The Gamefi Market is expected to grow from USD 10.5 billion in 2022 to USD 96 billion by 2032, at a CAGR of 25% during the forecast period 2023-2032.
Gamification is defined as using game design characteristics and ideas in non-game circumstances. It can also be defined as a set of actions and procedures that employ or use game element attributes to solve problems. Games and game-like characteristics have been used to teach, entertain, and engage people for thousands of years. Classic game elements include points, badges, and leaderboards. The exponential rise in the number of smartphones and mobile devices has accelerated the expansion of the gamification market. Gamification systems are increasingly being seen as a means of architecting human behavior in order to induce innovation, productivity, or engagement, which contributes to market growth.
The growing popularity of smartphones has dramatically expanded the possibilities for gamification. Americans are known to check their phones 80 times every day on average. According to the 2022 GSMA Mobile Economy Report, the global number of mobile internet customers reached 4.2 billion people in 2022, with 5.3 billion people subscribing to mobile services by the end of 2021, representing 67% of the global population. Furthermore, migrating consumers and employees from desktop computers to mobile phones and internet devices provides banks with a significant platform for attracting consumer interest and increasing conversion/usage. Furthermore, the platform's interaction with social networking sites has enabled users to share their experiences with friends, acquaintances, and coworkers, increasing the platform's reach and efficacy. The rising integration of technologies like as AV, VR, and Mixed Reality is expected to generate enormous chances for the gamified business to flourish in the coming years. Gamification solutions are being developed using these immersive technologies. Amazon.com, Inc., and Walmart, for example, are transforming the shopping experience through the use of augmented reality, virtual reality, and mixed reality technology. These companies present their items in virtual reality showrooms that use immersive technologies.
This study delivers a comprehensive analysis of deployment mode, enterprise size, end-user, and region. The deployment mode segment includes on-premises and cloud. The cloud segment holds the largest market share in 2022. This is due to the growing demand for safe and dependable solutions among SMEs. Furthermore, most businesses are expected to leverage cloud-based gamification technologies to build collaborative user experiences. The enterprise size segment includes small and medium enterprises and large enterprises. The large enterprises segment held the largest market share in 2022. This is due to the rising adoption of solutions and software by these businesses. Furthermore, most businesses are expected to use cloud-based gamification technology to create collaborative user experiences. The end-user segment includes banking, retail, government, education, IT & telecom, healthcare, and others. The IT & telecom segment holds the largest market share in 2022. This is due to the growing number of subscribers who have consistent experiences. Customers are more aware of and eager to use a variety of services, thus businesses must incorporate gamification into their business models.
The market has been divided into North America, Europe, Asia-Pacific, Middle East & Africa, and South America. North America holds the largest market share, This is due to the region's widespread adoption of customer-based and enterprise-based solutions. Furthermore, countries such as the United States and Canada are applying gamification solutions to better their marketing efforts in areas such as advertising, customer contact, branding, and selling. Furthermore, the growing popularity of cloud-based gamified solutions among businesses has aided the gamification market's rapid growth, owing to their low deployment costs. In comparison to other regions, North America's gamification market currently produces a significant amount of income.
Some of the notable players in the market are Microsoft, SAP, Influitive, Verint, Aon, MPS Interactive Systems, Badgeville, Bunchball, Cognizant, Gigya, Gondola, Hoopla, IBM, MindTickle, Nitro, Opower, PugPharm, SAP, Salesforce, Scavify, Tango Card, The Game Agency, Keas, The Level Up, The Octalysis Group, Thrive Global, Zamzee Centrical, LevelEleven, Axonify Inc., Gamifier, IActionable, Xoxoday, Tango Card, Callidus Software Inc, and others.
Report Description:
1. Introduction
1.1. Objectives of the Study
1.2. Market Definition
1.3. Research Scope
1.4. Currency
1.5. Key Target Audience
2. Research Methodology and Assumptions
3. Executive Summary
4. Premium Insights
4.1. Porter’s Five Forces Analysis
4.2. Value Chain Analysis
4.3. Top Investment Pockets
4.3.1. Market Attractiveness Analysis by Deployment Mode
4.3.2. Market Attractiveness Analysis by Enterprise Size
4.3.3. Market Attractiveness Analysis by End-User
4.3.4. Market Attractiveness Analysis by Region
4.4. Industry Trends
5. Market Dynamics
5.1. Market Evaluation
5.2. Drivers
5.2.1. Rising smartphone utilization
5.3. Restraints
5.3.1. Rising issues with designs
5.4. Opportunities
5.4.1. Increasing intergaration of technology
5.5. Challenges
5.5.1. Complexities in developing gaming
6. Global Gamefi Market Analysis and Forecast, By Deployment Mode
6.1. Segment Overview
6.2. On-Premises
6.3. Cloud
7. Global Gamefi Market Analysis and Forecast, By Enterprise Size
7.1. Segment Overview
7.2. Small And Medium Enterprises
7.3. Large Enterprises
8. Global Gamefi Market Analysis and Forecast, By End-User
8.1. Segment Overview
8.2. Banking
8.3. Retail
8.4. Government
8.5. Education
8.6. IT & Telecom
8.7. Healthcare
8.8. Others
9. Global Gamefi Market Analysis and Forecast, By Regional Analysis
9.1. Segment Overview
9.2. North America
9.2.1. U.S.
9.2.2. Canada
9.2.3. Mexico
9.3. Europe
9.3.1. Germany
9.3.2. France
9.3.3. U.K.
9.3.4. Italy
9.3.5. Spain
9.4. Asia-Pacific
9.4.1. Japan
9.4.2. China
9.4.3. India
9.5. South America
9.5.1. Brazil
9.6. Middle East and Africa
9.6.1. UAE
9.6.2. South Africa
10. Global Gamefi Market-Competitive Landscape
10.1. Overview
10.2. Market Share of Key Players in Global Gamefi Market
10.2.1. Global Company Market Share
10.2.2. North America Company Market Share
10.2.3. Europe Company Market Share
10.2.4. APAC Company Market Share
10.3. Competitive Situations and Trends
10.3.1. Product Launches and Developments
10.3.2. Partnerships, Collaborations, and Agreements
10.3.3. Mergers & Acquisitions
10.3.4. Expansions
11. Company Profiles
11.1. Microsoft
11.1.1. Business Overview
11.1.2. Company Snapshot
11.1.3. Company Market Share Analysis
11.1.4. Company Product Portfolio
11.1.5. Recent Developments
11.1.6. SWOT Analysis
11.2. SAP
11.2.1. Business Overview
11.2.2. Company Snapshot
11.2.3. Company Market Share Analysis
11.2.4. Company Product Portfolio
11.2.5. Recent Developments
11.2.6. SWOT Analysis
11.3. Influitive
11.3.1. Business Overview
11.3.2. Company Snapshot
11.3.3. Company Market Share Analysis
11.3.4. Company Product Portfolio
11.3.5. Recent Developments
11.3.6. SWOT Analysis
11.4. Verint
11.4.1. Business Overview
11.4.2. Company Snapshot
11.4.3. Company Market Share Analysis
11.4.4. Company Product Portfolio
11.4.5. Recent Developments
11.4.6. SWOT Analysis
11.5. Aon
11.5.1. Business Overview
11.5.2. Company Snapshot
11.5.3. Company Market Share Analysis
11.5.4. Company Product Portfolio
11.5.5. Recent Developments
11.5.6. SWOT Analysis
11.6. MPS Interactive Systems
11.6.1. Business Overview
11.6.2. Company Snapshot
11.6.3. Company Market Share Analysis
11.6.4. Company Product Portfolio
11.6.5. Recent Developments
11.6.6. SWOT Analysis
11.7. Badgeville
11.7.1. Business Overview
11.7.2. Company Snapshot
11.7.3. Company Market Share Analysis
11.7.4. Company Product Portfolio
11.7.5. Recent Developments
11.7.6. SWOT Analysis
11.8. Bunchball
11.8.1. Business Overview
11.8.2. Company Snapshot
11.8.3. Company Market Share Analysis
11.8.4. Company Product Portfolio
11.8.5. Recent Developments
11.8.6. SWOT Analysis
11.9. Cognizant
11.9.1. Business Overview
11.9.2. Company Snapshot
11.9.3. Company Market Share Analysis
11.9.4. Company Product Portfolio
11.9.5. Recent Developments
11.9.6. SWOT Analysis
11.10. Gigya
11.10.1. Business Overview
11.10.2. Company Snapshot
11.10.3. Company Market Share Analysis
11.10.4. Company Product Portfolio
11.10.5. Recent Developments
11.10.6. SWOT Analysis
11.11. Gondola
11.11.1. Business Overview
11.11.2. Company Snapshot
11.11.3. Company Market Share Analysis
11.11.4. Company Product Portfolio
11.11.5. Recent Developments
11.11.6. SWOT Analysis
11.12. Hoopla
11.12.1. Business Overview
11.12.2. Company Snapshot
11.12.3. Company Market Share Analysis
11.12.4. Company Product Portfolio
11.12.5. Recent Developments
11.12.6. SWOT Analysis
11.13. IBM
11.13.1. Business Overview
11.13.2. Company Snapshot
11.13.3. Company Market Share Analysis
11.13.4. Company Product Portfolio
11.13.5. Recent Developments
11.13.6. SWOT Analysis
11.14. MindTickle
11.14.1. Business Overview
11.14.2. Company Snapshot
11.14.3. Company Market Share Analysis
11.14.4. Company Product Portfolio
11.14.5. Recent Developments
11.14.6. SWOT Analysis
11.15. Nitro
11.15.1. Business Overview
11.15.2. Company Snapshot
11.15.3. Company Market Share Analysis
11.15.4. Company Product Portfolio
11.15.5. Recent Developments
11.15.6. SWOT Analysis
11.16. Opower
11.16.1. Business Overview
11.16.2. Company Snapshot
11.16.3. Company Market Share Analysis
11.16.4. Company Product Portfolio
11.16.5. Recent Developments
11.16.6. SWOT Analysis
11.17. PugPharm
11.17.1. Business Overview
11.17.2. Company Snapshot
11.17.3. Company Market Share Analysis
11.17.4. Company Product Portfolio
11.17.5. Recent Developments
11.17.6. SWOT Analysis
11.18. SAP
11.18.1. Business Overview
11.18.2. Company Snapshot
11.18.3. Company Market Share Analysis
11.18.4. Company Product Portfolio
11.18.5. Recent Developments
11.18.6. SWOT Analysis
11.19. Salesforce
11.19.1. Business Overview
11.19.2. Company Snapshot
11.19.3. Company Market Share Analysis
11.19.4. Company Product Portfolio
11.19.5. Recent Developments
11.19.6. SWOT Analysis
11.20. Scavify
11.20.1. Business Overview
11.20.2. Company Snapshot
11.20.3. Company Market Share Analysis
11.20.4. Company Product Portfolio
11.20.5. Recent Developments
11.20.6. SWOT Analysis
11.21. Tango Card
11.21.1. Business Overview
11.21.2. Company Snapshot
11.21.3. Company Market Share Analysis
11.21.4. Company Product Portfolio
11.21.5. Recent Developments
11.21.6. SWOT Analysis
11.22. The Game Agency
11.22.1. Business Overview
11.22.2. Company Snapshot
11.22.3. Company Market Share Analysis
11.22.4. Company Product Portfolio
11.22.5. Recent Developments
11.22.6. SWOT Analysis
11.23. Keas
11.23.1. Business Overview
11.23.2. Company Snapshot
11.23.3. Company Market Share Analysis
11.23.4. Company Product Portfolio
11.23.5. Recent Developments
11.23.6. SWOT Analysis
11.24. The Level Up
11.24.1. Business Overview
11.24.2. Company Snapshot
11.24.3. Company Market Share Analysis
11.24.4. Company Product Portfolio
11.24.5. Recent Developments
11.24.6. SWOT Analysis
11.25. The Octalysis Group
11.25.1. Business Overview
11.25.2. Company Snapshot
11.25.3. Company Market Share Analysis
11.25.4. Company Product Portfolio
11.25.5. Recent Developments
11.25.6. SWOT Analysis
11.26. Thrive Global
11.26.1. Business Overview
11.26.2. Company Snapshot
11.26.3. Company Market Share Analysis
11.26.4. Company Product Portfolio
11.26.5. Recent Developments
11.26.6. SWOT Analysis
11.27. Zamzee Centrical
11.27.1. Business Overview
11.27.2. Company Snapshot
11.27.3. Company Market Share Analysis
11.27.4. Company Product Portfolio
11.27.5. Recent Developments
11.27.6. SWOT Analysis
11.28. LevelEleven
11.28.1. Business Overview
11.28.2. Company Snapshot
11.28.3. Company Market Share Analysis
11.28.4. Company Product Portfolio
11.28.5. Recent Developments
11.28.6. SWOT Analysis
11.29. Axonify Inc.
11.29.1. Business Overview
11.29.2. Company Snapshot
11.29.3. Company Market Share Analysis
11.29.4. Company Product Portfolio
11.29.5. Recent Developments
11.29.6. SWOT Analysis
11.30. Gamifier
11.30.1. Business Overview
11.30.2. Company Snapshot
11.30.3. Company Market Share Analysis
11.30.4. Company Product Portfolio
11.30.5. Recent Developments
11.30.6. SWOT Analysis
11.31. IActionable
11.31.1. Business Overview
11.31.2. Company Snapshot
11.31.3. Company Market Share Analysis
11.31.4. Company Product Portfolio
11.31.5. Recent Developments
11.31.6. SWOT Analysis
11.32. Xoxoday
11.32.1. Business Overview
11.32.2. Company Snapshot
11.32.3. Company Market Share Analysis
11.32.4. Company Product Portfolio
11.32.5. Recent Developments
11.32.6. SWOT Analysis
11.33. Tango Card
11.33.1. Business Overview
11.33.2. Company Snapshot
11.33.3. Company Market Share Analysis
11.33.4. Company Product Portfolio
11.33.5. Recent Developments
11.33.6. SWOT Analysis
11.34. Callidus Software Inc
11.34.1. Business Overview
11.34.2. Company Snapshot
11.34.3. Company Market Share Analysis
11.34.4. Company Product Portfolio
11.34.5. Recent Developments
11.34.6. SWOT Analysis
List of Table
1. Global Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
2. Global On-Premises, Gamefi Market, By Region, 2019-2032 (USD Billion)
3. Global Cloud, Gamefi Market, By Region, 2019-2032 (USD Billion)
4. Global Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
5. Global Small And Medium Enterprises, Gamefi Market, By Region, 2019-2032 (USD Billion)
6. Global Large Enterprises, Gamefi Market, By Region, 2019-2032 (USD Billion)
7. Global Gamefi Market, By End-User, 2019-2032 (USD Billion)
8. Global Banking, Gamefi Market, By Region, 2019-2032 (USD Billion)
9. Global Retail, Gamefi Market, By Region, 2019-2032 (USD Billion)
10. Global Government, Gamefi Market, By Region, 2019-2032 (USD Billion)
11. Global Education, Gamefi Market, By Region, 2019-2032 (USD Billion)
12. Global IT & Telecom, Gamefi Market, By Region, 2019-2032 (USD Billion)
13. Global Healthcare, Gamefi Market, By Region, 2019-2032 (USD Billion)
14. Global Others, Gamefi Market, By Region, 2019-2032 (USD Billion)
15. North America Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
16. North America Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
17. North America Gamefi Market, By End-User, 2019-2032 (USD Billion)
18. U.S. Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
19. U.S. Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
20. U.S. Gamefi Market, By End-User, 2019-2032 (USD Billion)
21. Canada Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
22. Canada Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
23. Canada Gamefi Market, By End-User, 2019-2032 (USD Billion)
24. Mexico Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
25. Mexico Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
26. Mexico Gamefi Market, By End-User, 2019-2032 (USD Billion)
27. Europe Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
28. Europe Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
29. Europe Gamefi Market, By End-User, 2019-2032 (USD Billion)
30. Germany Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
31. Germany Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
32. Germany Gamefi Market, By End-User, 2019-2032 (USD Billion)
33. France Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
34. France Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
35. France Gamefi Market, By End-User, 2019-2032 (USD Billion)
36. U.K. Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
37. U.K. Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
38. U.K. Gamefi Market, By End-User, 2019-2032 (USD Billion)
39. Italy Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
40. Italy Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
41. Italy Gamefi Market, By End-User, 2019-2032 (USD Billion)
42. Spain Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
43. Spain Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
44. Spain Gamefi Market, By End-User, 2019-2032 (USD Billion)
45. Asia Pacific Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
46. Asia Pacific Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
47. Asia Pacific Gamefi Market, By End-User, 2019-2032 (USD Billion)
48. Japan Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
49. Japan Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
50. Japan Gamefi Market, By End-User, 2019-2032 (USD Billion)
51. China Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
52. China Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
53. China Gamefi Market, By End-User, 2019-2032 (USD Billion)
54. India Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
55. India Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
56. India Gamefi Market, By End-User, 2019-2032 (USD Billion)
57. South America Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
58. South America Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
59. South America Gamefi Market, By End-User, 2019-2032 (USD Billion)
60. Brazil Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
61. Brazil Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
62. Brazil Gamefi Market, By End-User, 2019-2032 (USD Billion)
63. Middle East and Africa Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
64. Middle East and Africa Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
65. Middle East and Africa Gamefi Market, By End-User, 2019-2032 (USD Billion)
66. UAE Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
67. UAE Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
68. UAE Gamefi Market, By End-User, 2019-2032 (USD Billion)
69. South Africa Gamefi Market, By Deployment Mode, 2019-2032 (USD Billion)
70. South Africa Gamefi Market, By Enterprise Size, 2019-2032 (USD Billion)
71. South Africa Gamefi Market, By End-User, 2019-2032 (USD Billion)
List of Figures
1. Global Gamefi Market Segmentation
2. Global Gamefi Market: Research Methodology
3. Market Size Estimation Methodology: Bottom-Up Approach
4. Market Size Estimation Methodology: Top-Down Approach
5. Data Triangulation
6. Porter’s Five Forces Analysis
7. Value Chain Analysis
8. Global Gamefi Market Attractiveness Analysis by Deployment Mode
9. Global Gamefi Market Attractiveness Analysis by Enterprise Size
10. Global Gamefi Market Attractiveness Analysis by End-User
11. Global Gamefi Market Attractiveness Analysis by Region
12. Global Gamefi Market: Dynamics
13. Global Gamefi Market Share by Deployment Mode (2023 & 2032)
14. Global Gamefi Market Share by Enterprise Size (2023 & 2032)
15. Global Gamefi Market Share by End-User (2023 & 2032)
16. Global Gamefi Market Share by Regions (2023 & 2032)
17. Global Gamefi Market Share by Company (2022)
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