Gamification Market: Global Market Estimation, Dynamics, Regional Share, Trends, Competitor Analysis 2017-2021 and Forecast 2022-2028

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Gamification Market: By Component (Solution, and Service) Deployment Model (On-Premise, and Cloud) Application (Sales & Marketing, Product Development, Human Resource, Support, and Others) Industry Vertical (Retail, Education, IT and telecom, BFSI, Manufacturing, Media and Entertainment, and Other) and Geography 

 

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Report

Description

Gamification Market size is expected to be valued at USD 10.6 billion in 2022 and is expected to grow at a CAGR of 22.1% in 2022-2028. 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 gamification market size. Moreover, higher return on investment and increasing use of gamification in e-learning are some primary factors that can boost the global gamification 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 global gamification 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 global gamification 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.

Key Developments:

In September 2020, Tin Roof Software was acquired by Cognizant to expand its digital engineering services.

In April 2020, AVEVA partnered with Axonify Inc to provide AI-based micropower learning for the industry.

Gamification Market

MARKET SUMMARY
-
22.1%
  • Study Period– 2022 – 2028
  • Base Year– 2021
  • CAGR– 22.1%
  • Largest Market– North America
  • Fastest Growing Market– Asia-Pacific

Gamification Market

  • The gamification market report gives comprehensive outlook across the region with special emphasis on key regions such as North America, Europe, Asia Pacific, Latin America and Middle East and Africa.
  • The gamification market is segmented based on component, deployment model, application, industry vertical and geography.
Key Players
  • Microsoft Corporation
  • MPS Interactive Systems Limited
  • Ambition
  • Aon plc.
  • Axonify Inc.
Gamification Market Drivers

One of the major reasons for the growth of the global gamification 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.


North America Got Significant Share

Gamification Market

North America is dominating the global Gamification market size, due to its various applications in marketing fields. Moreover, increasing use of gamification in product innovation and development, increasing adoption of smartphones and technological advances have also attributed to the growth of the market. In addition, Asia Pacific is one of the most profitable regions and is generating new prospects for global players. Increasing penetration of smartphone users and the internet has the potential to increase the demand for the gamification market in these regions. Apart from this, the emergence of e-commerce websites which gives the users an experience similar to offline shopping has created a demand for the use of Gamification.

Latin America
Latin-America
North-America
North-America
Europe
Europe
Asia Pacific
Asia-Pacific
Middle East
Middle East

Key

Features of the Report

  • The report provides granular level information about the market size, regional market share, historic market (2017-2021), and forecast (2022-2028)
  • The report covers in-detail insights about the competitor’s overview, company share analysis, key market developments, and their key strategies
  • The report outlines drivers, restraints, unmet needs, and trends that are currently affecting the market
  • The report tracks recent innovations, key developments, and start-up details that are actively working in the market
  • The report provides a plethora of information about market entry strategies, regulatory framework, and reimbursement scenario
Gamification Market Segmentation


Location

GEOGRAPHY

Frequently Asked Questions

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 gamification market


Report

Table Of Content

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, 2017-2021 and Forecast, 2022-2028
4.1. Market Analysis, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
4.2. Year-over-Year (Y-o-Y) Growth Analysis (%)
4.3. Market Opportunity Analysis
5. Global Gamification Market, By Component, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
5.1. Solution
5.1.1. Market Analysis, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
6.1. On-Premise
6.1.1. Market Analysis, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
7.1. Sales & Marketing
7.1.1. Market Analysis, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
8.1. Retail
8.1.1. Market Analysis, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
9.1. North America
9.1.1. Market Analysis, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2017-2021 and Forecast, 2022-2028 (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, 2022-2028
10. North America Gamification Market Analysis, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
10.1. Component Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
10.1.1. Solution
10.1.2. Service
10.2. Deployment Model Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
10.2.1. On-Premise
10.2.2. Cloud
10.3. Application Analysis 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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, 2022-2028
10.7. North America Gamification Market Dynamics – Trends
11. Europe Gamification Market Analysis, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
11.1. Component Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
11.1.1. Solution
11.1.2. Service
11.2. Deployment Model Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
11.2.1. On-Premise
11.2.2. Cloud
11.3. Application Analysis 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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, 2022-2028
11.7. Europe Gamification Market Dynamics – Trends
12. Asia-Pacific Gamification Market Analysis, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
12.1. Component Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
12.1.1. Solution
12.1.2. Service
12.2. Deployment Model Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
12.2.1. On-Premise
12.2.2. Cloud
12.3. Application Analysis 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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, 2022-2028
12.7. Asia-Pacific Gamification Market Dynamics – Trends
13. Latin America Gamification Market Analysis, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
13.1. Component Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
13.1.1. Solution
13.1.2. Service
13.2. Deployment Model Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
13.2.1. On-Premise
13.2.2. Cloud
13.3. Application Analysis 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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, 2022-2028
13.7. Latin America Gamification Market Dynamics – Trends
14. Middle East and Africa Gamification Market Analysis, 2017-2021 and Forecast, 2022-2028 (Revenue, USD Mn)
14.1. Component Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
14.1.1. Solution
14.1.2. Service
14.2. Deployment Model Analysis 2017-2021 and Forecast 2022-2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
14.2.1. On-Premise
14.2.2. Cloud
14.3. Application Analysis 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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 2017-2021 and Forecast 2022-2028 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, 2022-2028
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

Report

Company Profile

  • Microsoft Corporation
  • MPS Interactive Systems Limited
  • Ambition
  • Aon plc.
  • Axonify Inc.
  • BI WORLDWIDE (Bunchball Inc.)
  • Callidus Software Inc. (SAP SE)
  • Cognizant
  • G-Cube
  • IActionable

Description

Gamification Market size is expected to be valued at USD 10.6 billion in 2022 and is expected to grow at a CAGR of 22.1% in 2022-2028. 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 gamification market size. Moreover, higher return on investment and increasing use of gamification in e-learning are some primary factors that can boost the global gamification 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 global gamification 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 global gamification 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.

Key Developments:

In September 2020, Tin Roof Software was acquired by Cognizant to expand its digital engineering services.

In April 2020, AVEVA partnered with Axonify Inc to provide AI-based micropower learning for the industry.

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