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

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Gamification Software Market: By Solution Type (Enterprise-Driven, Consumer-Driven, Others), Deployment Mode (Cloud, On-Premises), Application (Marketing, Sales, Product Development, Human Resources, Analytics, E-Commerce), End User (BFSI, Retail, Healthcare, Media and Entertainment, Education, IT and Telecom, Government, Others) and Geography

 

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Report

Description

Gamification Software Market is expected to be valued at US$ 9,841.5 million in 2022 and growing at a CAGR of 24% over the forecast period by 2028. The market is driven by the growing introduction of e-learning gamification, the acceptance of corporate-based gamification training and the growing application of a customer-centric business model. Limitations attributed to factors such as inadequate game design and lack of knowledge of the merits of gamification which act as restrain towards the global market. High return of investment provides significant opportunity to the global gamification software market This report studies global gamification software market dynamics elaborately to identify the current trends & drivers, future opportunities and possible challenges to the key stakeholders operating in the market. In addition, global gamification software market report includes human demographics; regulatory scenario, and competition analysis with vividly illustrated the competition dashboard to assess the market competition. Moreover, PBI analyzed global gamification software market to better equip clients with possible investment opportunities across the regions (regional Investment Hot-Spots) and market unmet needs (Product Opportunities). Key stakeholders of the global market report include suppliers, manufacturers, marketers, policy makers, and service providers engaged in global gamification software market

Key Developments:

In September 2019, Microsoft added new features and applications for Dynamics 365 by adding AI-driven insights. This product enhancement will empower organizations to take informed actions and improve their customer experiences.

In January 2019, SAP acquired Qualtrics, an experience management software provider. This acquisition will help SAP to deliver exceptional customer, employee, product, and brand experiences. This acquisition will accelerate SAP’s new experience management category by combining Qualtrics’ experience data with operational data from the SAP software.

In January 2020, BI WORLDWIDE partnered with Vitality, a behavior change platform provider. Both companies collaborated to improve the overall employee health. BI WORLDWIDE’s recognition system is integrated with the new Vitality One program to reward employees for leading active and healthy lifestyles

Gamification Software Market

MARKET SUMMARY
-
24%
  • Study Period– 2022-2028
  • Base Year– 2021
  • CAGR– 24%
  • Largest Market– North American
  • Fastest Growing Market– Asia-Pacific

Gamification Software Market

  • Global gamification software market report gives comprehensive outlook on gamification software market across the globe with special emphasis on key regions such as North America, Europe, Asia Pacific, Latin America, and Middle East and Africa.
  • The report on global gamification software market gives historical, current, and future market sizes on the basis of solution type, deployment mode, application, end user and region.
Key Players
  • SAP SE
  • Indusgeeks USA Inc.
  • Axonify Inc.
  • BI WORLDWIDE
  • TGC Technologies Pvt. Ltd.
  • Gametize Pte. Ltd.
Gamification Software Market Drivers

It is noticed that the global gamification software market has a significant market growth rate on perspective of increasing technology advancement. The dramatic rise in the number of smartphones and handheld computers has specifically created a large market base for gamification. This development is also supported by the growing acceptance of gamification structures as a form of human behavior architecture in order to promote creativity, efficiency or dedication. The use of gamification systems has also been expanded beyond its conventional marketing reach. This is now the case, they are commonly used in advance implementations, such as crowdsourcing.


North America Got Significant Share

Gamification Software Market

North America contributed major revenue followed by Europe and Asia Pacific. In 2021, North America region accounted huge growth rate and is anticipated to grow with a forecast year. North Americas accounted for the largest share due to rising demand for cloud-based gamified solutions among enterprises due to its low implementation. Europe hold the second largest by personalized recommendation games and quizzes are being used to better the customer engagement and build brand loyalty. Asia dominate the market on perspective of high technology advancement, AI development and cloud based application

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 startup’s details that are actively working in the market
  • The report provides plethora of information about market entry strategies, regulatory framework and reimbursement scenario
  • The report analyses the impact of socio-political environment through PESTLE Analysis and competition through Porter’s Five Force Analysis in addition to recent technology advancements and innovations in the market
Gamification Software Market Segmentation


Location

GEOGRAPHY

Frequently Asked Questions

The gamification software market is projected to expand at a CAGR of 24% during the forecast period

SAP SE, Indusgeeks USA Inc., Axonify Inc., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize Pte. Ltd., Gamify, Microsoft Corporation, Salesforce.com Inc., Faya Corporation, Verint Systems Inc., Khoros LLC, MPS Interactive Systems Limited

North America is the fastest-growing region for gamification software market


Report

Table Of Content

1. Executive Summary
2. Global Gamification Software Market Introduction
2.1. Global Gamification Software Market – Taxonomy
2.2. Global Gamification Software Market –Definitions
2.2.1. Solution Type
2.2.2. Deployment Mode
2.2.3. Application
2.2.4. End User
3. Global Gamification Software Market Dynamics
3.1. Drivers
3.2. Restraints
3.3. Opportunities/Unmet Needs of the Market
3.4. Trends
3.5. Global Gamification Software Market Dynamic Factors – Impact Analysis
3.6. Global Gamification Software Market – Competition Landscape
4. Global Gamification Software 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 Software Market, By Solution Type, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.1. Enterprise-Driven
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. Consumer-Driven
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
5.3. Others
5.3.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
5.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
5.3.3. Market Opportunity Analysis
6. Global Gamification Software Market Forecast, By Deployment Mode, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
6.1. Cloud
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. On-Premises
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 Software Market Forecast, By Application, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.1. 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. Sales
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. Product Development
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. Human Resources
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. E-Commerce
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
7.6. Analytics
7.6.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
7.6.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
7.6.3. Market Opportunity Analysis
8. Global Gamification Software Market Forecast, By End User, 2017 – 2021 and Forecast, 2022 – 2028
8.1. BFSI
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. Retail
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. Healthcare
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. Media and Entertainment
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. Education
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. IT and Telecom
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. Government
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
8.8. Others
8.8.1. Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
8.8.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%)
Market Opportunity Analysis
9. Global Gamification Software 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 Software Market – Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Region, 2022 – 2028
10. North America Gamification Software Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
10.1. Solution Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
10.1.1. Enterprise-Driven
10.1.2. Consumer-Driven
10.1.3. Others
10.2. Deployment Mode Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
10.2.1. Cloud
10.2.2. On-Premises
10.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
10.3.1. Marketing
10.3.2. Sales
10.3.3. Product Development
10.3.4. Human Resources
10.3.5. Analytics
10.3.6. E-Commerce
10.4. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
10.4.1. BFSI
10.4.2. Retail
10.4.3. Healthcare
10.4.4. Media and Entertainment
10.4.5. Education
10.4.6. IT and Telecom
10.4.7. Government
10.4.8. Others
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 Software Market – Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 – 2028
10.7. North America Gamification Software Market Dynamics – Trends
11. Europe Gamification Software Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
11.1. Solution Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
11.1.1. Enterprise-Driven
11.1.2. Consumer-Driven
11.1.3. Others
11.2. Deployment Mode Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.2.1. Cloud
11.2.2. On-Premises
11.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.3.1. Marketing
11.3.2. Sales
11.3.3. Product Development
11.3.4. Human Resources
11.3.5. Analytics
11.3.6. E-Commerce
11.4. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
11.4.1. BFSI
11.4.2. Retail
11.4.3. Healthcare
11.4.4. Media and Entertainment
11.4.5. Education
11.4.6. IT and Telecom
11.4.7. Government
11.4.8. Others
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. Russia
11.5.7. Poland
11.5.8. Rest of Europe
11.6. Europe Gamification Software Market – Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 – 2028
11.7. Europe Gamification Software Market Dynamics – Trends
12. Asia-Pacific Gamification Software Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
12.1. Solution Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
12.1.1. Enterprise-Driven
12.1.2. Consumer-Driven
12.1.3. Others
12.2. Deployment Mode Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.2.1. Cloud
12.2.2. On-Premises
12.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.3.1. Marketing
12.3.2. Sales
12.3.3. Product Development
12.3.4. Human Resources
12.3.5. Analytics
12.3.6. E-Commerce
12.4. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
12.4.1. BFSI
12.4.2. Retail
12.4.3. Healthcare
12.4.4. Media and Entertainment
12.4.5. Education
12.4.6. IT and Telecom
12.4.7. Government
12.4.8. Others
12.5. Country Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%)
12.5.1. Japan
12.5.2. China
12.5.3. India
12.5.4. ASEAN
12.5.5. Australia & New Zealand
12.5.6. Rest of Asia-Pacific
12.6. Asia-Pacific Gamification Software Market – Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 – 2028
12.7. Asia-Pacific Gamification Software Market Dynamics – Trends
13. Latin America Gamification Software Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
13.1. Solution Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
13.1.1. Enterprise-Driven
13.1.2. Consumer-Driven
13.1.3. Others
13.2. Deployment Mode Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.2.1. Cloud
13.2.2. On-Premises
13.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.3.1. Marketing
13.3.2. Sales
13.3.3. Product Development
13.3.4. Human Resources
13.3.5. Analytics
13.3.6. E-Commerce
13.4. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
13.4.1. BFSI
13.4.2. Retail
13.4.3. Healthcare
13.4.4. Media and Entertainment
13.4.5. Education
13.4.6. IT and Telecom
13.4.7. Government
13.4.8. Others
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. Argentina
13.5.4. Rest of Latin America
13.6. Latin America Gamification Software Market – Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 – 2028
13.7. Latin America Gamification Software Market Dynamics – Trends
14. Middle East and Africa Gamification Software Market Analysis, 2017 – 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn)
14.1. Solution Type Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%)
14.1.1. Enterprise-Driven
14.1.2. Consumer-Driven
14.1.3. Others
14.2. Deployment Mode Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.2.1. Cloud
14.2.2. On-Premises
14.3. Application Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.3.1. Marketing
14.3.2. Sales
14.3.3. Product Development
14.3.4. Human Resources
14.3.5. Analytics
14.3.6. E-Commerce
14.4. End User Analysis 2017 – 2021 and Forecast 2022 – 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%)
14.4.1. BFSI
14.4.2. Retail
14.4.3. Healthcare
14.4.4. Media and Entertainment
14.4.5. Education
14.4.6. IT and Telecom
14.4.7. Government
14.4.8. Others
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. Israel
14.5.3. South Africa
14.5.4. Rest of MEA
14.6. MEA Gamification Software Market – Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 – 2028
14.7. MEA Gamification Software Market Dynamics – Trends
15. Competition Landscape 
15.1. Strategic Dashboard of Top Market Players
15.2. Company Profiles (Introduction, Financial Analysis, Solution Type & Service Offerings, Key Developments, Strategies, and SWOT Analysis)
15.2.1. SAP SE
15.2.2. Indusgeeks USA Inc.
15.2.3. Axonify Inc.
15.2.4. BI WORLDWIDE
15.2.5. TGC Technologies Pvt. Ltd.
15.2.6. Gametize Pte. Ltd.
15.2.7. Gamify
15.2.8. Microsoft Corporation
15.2.9. Salesforce.com Inc.
15.2.10. Faya Corporation
15.2.11. Verint Systems Inc.
15.2.12. Khoros LLC
15.2.13. MPS Interactive Systems Limited
16. Research Methodology
17. Key Assumptions and Acronyms

Report

Company Profile

  • SAP SE
  • Indusgeeks USA Inc.
  • Axonify Inc.
  • BI WORLDWIDE
  • TGC Technologies Pvt. Ltd.
  • Gametize Pte. Ltd.
  • Gamify
  • Microsoft Corporation
  • Salesforce.com Inc.
  • Faya Corporation
  • Verint Systems Inc.
  • Khoros LLC

Description

Gamification Software Market is expected to be valued at US$ 9,841.5 million in 2022 and growing at a CAGR of 24% over the forecast period by 2028. The market is driven by the growing introduction of e-learning gamification, the acceptance of corporate-based gamification training and the growing application of a customer-centric business model. Limitations attributed to factors such as inadequate game design and lack of knowledge of the merits of gamification which act as restrain towards the global market. High return of investment provides significant opportunity to the global gamification software market This report studies global gamification software market dynamics elaborately to identify the current trends & drivers, future opportunities and possible challenges to the key stakeholders operating in the market. In addition, global gamification software market report includes human demographics; regulatory scenario, and competition analysis with vividly illustrated the competition dashboard to assess the market competition. Moreover, PBI analyzed global gamification software market to better equip clients with possible investment opportunities across the regions (regional Investment Hot-Spots) and market unmet needs (Product Opportunities). Key stakeholders of the global market report include suppliers, manufacturers, marketers, policy makers, and service providers engaged in global gamification software market

Key Developments:

In September 2019, Microsoft added new features and applications for Dynamics 365 by adding AI-driven insights. This product enhancement will empower organizations to take informed actions and improve their customer experiences.

In January 2019, SAP acquired Qualtrics, an experience management software provider. This acquisition will help SAP to deliver exceptional customer, employee, product, and brand experiences. This acquisition will accelerate SAP’s new experience management category by combining Qualtrics’ experience data with operational data from the SAP software.

In January 2020, BI WORLDWIDE partnered with Vitality, a behavior change platform provider. Both companies collaborated to improve the overall employee health. BI WORLDWIDE’s recognition system is integrated with the new Vitality One program to reward employees for leading active and healthy lifestyles

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