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Gamification Market by Application (Marketing, Sales, Product Development, Human Resource), by Deployment Type (On-Premises, Cloud-Based), by Solution (Enterprise Driven, Consumer Driven), By End-User (Enterprise, Entertainment, Media, Consumer Goods, Retail, Education, Financial Services, Healthcare), by Geography (US, Canada, UK, Germany, France, Italy, China, India, Japan, Australia, South Korea, Turkey, South Africa and Brazil) - Global Market Size, Share, Development, Growth and Demand Forecast, 2012-2022