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PUBLISHER: KBV Research | PRODUCT CODE: 1093355

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PUBLISHER: KBV Research | PRODUCT CODE: 1093355

Asia Pacific Gamification Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

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The Asia Pacific Gamification Market would witness market growth of 27.4% CAGR during the forecast period (2022-2028).

Gamification is all about engaging people to influence business outcomes. People discover the right way to interact with the company, products, services, and brand when they participate in and interact with gamification initiatives. Gamification's business value does not end with the participant. Game mechanics engagement provides useful data that may be used to drive marketing efforts, platform usage, and performance goals. Every connection with an employee or a client provides a greater understanding of how a participant spends their time and what activities attract their interest.

Surveys and research are focusing on quality standards for exploiting the process for education and training programs as the use of gamification expands. An increasing number of research and surveys are focusing on gamification quality standards. The following is a list of best practices discovered by gaming professionals. Due to the gamification boom, some companies are searching for training problems with the sole intention of producing game solutions. Instead, companies should start by clearly identifying their business goals, then see if gaming may help them achieve them.

Companies in China and India are concentrating their efforts on developing solutions that deliver an enhanced user experience rather than simply providing simplicity of use. Furthermore, the growing number of SMEs in countries like India and South Korea is likely to drive up the demand for solutions. With a varied market for gamification solutions and additional features such as reward points and membership cards, clients' commitment to the company is growing.

This region with cutting-edge gaming trends is raising the standard for the rest of the world. Furthermore, the region is home to a huge number of cloud-based gamers such as shroud, Faith Bian, and Genji gaming. A range of innovative technologies is being rapidly adopted in China.

The China market dominated the Asia Pacific Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $4,757.1 million by 2028. The Japan market is anticipated to grow at a CAGR of 26.7% during (2022 - 2028). Additionally, The India market would experience a CAGR of 28.2% during (2022 - 2028).

Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.

Scope of the Study

Market Segments covered in the Report:

By Component

  • Solution
  • Services

By Application

  • Sales & Marketing
  • Product Development
  • Human Resource
  • Support
  • Others

By End-User

  • Retail
  • Education
  • Manufacturing
  • Banking
  • Media & Entertainment
  • IT & Telecom
  • Others

By Deployment Type

  • On-premise
  • Cloud

By Organization Size

  • Large Enterprises
  • Small & Medium Enterprises

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Companies Profiled

  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable
  • BI WORLDWIDE

Unique Offerings from KBV Research

  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Asia Pacific Gamification Market, by Component
    • 1.4.2 Asia Pacific Gamification Market, by Application
    • 1.4.3 Asia Pacific Gamification Market, by End-User
    • 1.4.4 Asia Pacific Gamification Market, by Deployment Type
    • 1.4.5 Asia Pacific Gamification Market, by Organization Size
    • 1.4.6 Asia Pacific Gamification Market, by Country
  • 1.5 Methodology for the research

Chapter 2. Market Overview

  • 2.1 Introduction
    • 2.1.1 Overview
      • 2.1.1.1 Market Composition and Scenario
  • 2.2 Key Factors Impacting the Market
    • 2.2.1 Market Drivers
    • 2.2.2 Market Restraints

Chapter 3. Strategies Deployed in Gamification Market

Chapter 4. Asia Pacific Gamification Market by Component

  • 4.1 Asia Pacific Solution Market by Country
  • 4.2 Asia Pacific Services Market by Country

Chapter 5. Asia Pacific Gamification Market by Application

  • 5.1 Asia Pacific Sales & Marketing Market by Country
  • 5.2 Asia Pacific Product Development Market by Country
  • 5.3 Asia Pacific Human Resource Market by Country
  • 5.4 Asia Pacific Support Market by Country
  • 5.5 Asia Pacific Others Market by Country

Chapter 6. Asia Pacific Gamification Market by End-User

  • 6.1 Asia Pacific Retail Market by Country
  • 6.2 Asia Pacific Education Market by Country
  • 6.3 Asia Pacific Manufacturing Market by Country
  • 6.4 Asia Pacific Banking Market by Country
  • 6.5 Asia Pacific Media & Entertainment Market by Country
  • 6.6 Asia Pacific IT & Telecom Market by Country
  • 6.7 Asia Pacific Other End-User Market by Country

Chapter 7. Asia Pacific Gamification Market by Deployment Type

  • 7.1 Asia Pacific On-premise Market by Country
  • 7.2 Asia Pacific Cloud Market by Country

Chapter 8. Asia Pacific Gamification Market by Organization Size

  • 8.1 Asia Pacific Large Enterprises Market by Country
  • 8.2 Asia Pacific Small & Medium Enterprises Market by Country

Chapter 9. Asia Pacific Gamification Market by Country

  • 9.1 China Gamification Market
    • 9.1.1 China Gamification Market by Component
    • 9.1.2 China Gamification Market by Application
    • 9.1.3 China Gamification Market by End-User
    • 9.1.4 China Gamification Market by Deployment Type
    • 9.1.5 China Gamification Market by Organization Size
  • 9.2 Japan Gamification Market
    • 9.2.1 Japan Gamification Market by Component
    • 9.2.2 Japan Gamification Market by Application
    • 9.2.3 Japan Gamification Market by End-User
    • 9.2.4 Japan Gamification Market by Deployment Type
    • 9.2.5 Japan Gamification Market by Organization Size
  • 9.3 India Gamification Market
    • 9.3.1 India Gamification Market by Component
    • 9.3.2 India Gamification Market by Application
    • 9.3.3 India Gamification Market by End-User
    • 9.3.4 India Gamification Market by Deployment Type
    • 9.3.5 India Gamification Market by Organization Size
  • 9.4 South Korea Gamification Market
    • 9.4.1 South Korea Gamification Market by Component
    • 9.4.2 South Korea Gamification Market by Application
    • 9.4.3 South Korea Gamification Market by End-User
    • 9.4.4 South Korea Gamification Market by Deployment Type
    • 9.4.5 South Korea Gamification Market by Organization Size
  • 9.5 Singapore Gamification Market
    • 9.5.1 Singapore Gamification Market by Component
    • 9.5.2 Singapore Gamification Market by Application
    • 9.5.3 Singapore Gamification Market by End-User
    • 9.5.4 Singapore Gamification Market by Deployment Type
    • 9.5.5 Singapore Gamification Market by Organization Size
  • 9.6 Malaysia Gamification Market
    • 9.6.1 Malaysia Gamification Market by Component
    • 9.6.2 Malaysia Gamification Market by Application
    • 9.6.3 Malaysia Gamification Market by End-User
    • 9.6.4 Malaysia Gamification Market by Deployment Type
    • 9.6.5 Malaysia Gamification Market by Organization Size
  • 9.7 Rest of Asia Pacific Gamification Market
    • 9.7.1 Rest of Asia Pacific Gamification Market by Component
    • 9.7.2 Rest of Asia Pacific Gamification Market by Application
    • 9.7.3 Rest of Asia Pacific Gamification Market by End-User
    • 9.7.4 Rest of Asia Pacific Gamification Market by Deployment Type
    • 9.7.5 Rest of Asia Pacific Gamification Market by Organization Size

Chapter 10. Company Profiles

  • 10.1 Microsoft Corporation
    • 10.1.1 Company Overview
    • 10.1.2 Financial Analysis
    • 10.1.3 Segmental and Regional Analysis
    • 10.1.4 Research & Development Expenses
    • 10.1.5 Recent Strategies and Developments
      • 10.1.5.1 Partnerships, Collaborations and Agreement:
  • 10.2 SAP SE
    • 10.2.1 Company Overview
    • 10.2.2 Financial Analysis
    • 10.2.3 Segmental and Regional Analysis
    • 10.2.4 Research & Development Expense
    • 10.2.5 Recent Strategies and developments:
      • 10.2.5.1 Partnerships, Collaborations and Agreements:
    • 10.2.6 SWOT Analysis
  • 10.3 Cognizant Technology Solutions Corporation
    • 10.3.1 Company overview
    • 10.3.2 Financial Analysis
    • 10.3.3 Segmental and Regional Analysis
    • 10.3.4 SWOT Analysis
  • 10.4 MPS Interactive Systems Limited (MPS Ltd.)
    • 10.4.1 Company Overview
    • 10.4.2 Financial Analysis
    • 10.4.3 Segmental and Regional Analysis
    • 10.4.4 Recent strategies and developments:
      • 10.4.4.1 Acquisition and Mergers:
  • 10.5 Ambition Solutions, Inc.
    • 10.5.1 Company Overview
    • 10.5.2 Recent strategies and developments:
      • 10.5.2.1 Partnerships, Collaborations, and Agreements:
  • 10.6 Aon plc
    • 10.6.1 Company Overview
    • 10.6.2 Financial Analysis
    • 10.6.3 Regional Analysis
  • 10.7 Axonify, Inc.
    • 10.7.1 Company Overview
    • 10.7.2 Recent strategies and developments:
      • 10.7.2.1 Partnerships, Collaborations, and Agreements:
  • 10.8 G-Cube (MRCC)
    • 10.8.1 Company Overview
  • 10.9 IActionable
    • 10.9.1 Company Overview
  • 10.10. BI WORLDWIDE
    • 10.10.1 Company Overview

LIST OF TABLES

  • TABLE 1 Asia Pacific Gamification Market, 2018 - 2021, USD Million
  • TABLE 2 Asia Pacific Gamification Market, 2022 - 2028, USD Million
  • TABLE 3 Asia Pacific Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 4 Asia Pacific Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 5 Asia Pacific Solution Market by Country, 2018 - 2021, USD Million
  • TABLE 6 Asia Pacific Solution Market by Country, 2022 - 2028, USD Million
  • TABLE 7 Asia Pacific Services Market by Country, 2018 - 2021, USD Million
  • TABLE 8 Asia Pacific Services Market by Country, 2022 - 2028, USD Million
  • TABLE 9 Asia Pacific Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 10 Asia Pacific Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 11 Asia Pacific Sales & Marketing Market by Country, 2018 - 2021, USD Million
  • TABLE 12 Asia Pacific Sales & Marketing Market by Country, 2022 - 2028, USD Million
  • TABLE 13 Asia Pacific Product Development Market by Country, 2018 - 2021, USD Million
  • TABLE 14 Asia Pacific Product Development Market by Country, 2022 - 2028, USD Million
  • TABLE 15 Asia Pacific Human Resource Market by Country, 2018 - 2021, USD Million
  • TABLE 16 Asia Pacific Human Resource Market by Country, 2022 - 2028, USD Million
  • TABLE 17 Asia Pacific Support Market by Country, 2018 - 2021, USD Million
  • TABLE 18 Asia Pacific Support Market by Country, 2022 - 2028, USD Million
  • TABLE 19 Asia Pacific Others Market by Country, 2018 - 2021, USD Million
  • TABLE 20 Asia Pacific Others Market by Country, 2022 - 2028, USD Million
  • TABLE 21 Asia Pacific Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 22 Asia Pacific Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 23 Asia Pacific Retail Market by Country, 2018 - 2021, USD Million
  • TABLE 24 Asia Pacific Retail Market by Country, 2022 - 2028, USD Million
  • TABLE 25 Asia Pacific Education Market by Country, 2018 - 2021, USD Million
  • TABLE 26 Asia Pacific Education Market by Country, 2022 - 2028, USD Million
  • TABLE 27 Asia Pacific Manufacturing Market by Country, 2018 - 2021, USD Million
  • TABLE 28 Asia Pacific Manufacturing Market by Country, 2022 - 2028, USD Million
  • TABLE 29 Asia Pacific Banking Market by Country, 2018 - 2021, USD Million
  • TABLE 30 Asia Pacific Banking Market by Country, 2022 - 2028, USD Million
  • TABLE 31 Asia Pacific Media & Entertainment Market by Country, 2018 - 2021, USD Million
  • TABLE 32 Asia Pacific Media & Entertainment Market by Country, 2022 - 2028, USD Million
  • TABLE 33 Asia Pacific IT & Telecom Market by Country, 2018 - 2021, USD Million
  • TABLE 34 Asia Pacific IT & Telecom Market by Country, 2022 - 2028, USD Million
  • TABLE 35 Asia Pacific Other End-User Market by Country, 2018 - 2021, USD Million
  • TABLE 36 Asia Pacific Other End-User Market by Country, 2022 - 2028, USD Million
  • TABLE 37 Asia Pacific Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 38 Asia Pacific Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 39 Asia Pacific On-premise Market by Country, 2018 - 2021, USD Million
  • TABLE 40 Asia Pacific On-premise Market by Country, 2022 - 2028, USD Million
  • TABLE 41 Asia Pacific Cloud Market by Country, 2018 - 2021, USD Million
  • TABLE 42 Asia Pacific Cloud Market by Country, 2022 - 2028, USD Million
  • TABLE 43 Asia Pacific Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 44 Asia Pacific Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 45 Asia Pacific Large Enterprises Market by Country, 2018 - 2021, USD Million
  • TABLE 46 Asia Pacific Large Enterprises Market by Country, 2022 - 2028, USD Million
  • TABLE 47 Asia Pacific Small & Medium Enterprises Market by Country, 2018 - 2021, USD Million
  • TABLE 48 Asia Pacific Small & Medium Enterprises Market by Country, 2022 - 2028, USD Million
  • TABLE 49 Asia Pacific Gamification Market by Country, 2018 - 2021, USD Million
  • TABLE 50 Asia Pacific Gamification Market by Country, 2022 - 2028, USD Million
  • TABLE 51 China Gamification Market, 2018 - 2021, USD Million
  • TABLE 52 China Gamification Market, 2022 - 2028, USD Million
  • TABLE 53 China Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 54 China Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 55 China Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 56 China Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 57 China Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 58 China Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 59 China Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 60 China Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 61 China Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 62 China Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 63 Japan Gamification Market, 2018 - 2021, USD Million
  • TABLE 64 Japan Gamification Market, 2022 - 2028, USD Million
  • TABLE 65 Japan Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 66 Japan Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 67 Japan Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 68 Japan Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 69 Japan Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 70 Japan Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 71 Japan Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 72 Japan Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 73 Japan Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 74 Japan Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 75 India Gamification Market, 2018 - 2021, USD Million
  • TABLE 76 India Gamification Market, 2022 - 2028, USD Million
  • TABLE 77 India Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 78 India Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 79 India Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 80 India Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 81 India Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 82 India Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 83 India Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 84 India Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 85 India Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 86 India Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 87 South Korea Gamification Market, 2018 - 2021, USD Million
  • TABLE 88 South Korea Gamification Market, 2022 - 2028, USD Million
  • TABLE 89 South Korea Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 90 South Korea Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 91 South Korea Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 92 South Korea Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 93 South Korea Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 94 South Korea Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 95 South Korea Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 96 South Korea Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 97 South Korea Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 98 South Korea Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 99 Singapore Gamification Market, 2018 - 2021, USD Million
  • TABLE 100 Singapore Gamification Market, 2022 - 2028, USD Million
  • TABLE 101 Singapore Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 102 Singapore Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 103 Singapore Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 104 Singapore Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 105 Singapore Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 106 Singapore Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 107 Singapore Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 108 Singapore Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 109 Singapore Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 110 Singapore Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 111 Malaysia Gamification Market, 2018 - 2021, USD Million
  • TABLE 112 Malaysia Gamification Market, 2022 - 2028, USD Million
  • TABLE 113 Malaysia Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 114 Malaysia Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 115 Malaysia Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 116 Malaysia Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 117 Malaysia Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 118 Malaysia Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 119 Malaysia Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 120 Malaysia Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 121 Malaysia Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 122 Malaysia Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 123 Rest of Asia Pacific Gamification Market, 2018 - 2021, USD Million
  • TABLE 124 Rest of Asia Pacific Gamification Market, 2022 - 2028, USD Million
  • TABLE 125 Rest of Asia Pacific Gamification Market by Component, 2018 - 2021, USD Million
  • TABLE 126 Rest of Asia Pacific Gamification Market by Component, 2022 - 2028, USD Million
  • TABLE 127 Rest of Asia Pacific Gamification Market by Application, 2018 - 2021, USD Million
  • TABLE 128 Rest of Asia Pacific Gamification Market by Application, 2022 - 2028, USD Million
  • TABLE 129 Rest of Asia Pacific Gamification Market by End-User, 2018 - 2021, USD Million
  • TABLE 130 Rest of Asia Pacific Gamification Market by End-User, 2022 - 2028, USD Million
  • TABLE 131 Rest of Asia Pacific Gamification Market by Deployment Type, 2018 - 2021, USD Million
  • TABLE 132 Rest of Asia Pacific Gamification Market by Deployment Type, 2022 - 2028, USD Million
  • TABLE 133 Rest of Asia Pacific Gamification Market by Organization Size, 2018 - 2021, USD Million
  • TABLE 134 Rest of Asia Pacific Gamification Market by Organization Size, 2022 - 2028, USD Million
  • TABLE 135 key information - Microsoft Corporation
  • TABLE 136 Key Information - SAP SE
  • TABLE 137 Key Information - Cognizant Technology Solutions Corporation
  • TABLE 138 Key Information - MPS Interactive Systems Limited
  • TABLE 139 Key Information - Ambition Solutions, Inc.
  • TABLE 140 Key Information - Aon plc
  • TABLE 141 Key Information - Axonify, Inc.
  • TABLE 142 Key Information - G-Cube
  • TABLE 143 Key Information - IActionable
  • TABLE 144 Key Information - BI WORLDWIDE

List of Figures

  • FIG 1 Methodology for the research
  • FIG 2 SWOT Analysis: SAP SE
  • FIG 3 Swot analysis: cognizant technology solutions corporation
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