 (US$ Mn)
TABLE 24 Latin America Gamification Market Revenue, By Solution Type, 2013 – 2023 (US$ Mn)
TABLE 25 Latin America Gamification Market Revenue, By Deployment Model, 2013 – 2023 (US$ Mn)
TABLE 26 Latin America Gamification Market Revenue, By Application, 2013 – 2023 (US$ Mn)
TABLE 27 Latin America Gamification Market Revenue, By Industry Vertical, 2013 – 2023 (US$ Mn)
TABLE 28 Latin America 1Gamification Market Revenue, By Region, 2013 – 2023 (US$ Mn)
TABLE 29 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 30 Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 31 Bunchball, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 32 Badgeville, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 33 GamEffective: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 34 SAP SE: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 35 Gigya, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 36 Tata Interactive Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 37 Bigdoor, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 38 Arcaris, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 39 LevelEleven LLC: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
TABLE 40 Faya Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)

Frequently Asked Questions

What is the size of Gamification Market?

The market for Gamification Market is expected to reach US$ XX Mn By 2023.

What is the Gamification Market CAGR?

The Gamification Market is expected to see significant CAGR growth over the coming years, at 23.4%.

What is the Forecast period considered for Gamification Market?

The report is forecasted from 2016-2023.

What is the base year considered for Gamification Market?

The base year of this report is 2015.

Who are the major players in this market?

Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., Badgeville, Inc. are some of the major players in the global market.

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