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Gamification Market: By Component, By Deployment Model, By Application, By Industry Vertical and Region Forecast 2019-2030
Gamification Market size was valued at US$ 10.6 billion in 2023 and is expected to grow at a CAGR of 22.1% in 2024-2030. Gamification can be defined as the usage of game thinking and game mechanism in non-game settings to involve users in problem-solving techniques. Customer involvement, learning, physical activity, and timeliness have been used and studied in this process. It can also be used to entertain, engage, and educate many people throughout the year. Some examples of classic games are leaderboards, points, and badges. Recognition and rewards to staff over the presentation to boost employee engagement and offering rewarding offers to the consumer can lead to the growth of the market size. Moreover, higher return on investment and increasing use of gamification in e-learning are some primary factors that can boost the market size. Apart from these, an increase in mergers and acquisitions can also accelerate the market in the future.
Moreover, factors such as user experience enrichment, product sales, customer and employee engagement, and customer support can also drive the market's future. However, some factors such as lack of consistency and awareness, and complications in developing gaming software can restrain the growth of the market. Increased adoption of AI for showing and processing personalized results and the growing use of smartphones can create an opportunity for the growth of the market size. Moreover, instead of customizing the entire product characteristics, it is better to improvise products that fulfill a particular application is an emerging trend in the market.
Study Period
2024-2030Base Year
2023CAGR
22.1%Largest Market
North AmericaFastest Growing Market
Asia-Pacific
One of the major reasons for the growth of the market size is employee engagement programs. Employee engagement is improved by acknowledging and rewarding the accomplishments which create rising retention and a more positive environment is expected to propel the growth of the market in the forecast period. However, the addition of rewards and recognition programs helps endorse employee engagement, which has abundant advantages for businesses, including improved productivity and staff holding which can further drive the market growth.
Report Benchmarks |
Details |
Report Study Period |
2024-2030 |
Market Size in 2023 |
US$ 10.6 billion |
Market CAGR |
22.1% |
By Component |
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By Deployment Model |
|
By Application |
|
By Industry Vertical |
|
By Region |
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The gamification market is projected to expand at a CAGR of 22.1% during the forecast period
Microsoft Corporation, MPS Interactive Systems Limited, Ambition, Aon plc., Axonify Inc., BI WORLDWIDE (Bunchball Inc.), Callidus Software Inc. (SAP SE), Cognizant, G-Cube, IActionable
North-America is the fastest-growing region for the market
1. Executive Summary |
2. Global Gamification Market Introduction |
2.1. Global Gamification Market - Taxonomy |
2.2. Global Gamification Market -Definitions |
2.2.1. Component |
2.2.2. Deployment Model |
2.2.3. Application |
2.2.4. Industry Verical |
2.2.5. By Region |
3. Global Gamification Market Dynamics |
3.1. Drivers |
3.2. Restraints |
3.3. Opportunities/Unmet Needs of the Market |
3.4. Trends |
3.5. Global Gamification Market Dynamic Factors - Impact Analysis |
3.6. Global Gamification Market - Competition Landscape |
3.7. Epidemiology |
4. Global Gamification Market Analysis, 2019-2023 and Forecast, 2024-2030 |
4.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) |
4.3. Market Opportunity Analysis |
5. Global Gamification Market, By Component, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
5.1. Solution |
5.1.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
5.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.1.3. Market Opportunity Analysis |
5.2. Service |
5.2.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
5.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.2.3. Market Opportunity Analysis |
6. Global Gamification Market, By Deployment Model, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
6.1. On-Premise |
6.1.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
6.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.1.3. Market Opportunity Analysis |
6.2. Cloud |
6.2.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
6.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.2.3. Market Opportunity Analysis |
7. Global Gamification Market, By Application, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
7.1. Sales & Marketing |
7.1.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
7.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.1.3. Market Opportunity Analysis |
7.2. Product Development |
7.2.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
7.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.2.3. Market Opportunity Analysis |
7.3. Human Resource |
7.3.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
7.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.3.3. Market Opportunity Analysis |
7.4. Support |
7.4.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
7.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.4.3. Market Opportunity Analysis |
7.5. Others |
7.5.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
7.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.5.3. Market Opportunity Analysis |
8. Global Gamification Market, By Industry Vertical, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.1. Retail |
8.1.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.1.3. Market Opportunity Analysis |
8.2. Education |
8.2.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.2.3. Market Opportunity Analysis |
8.3. IT and telecom |
8.3.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.3.3. Market Opportunity Analysis |
8.4. BFSI |
8.4.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.4.3. Market Opportunity Analysis |
8.5. Manufacturing |
8.5.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.5.3. Market Opportunity Analysis |
8.6. Media and Entertainment |
8.6.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.6.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.6.3. Market Opportunity Analysis |
8.7. Other |
8.7.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
8.7.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.7.3. Market Opportunity Analysis |
9. Global Gamification Market Forecast, By Region, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
9.1. North America |
9.1.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
9.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.1.3. Market Opportunity Analysis |
9.2. Europe |
9.2.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
9.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.2.3. Market Opportunity Analysis |
9.3. Asia-Pacific |
9.3.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
9.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.3.3. Market Opportunity Analysis |
9.4. Latin America |
9.4.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
9.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.4.3. Market Opportunity Analysis |
9.5. Middle East and Africa |
9.5.1. Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
9.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.5.3. Market Opportunity Analysis |
9.6. Global Gamification Market - Opportunity Analysis Index, By Component, By Deployment Model, By Application, By Industry Vertical, and Region, 2024-2030 |
10. North America Gamification Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
10.1. Component Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
10.1.1. Solution |
10.1.2. Service |
10.2. Deployment Model Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
10.2.1. On-Premise |
10.2.2. Cloud |
10.3. Application Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
10.3.1. Sales & Marketing |
10.3.2. Product Development |
10.3.3. Human Resource |
10.3.4. Support |
10.3.5. Others |
10.4. Industry Vertical Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
10.4.1. Retail |
10.4.2. Education |
10.4.3. IT and telecom |
10.4.4. BFSI |
10.4.5. Manufacturing |
10.4.6. Media and Entertainment |
10.4.7. Other |
10.5. Country Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
10.5.1. USA |
10.5.2. Canada |
10.6. North America Gamification Market - Opportunity Analysis Index, By Component, By Deployment Model, By Application, By Industry Vertical, and Country, 2024-2030 |
10.7. North America Gamification Market Dynamics - Trends |
11. Europe Gamification Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
11.1. Component Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
11.1.1. Solution |
11.1.2. Service |
11.2. Deployment Model Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
11.2.1. On-Premise |
11.2.2. Cloud |
11.3. Application Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
11.3.1. Sales & Marketing |
11.3.2. Product Development |
11.3.3. Human Resource |
11.3.4. Support |
11.3.5. Others |
11.4. Industry Vertical Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
11.4.1. Retail |
11.4.2. Education |
11.4.3. IT and telecom |
11.4.4. BFSI |
11.4.5. Manufacturing |
11.4.6. Media and Entertainment |
11.4.7. Other |
11.5. Country Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
11.5.1. Germany |
11.5.2. UK |
11.5.3. France |
11.5.4. Spain |
11.5.5. Italy |
11.5.6. Rest of Europe |
11.6. Europe Gamification Market - Opportunity Analysis Index, By Component, By Deployment Model, By Application, By Industry Vertical, and Country, 2024-2030 |
11.7. Europe Gamification Market Dynamics - Trends |
12. Asia-Pacific Gamification Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
12.1. Component Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
12.1.1. Solution |
12.1.2. Service |
12.2. Deployment Model Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
12.2.1. On-Premise |
12.2.2. Cloud |
12.3. Application Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
12.3.1. Sales & Marketing |
12.3.2. Product Development |
12.3.3. Human Resource |
12.3.4. Support |
12.3.5. Others |
12.4. Industry Vertical Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
12.4.1. Retail |
12.4.2. Education |
12.4.3. IT and telecom |
12.4.4. BFSI |
12.4.5. Manufacturing |
12.4.6. Media and Entertainment |
12.4.7. Other |
12.5. Country Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
12.5.1. China |
12.5.2. India |
12.5.3. Japan |
12.5.4. ASEAN |
12.5.5. Australia & New Zealand |
12.5.6. Rest of Asia-Pacific |
12.6. Asia-Pacific Gamification Market - Opportunity Analysis Index, By Component, By Deployment Model, By Application, By Industry Vertical, and Country, 2024-2030 |
12.7. Asia-Pacific Gamification Market Dynamics - Trends |
13. Latin America Gamification Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
13.1. Component Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
13.1.1. Solution |
13.1.2. Service |
13.2. Deployment Model Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
13.2.1. On-Premise |
13.2.2. Cloud |
13.3. Application Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
13.3.1. Sales & Marketing |
13.3.2. Product Development |
13.3.3. Human Resource |
13.3.4. Support |
13.3.5. Others |
13.4. Industry Vertical Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
13.4.1. Retail |
13.4.2. Education |
13.4.3. IT and telecom |
13.4.4. BFSI |
13.4.5. Manufacturing |
13.4.6. Media and Entertainment |
13.4.7. Other |
13.5. Country Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
13.5.1. Brazil |
13.5.2. Mexico |
13.5.3. Rest of Latin America |
13.6. Latin America Gamification Market - Opportunity Analysis Index, By Component, By Deployment Model, By Application, By Industry Vertical, and Country, 2024-2030 |
13.7. Latin America Gamification Market Dynamics - Trends |
14. Middle East and Africa Gamification Market Analysis, 2019-2023 and Forecast, 2024-2030 (Revenue, USD Mn) |
14.1. Component Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
14.1.1. Solution |
14.1.2. Service |
14.2. Deployment Model Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
14.2.1. On-Premise |
14.2.2. Cloud |
14.3. Application Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
14.3.1. Sales & Marketing |
14.3.2. Product Development |
14.3.3. Human Resource |
14.3.4. Support |
14.3.5. Others |
14.4. Industry Vertical Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
14.4.1. Retail |
14.4.2. Education |
14.4.3. IT and telecom |
14.4.4. BFSI |
14.4.5. Manufacturing |
14.4.6. Media and Entertainment |
14.4.7. Other |
14.5. Country Analysis 2019-2023 and Forecast 2024-2030 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
14.5.1. Gulf Cooperation Council (GCC) Countries |
14.5.2. South Africa |
14.5.3. Rest of MEA |
14.6. MEA Gamification Market- Opportunity Analysis Index, By Component, By Deployment Model, By Application, By Industry Vertical, and Country, 2024-2030 |
14.7. MEA Gamification Market Dynamics - Trends |
15. Competition Landscape |
15.1. Strategic Dashboard of Top Market Players |
15.2. Company Profiles (Introduction, Financial Analysis, Key Components, Key Developments, Strategies, and SWOT Analysis) |
15.2.1. Microsoft Corporation |
15.2.2. MPS Interactive Systems Limited |
15.2.3. Ambition |
15.2.4. Aon plc. |
15.2.5. Axonify Inc. |
15.2.6. BI WORLDWIDE (Bunchball Inc.) |
15.2.7. Callidus Software Inc. (SAP SE) |
15.2.8. Cognizant |
15.2.9. G-Cube |
15.2.10. IActionable |
16. Research Methodology |
17. Key Assumptions and Acronyms |
Key Market Players