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Phase-Xs | Biologics & Biosimilars | Coherent Market Insights

Impact Analysis of Covid-19

The complete version of the Report will include the impact of the COVID-19, and anticipated change on the future outlook of the industry, by taking into the account the political, economic, social, and technological parameters.

Gamification is the process of adding game-like mechanics in different environments such as company websites, businesses, workplaces, online communities, and others.  The main objective of the gamification software is to engage employees, customers, players, and partners thereby encourage them to work towards their goals. This software helps to create community entertainment, interaction, and a team-building environment. This software helps organizations to create interactive and task-based activities in order to encourage employees to achieve their target goals. The gaming-based solution is also helpful in providing training to the employees and for the recruitment process. Moreover, through this solution, customers can get information about the product and brand, which helps the companies to maintain sustainable relationship with customers. For instance, Service Corporation International, a U.S.-based company that provides funeral goods and services, registered an 89% boost in its closing deal after adopting gamification software. These factors are expected to drive the market growth during the forecast period.

The global gamification market is expected to witness significant growth during the forecast period (2020–2027), owing to the adoption of augmented reality, virtual reality, and mixed reality technologies. Companies are also investing in immersive technologies such as AR, VR and MR. Companies are also focusing on providing gaming solutions that leverage these advanced technologies. For instance, major players in the retail industry such as Amazon.com Inc. and Walmart are leveraging AR and VR technologies to revolutionize the online shopping experience. These companies are using immersive technologies to showcase their products by using virtual reality showrooms. Walmart is using augment reality gamification technologies for promoting its products. For instance, in May 2017, Walmart announced a partnership with Strivr Labs Inc. to provide training to its employees using virtual reality technology. This virtual training is provided to all employees across 200 centers in the U.S. to teach them about valuable customer service. Retailers are also using this technology for customer engagement inside and outside the retailer stores. Furthermore, in September 2018, Tyson Foods, Inc. announced a collaboration with Strivr Labs, Inc. to provide safety and hazard awareness training to the employees by using VR technology. The company is using VR technology in its training sessions. This training has reduced injuries and illness by 20% in 2017 as compared to the previous training. Thus, immersive technology along with gamification has revolutionized employee training to a large extent.

Moreover, multiple industries are using immersive technologies such as AR, VR, and MR to provide safety training, e-learning, performance management, and others. For instance, in April 2019, Exxon Mobil Corporation, a U.S.-based oil & gas multinational company, leveraged virtual reality technology to provide safety training to employees. Furthermore, complexity in designing gamification software is expected to hamper the gamification market growth. It was observed that designers failed in developing unique and advanced designs to meet organization needs. This might slower the adoption of these solutions in the market. Thus, accurate constructed design with proper implementation is mandatory to achieve desirable outcomes. These factors are expected to hamper the market growth during the forecast period.

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Gamification Market Report Coverage

Report Coverage Details
Base Year: 2019 Market Size in 2019: US$ 7.6 Bn
Historical Data for: 2017 to 2019 Forecast Period: 2020 to 2027
Forecast Period 2020 to 2027 CAGR: 24.9% 2027 Value Projection: US$ 38.3 Bn
Geographies covered:
  • North America: U.S. and Canada
  • Latin America: Brazil, Argentina, Mexico, and Rest of Latin America
  • Europe: Germany, U.K., Spain, France, Italy, Russia, and Rest of Europe
  • Asia Pacific: China, India, Japan, Australia, South Korea, ASEAN, and Rest of Asia Pacific
  • Middle East and Africa: GCC Countries, South Africa, and Rest of Middle East and Africa
Segments covered:
  • By Component: Solutions and Services
  • By Deployment Type: On-premise and Cloud-based
  • By Organization Size: SMEs and Large Enterprises
  • By End-use Industry: IT and Telecom, Government, BFSI, Healthcare, Retail, Education and Research, and Others
Companies covered:

Cisco Systems, Inc., Microsoft, SAP, Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla, Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited, Influitive, Launchfire Interactive Inc., 2020 Gamifier, Inc., Actionable, Xoxoday,NIIT, Cognizant, Tango Card. Inc., and Khoros, LLC

Growth Drivers:
  • Increasing adoption of advanced technologies such as machine learning and artificial intelligence
  • Increasing demand for cloud-based solutions
Restraints & Challenges:
  • Complexity in designing gamification software

Global Gamification Market - Impact of Coronavirus (Covid-19) Pandemic

COVID-19 pandemic is expected to drive growth of the market during the forecast period. Due to the Covid-19 pandemic, many industries have witnessed a significant positive shift in their businesses. Due to this pandemic, organizations are focusing on motivating their employees to complete their assigned tasks. The gamification software assists companies to encourage their employees. This software is also helpful to create an organized environment for their employees and support them to achieve their targets. Companies are more focused on their service offerings and interactive qualities. The brands are adopting these solutions in order to retain their customers. Players such as Myntra and Nike, Inc. are providing community engagement through gamification software to retain existing customers. During this pandemic, gamification solutions are used to create awareness regarding social distancing and engage them in community activities from their locations. This increases demand for gamification and in turn, is expected to drive the market growth in the near future.

North America is expected to hold dominant position in the global gamification market during the forecast period

Statistics:

North America held dominant position in the global gamification market in 2019, accounting for 44.2% share in terms of value, followed by Asia Pacific and Europe.

Figure 1: Global Gamification Market Share (%), By Region, 2019

Gamification  | Coherent Market Insights

North America is expected to account for the largest market share during the forecast period, owing to the presence of customer centric players in the region such as Oracle, Cisco System, Inc., Salesforce, Inc., and others. For instance, in June 2018, Oracle launched Oracle Launchpad, a digital learning platform to help cloud customers. The new learning platform enable customers to search and learn topic based on their schedule. The increasing demand for customized solutions across large enterprises is expected to boost the market growth. Emerging companies in countries such as the U.S. and Canada are adopting online gaming solutions to increase the productivity and company growth.

Asia Pacific region is expected to exhibit highest growth during the forecast period, owing to the rising number of SMEs in the region. SMEs are offering reward points and membership cards to their customers, which extends loyalty towards organizations. The governments are also encouraging small and medium enterprise startups and innovation in the region. Moreover, increasing smartphone penetration and internet traffic across e-commerce industry are also expected to drive the market growth during the forecast period. According to Coherent Market Insights’ analysis, in China, the penetration of smartphones increased from 41.3% of population in 2016 to 61.2% of population in 2020.

IT and telecom segment is expected to drive the market growth during the forecast period

Among industry, the IT and telecom segment is expected to hold dominant position in the global gamification market during the forecast period. The growing IT and telecom industry is creating lots of hiring opportunities for the companies. The number of applicants in IT and telecom industry is very high and companies are integrating their recruitment process with gamification to make process simpler and interactive. Moreover, companies are also providing interactive training sessions to their employees. For instance, in April 2019, Infosys launched Infosys Wingspan, a next generation learning platform, to help employees to increase their knowledge skills, customize their goals, and measure their progress.

Figure 2: Global Gamification Market Value (US$ Bn) Analysis and Forecast, 2017 - 2027

Gamification  | Coherent Market Insights

The global gamification market was valued at US$ 7.6 Bn in 2019 and is expected to reach US$ 38.3 Bn by 2027 at a CAGR of 24.9% between 2020 and 2027.

Major players operating in the global gamification market include Cisco Systems, Inc., Microsoft, SAP, Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla, Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited, Influitive, Launchfire Interactive Inc., 2020 Gamifier, Inc., Actionable, Xoxoday, NIIT, Cognizant, Tango Card. Inc., and Khoros, LLC.

Gamification is a technique in which designers add elements of gameplay in non-gaming to increase user engagement in a product or service. Gamification software is used by many companies to increase their employee productivity and keep them motivated. There is number of benefits provided by gamification technology. It provides a better learning experience to an employee and provides constant feedback to all participants. Moreover, companies are preventing employee attrition by adopting new gamification technologies in order to promote products or services. There are many advantages provided by gamification such as employee engagement, rewards to people, customer experience enrichment, and others. This technology is being adopted in many industries such as healthcare, automotive, retail, government, IT and telecom, and others.

Market Dynamics

The global gamification market is expected to grow significantly during the forecast period, owing to the rising adoption of cloud-based solutions by small and medium enterprises. There is an increase in the adoption of cloud-based technologies, as these solutions are affordable and provide advanced services as compared to the on-premise solutions. Moreover, rising number of small and medium enterprises including startups is increasing the adoption of cloud-based solutions. For instance, the U.S.-based small enterprise companies are using gamification on their websites. Enterprises are offering real-time product designing for the customers instead of offering the product list. Customers can design their phone cases with gaming software. Through this technology, the company can get details about customer experience and perception about the particular brands. Thus, this software is helpful to increase interaction with the user by creating awareness regarding the brand. This software is also helpful to small and medium enterprises to create a brand image in the market.

Furthermore, the increasing adoption of smartphones and mobile devices is expected to drive the market growth during the forecast period. The growing penetration of smartphones has expanded the opportunity for gamification. For instance, according to Coherent Market Insights’ analysis, people in the U.S. are known to check their mobile phones 80 times a day. The shift of consumers and employees from desktop to mobile devices create lucrative opportunities for banks to get details about consumer interest. Furthermore, the integration of smartphones with social medial platform allow users to share their experiences with friends and workers, which in turn increases demand for gamification. Moreover, major global players across different regions are focusing on developing new products with new features and technologies to remain competitive in the market. Industries are focusing on developing new products with new features to cater to the demand from the end users. For instance, in September 2019, Microsoft added new features and applications for Dynamic 365 by adding artificial intelligence driven insights. This enhancement in product allowed organization to know their customers and improve customer experiences.

Key features of the study:

  • This report provides in-depth analysis of global gamification market size (US$ Billion) and compound annual growth rate (CAGR %) for the forecast period (2020– 2027), considering 2019 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading  market players
  • It profiles leading players in the global gamification market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
  • Companies covered as a part of this study include Cisco Systems, Inc., Microsoft, SAP, Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla, Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited, Influitive, Launchfire Interactive Inc., 2020 Gamifier, Inc., Actionable, Xoxoday, NIIT, Cognizant, Tango Card. Inc., and Khoros, LLC
  • Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
  • The global gamification market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global gamification market

Detailed Segmentation

  • Global Gamification Market, By Component:
    • Solutions
    • Services
  • Global Gamification Market, By Deployment Type:
    • On-premise
    • Cloud-based
  • Global Gamification Market, By Organization Size:
    • SMEs
    • Large Enterprises
  • Global Gamification Market, By End use Industry:
    • IT and Telecom
    • Government
    • BFSI
    • Healthcare
    • Retail
    • Education and Research
    • Others
  • Global Gamification Market, By Region:
    • North America
      • By Component:
        • Solution
        • Services
      • By Deployment Type:
        • On-premise
        • Cloud-based
      • By Organization Size:
        • SMEs
        • Large Enterprises
      • By End-use  Industry:
        • IT and Telecom
        • Government
        • BFSI
        • Healthcare
        • Retail
        • Education and Research
        • Others
      • By Country:
        • U.S.
        • Canada
    • Europe
      • By Component:
        • Solution
        • Services
      • By Deployment Type:
        • On-premise
        • Cloud-based
      • By Organization Size:
        • SMEs
        • Large Enterprises
      • By End-use Industry:
        • IT and Telecom
        • Government
        • BFSI
        • Healthcare
        • Retail
        • Education and Research
        • Others
      • By Country:
        • Germany
        • U.K.
        • France
        • Italy
        • Spain
        • Russia
        • Rest of Europe
    • Asia Pacific
      • By Component:
        • Solution
        • Services
      • By Deployment Type:
        • On-premise
        • Cloud-based
      • By Organization Size:
        • SMEs
        • Large Enterprises
      • By End-use Industry:
        • IT and Telecom
        • Government
        • BFSI
        • Healthcare
        • Retail
        • Education and Research
        • Others
      • By Country:
        • China
        • India
        • Japan
        • Australia
        • South Korea
        • ASEAN
        • Rest of Asia Pacific
    • Latin America
      • By Component:
        • Solution
        • Services
      • By Deployment Type:
        • On-premise
        • Cloud-based
      • By Organization Size:
        • SMEs
        • Large Enterprises
      • By End-use Industry:
        • IT and Telecom
        • Government
        • BFSI
        • Healthcare
        • Retail
        • Education and Research
        • Others
      • By Country:
        • Brazil
        • Mexico
        • Argentina
        • Rest of Latin America
    • Middle East and Africa
      • By Component:
        • Solution
        • Services
      • By Deployment Type:
        • On-premise
        • Cloud-based
      • By Organization Size:
        • SMEs
        • Large Enterprises
      • By End-use Industry:
        • IT and Telecom
        • Government
        • BFSI
        • Healthcare
        • Retail
        • Education and Research
        • Others
      • By Country/Region:
        • GCC Countries
        • South Africa
        • Rest of Middle East and Africa
  • Company Profiles
    • Cisco Systems, Inc.*
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments/ Updates
    • Microsoft
    • SAP
    • Facebook, Inc.
    • BI WORLDWIDE
    • Verint
    • Risk Management Solutions, Inc.
    • hoopla
    • Mambo Solutions Ltd.
    • Centrical, LevelEleven
    • MPS Interactive Systems Limited
    • Influitive
    • Launchfire Interactive Inc.,
    • Gamifier, Inc.
    • Actionable
    • Xoxoday
    • NIIT
    • Cognizant
    • Tango Card. Inc.
    • Khoros, LLC

“*” marked represents similar segmentation in other categories in the respective section.

Table of Contents

  1. Research Objectives and Assumptions
    • Research Objectives
    • Assumptions
    • Abbreviations
  2. Market Purview
    • Report Description
      • Market Definition and Scope
    • Executive Summary
      • Market Snippet, By Component
      • Market Snippet, By Deployment Type
      • Market Snippet, By Organization Size
      • Market Snippet, By End-use Industry
      • Market Snippet, By Region
    • Coherent Opportunity Map (COM)
  3. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
      • Regulatory Scenario
      • Industry Trend
      • Merger and Acquisitions
      • New system Launch/Approvals
      • Value Chain Analysis
      • Porter’s Analysis
      • PEST Analysis
    • Impact of COVID-19
  4. Global Gamification Market, By Component, 2020-2027 (US$ Billion)
    • Introduction
      • Market Share Analysis, 2020 and 2027 (%)
      • Segment Trends
    • Solutions
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Services
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
  5. Global Gamification Market, By Deployment Type, 2020-2027 (US$ Billion)
    • Introduction
      • Market Share Analysis, 2020 and 2027 (%)
      • Segment Trends
    • On-premise
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Cloud-based
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
  6. Global Gamification Market, By Organization Size, 2020-2027 (US$ Billion)
    • Introduction
      • Market Share Analysis, 2020 and 2027 (%)
      • Segment Trends
    • SMEs
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Large Enterprises
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
  7. Global Gamification Market, By End-use Industry, 2020-2027 (US$ Billion)
    • Introduction
      • Market Share Analysis, 2020 and 2027 (%)
      • Segment Trends
    • IT and Telecom
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Government
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • BFSI
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Healthcare
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Retail
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Education and Research
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
    • Others
      • Introduction
      • Market Size and Forecast, 2020–2027, (US$ Billion)
  8. Global Gamification Market, By Region, 2020-2027 (US$ Billion)
    • Introduction
      • Market Share Analysis, By Region, 2020 and 2027 (%)
    • North America
      • Regional Trends
      • Market Size and Forecast, By Component, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Deployment Type, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Organization Size, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By End-use Industry, 2020–2027 (US$ Billion)
      • Market Share Analysis, By Country, 2020 and 2027 (%)
        • U.S.
        • Canada
    • Europe
      • Regional Trends
      • Market Size and Forecast, By Component, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Deployment Type, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Organization Size, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By End-use Industry, 2020–2027 (US$ Billion)
      • Market Share Analysis, By Country, 2020 and 2027 (%)
        • U.K.
        • Germany
        • Spain
        • Italy
        • France
        • Russia
        • Rest of Europe
    • Asia Pacific
      • Regional Trends
      • Market Size and Forecast, By Component, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Deployment Type, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Organization Size, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By End-use Industry, 2020–2027 (US$ Billion)
      • Market Share Analysis, By Country, 2020 and 2027 (%)
        • China
        • India
        • Japan
        • ASEAN
        • Australia
        • South Korea
        • Rest of Asia Pacific
    • Latin America
      • Regional Trends
      • Market Size and Forecast, By Component, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Deployment Type, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Organization Size, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By End-use Industry, 2020–2027 (US$ Billion)
      • Market Share Analysis, By Country, 2020 and 2027 (%)
        • Brazil
        • Argentina
        • Mexico
        • Rest of Latin America
    • Middle East and Africa
      • Regional Trends
      • Market Size and Forecast, By Component, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Deployment Type, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By Organization Size, 2020–2027 (US$ Billion)
      • Market Size and Forecast, By End-use Industry, 2020–2027 (US$ Billion)
      • Market Share Analysis, By Country/Region, 2020 and 2027 (%)
        • South Africa
        • GCC Countries
        • Rest of the Middle East and Africa
  9. Competitive Landscape
    • Company Profiles
      • Cisco System, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Microsoft
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • SAP
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Facebook, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • BI WORLDWIDE
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Verint
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Risk Management Solutions, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • hoopla
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Mambo Solutions Ltd.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Centrical
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • LevelEleven
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • MPS Interactive Systems Limited
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Influitive
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Launchfire Interactive Inc.,
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Gamifier, Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Actionable
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Xoxoday
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • NIIT
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Cognizant
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Tango Card. Inc.
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
      • Khoros, LLC
        • Company Overview
        • Product Portfolio
        • Financial Performance
        • Key Strategies
        • Recent Developments/Updates
    • Analyst Views
  10. Section
    • References
    • Research Methodology
    • About us and Sales Contact

*Browse 60 market data tables and 40 figures on "Gamification Market - Global forecast to 2027”.

FAQgrowicon

Frequently Asked Questions

The global gamification market is expected to reach US$ 25.5 billion by 2022.
The market is expected to witness a CAGR of 24.9% during the forecast period (2020-2027).
The increasing adoption of advanced technologies such as artificial intelligence and machine learnings is expected to drive growth of the gamification market during the forecast period.
The IT & telecom segment held the largest market share, contributing 37.2% in terms of value in 2019.
North America region held the largest share in the global gamification market in 2019, accounting for 44.2% share in terms of value.
Key players operating in the global gamification market include Cisco Systems, Inc., Microsoft, SAP, Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla, Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited, Influitive, Launchfire Interactive Inc., 2020 Gamifier, Inc., Actionable, Xoxoday, NIIT, Cognizant, Tango Card. Inc., and Khoros, LLC.
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