The gamification market is expected to grow USD 12.18 billion in 2021 to USD 78.63 Billion by 2029, at a CAGR of 26.25% during the forecast period 2022-2029.
Gamification is a set of processes & activities to solve problems by applying or utilizing the features of game components. Gamification aims to engage with partners, customers, and employees to inspire interaction, collaboration, and sharing. Gamification has also been utilized as a tool for consumer engagement & promoting desirable website usage behavior. Gamification in the workplace can boost employee engagement to propel the organization’s performance. Gamification in the workplace can aid enhance business results in different ways that involve promoting employee retention & results and rising adoption & use of learning management tools.
The factors driving the market growth are the provision of lucrative offers to the consumers, recognition & rewards to employees over performance to expand employee engagement, rising adoption of gamification in e-learning, the capacity to upgrade the users' overall experience, and the swelling dissemination of devices with an exhibit. The factors restraining the market growth are unclear effects on user attitudes and behavior and low awareness regarding gamification. The opportunity for market growth is the growth of BYOD penetration, the increasing impetus of digitization, and the growth of social media. The challenge for market growth is the lack of advancement in-game designs.
This study delivers a comprehensive analysis of application, deployment model, organization size, solution, vertical and region. The application segment includes sales, human resource, marketing, product development, and others. The marketing segment holds the largest market share in 2020 due to the technology's capacity to raise consumer experience and staff skill augmentation. Further, the increasing marketing events with virtual goods, points, levels, credits, and leader boards also contribute to the segment's growth. The deployment model segment includes on-premise and cloud. The cloud segment held the largest market share in 2020 due to the rapid execution of cloud via SMEs over the globe in order to smoothly administer gamification techniques. The organization size segment includes large enterprise and SMEs. The large enterprise segment held the largest market share in 2020 due to the massive workforce in large enterprises. The solution segment includes consumer-driven and enterprise-driven. The consumer-driven segment held the largest market share in 2020 due to the rapid adoption of the concept in the corporate sector. Moreover, consumer-driven are considered flexible & user-friendly and are broadly used to amplify loyalty & motivation of consumers towards different products over several various enterprises, contributing to the segment’s growth. The vertical segment includes retail, energy & utilities, government & defense, BFSI, manufacturing, healthcare, IT & Telecom, and others. The retail segment held the largest market share in 2020 because retail gamification is an e-commerce trend increasing tremendously. Moreover, online retailers creating an interactive experience for consumers boost the segment's growth.
The market has been divided into North America, Europe, Asia-Pacific, Middle East & Africa, and South America. North America holds the largest market share due to the high adoption of customer-based solutions & enterprise-based solutions. Furthermore, gamification for marketing has become more popular, specifically when integrated with social media unification tools are also propelling the market growth. Also, the risen disbursements of enterprises in R&D would boost the market growth over the region. The Asia Pacific is projected to observe significant growth because the governments are also boosting SMEs startups & innovation in this region. Further, the SMEs offer their consumers reward points and membership cards that extend loyalty to this region's institutions.
Some of the notable players in the market are BI WORLDWIDE, Microsoft, Hoopla, Verint, Mambo.IO, Aon, SAP, Centrical, Influitive, MPS Interactive Systems, Axonify Inc., Tango Card, Ambition, LevelEleven Gamifier, NIIT, Scrimmage, Khoros, Xoxoday, and IActionable and among 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 Application
4.3.2. Market Attractiveness Analysis By Deployment Model
4.3.3. Market Attractiveness Analysis By Organization Size
4.3.4. Market Attractiveness Analysis By Solution
4.3.5. Market Attractiveness Analysis By Vertical
4.3.6. Market Attractiveness Analysis By Region
4.4. Industry Trends
5. Market Dynamics
5.1. Market Evaluation
5.2. Drivers
5.2.1. Growing adoption of gamification in e-learning
5.2.2. Raised penetration of gamification in mobile learning apps
5.2.3. Utilizing gamification for team building
5.3. Restraints
5.3.1. Unclear effects on user attitudes and behavior
5.3.2. low awareness regarding gamification
5.4. Opportunities
5.4.1. Growth of BYOD penetration
5.4.2. Increasing impetus of digitization
5.5. Challenges
5.5.1. Lack of advancement in-game designs
6. Global Gamification Market Analysis and Forecast, By Application
6.1. Segment Overview
6.2. Sales
6.3. Human Resource
6.4. Marketing
6.5. Product Development
6.6. Others
7. Global Gamification Market Analysis and Forecast, By Deployment Model
7.1. Segment Overview
7.2. On-Premises
7.3. Cloud
8. Global Gamification Market Analysis and Forecast, By Organization Size
8.1. Segment Overview
8.2. Large Enterprise
8.3. SMEs
9. Global Gamification Market Analysis and Forecast, By Solution
9.1. Segment Overview
9.2. Consumer-Driven
9.3. Enterprise-Driven
10. Global Gamification Market Analysis and Forecast, By Vertical
10.1. Segment Overview
10.2. Retail
10.3. Energy & Utilities
10.4. Government & Defense
10.5. BFSI
10.6. Manufacturing
10.7. Healthcare
10.8. IT & Telecom
10.9. Others
11. Global Gamification Market Analysis and Forecast, By Regional Analysis
11.1. Segment Overview
11.2. North America
11.2.1. U.S.
11.2.2. Canada
11.2.3. Mexico
11.3. Europe
11.3.1. Germany
11.3.2. France
11.3.3. U.K.
11.3.4. Italy
11.3.5. Spain
11.4. Asia-Pacific
11.4.1. Japan
11.4.2. China
11.4.3. India
11.5. South America
11.5.1. Brazil
11.6. Middle East and Africa
11.6.1. UAE
11.6.2. South Africa
12. Global Gamification Market-Competitive Landscape
12.1. Overview
12.2. Market Share of Key Players in Global Gamification Market
12.2.1. Global Company Market Share
12.2.2. North America Company Market Share
12.2.3. Europe Company Market Share
12.2.4. APAC Company Market Share
12.3. Competitive Situations and Trends
12.3.1. Product Launches and Developments
12.3.2. Partnerships, Collaborations, and Agreements
12.3.3. Mergers & Acquisitions
12.3.4. Expansions
13. Company Profiles
13.1. BI WORLDWIDE
13.1.1. Business Overview
13.1.2. Company Snapshot
13.1.3. Company Market Share Analysis
13.1.4. Company Product Portfolio
13.1.5. Recent Developments
13.1.6. SWOT Analysis
13.2. Microsoft
13.2.1. Business Overview
13.2.2. Company Snapshot
13.2.3. Company Market Share Analysis
13.2.4. Company Product Portfolio
13.2.5. Recent Developments
13.2.6. SWOT Analysis
13.3. Hoopla
13.3.1. Business Overview
13.3.2. Company Snapshot
13.3.3. Company Market Share Analysis
13.3.4. Company Product Portfolio
13.3.5. Recent Developments
13.3.6. SWOT Analysis
13.4. Verint
13.4.1. Business Overview
13.4.2. Company Snapshot
13.4.3. Company Market Share Analysis
13.4.4. Company Product Portfolio
13.4.5. Recent Developments
13.4.6. SWOT Analysis
13.5. Mambo.IO
13.5.1. Business Overview
13.5.2. Company Snapshot
13.5.3. Company Market Share Analysis
13.5.4. Company Product Portfolio
13.5.5. Recent Developments
13.5.6. SWOT Analysis
13.6. Aon
13.6.1. Business Overview
13.6.2. Company Snapshot
13.6.3. Company Market Share Analysis
13.6.4. Company Product Portfolio
13.6.5. Recent Developments
13.6.6. SWOT Analysis
13.7. SAP
13.7.1. Business Overview
13.7.2. Company Snapshot
13.7.3. Company Market Share Analysis
13.7.4. Company Product Portfolio
13.7.5. Recent Developments
13.7.6. SWOT Analysis
13.8. Centrical
13.8.1. Business Overview
13.8.2. Company Snapshot
13.8.3. Company Market Share Analysis
13.8.4. Company Product Portfolio
13.8.5. Recent Developments
13.8.6. SWOT Analysis
13.9. Influitive
13.9.1. Business Overview
13.9.2. Company Snapshot
13.9.3. Company Market Share Analysis
13.9.4. Company Product Portfolio
13.9.5. Recent Developments
13.9.6. SWOT Analysis
13.10. MPS Interactive Systems
13.10.1. Business Overview
13.10.2. Company Snapshot
13.10.3. Company Market Share Analysis
13.10.4. Company Product Portfolio
13.10.5. Recent Developments
13.10.6. SWOT Analysis
13.11. Axonify Inc.
13.11.1. Business Overview
13.11.2. Company Snapshot
13.11.3. Company Market Share Analysis
13.11.4. Company Product Portfolio
13.11.5. Recent Developments
13.11.6. SWOT Analysis
13.12. Tango Card
13.12.1. Business Overview
13.12.2. Company Snapshot
13.12.3. Company Market Share Analysis
13.12.4. Company Product Portfolio
13.12.5. Recent Developments
13.12.6. SWOT Analysis
13.13. Ambition
13.13.1. Business Overview
13.13.2. Company Snapshot
13.13.3. Company Market Share Analysis
13.13.4. Company Product Portfolio
13.13.5. Recent Developments
13.13.6. SWOT Analysis
13.14. LevelEleven Gamifier
13.14.1. Business Overview
13.14.2. Company Snapshot
13.14.3. Company Market Share Analysis
13.14.4. Company Product Portfolio
13.14.5. Recent Developments
13.14.6. SWOT Analysis
13.15. NIIT
13.15.1. Business Overview
13.15.2. Company Snapshot
13.15.3. Company Market Share Analysis
13.15.4. Company Product Portfolio
13.15.5. Recent Developments
13.15.6. SWOT Analysis
13.16. Scrimmage
13.16.1. Business Overview
13.16.2. Company Snapshot
13.16.3. Company Market Share Analysis
13.16.4. Company Product Portfolio
13.16.5. Recent Developments
13.16.6. SWOT Analysis
13.17. Khoros
13.17.1. Business Overview
13.17.2. Company Snapshot
13.17.3. Company Market Share Analysis
13.17.4. Company Product Portfolio
13.17.5. Recent Developments
13.17.6. SWOT Analysis
13.18. Xoxoday
13.18.1. Business Overview
13.18.2. Company Snapshot
13.18.3. Company Market Share Analysis
13.18.4. Company Product Portfolio
13.18.5. Recent Developments
13.18.6. SWOT Analysis
13.19. IActionable
13.19.1. Business Overview
13.19.2. Company Snapshot
13.19.3. Company Market Share Analysis
13.19.4. Company Product Portfolio
13.19.5. Recent Developments
13.19.6. SWOT Analysis
List of Table
1. Global Gamification Market, By Application, 2022-2029 (USD Billion)
2. Global Sales, Gamification Market, By Region, 2022-2029 (USD Billion)
3. Global Human Resource, Gamification Market, By Region, 2022-2029 (USD Billion)
4. Global Marketing, Gamification Market, By Region, 2022-2029 (USD Billion)
5. Global Product Development, Gamification Market, By Region, 2022-2029 (USD Billion)
6. Global Others, Gamification Market, By Region, 2022-2029 (USD Billion)
7. Global Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
8. Global On-Premises, Gamification Market, By Region, 2022-2029 (USD Billion)
9. Global Cloud, Gamification Market, By Region, 2022-2029 (USD Billion)
10. Global Gamification Market, By Organization Size, 2022-2029 (USD Billion)
11. Global Large Enterprise, Gamification Market, By Region, 2022-2029 (USD Billion)
12. Global SMEs, Gamification Market, By Region, 2022-2029 (USD Billion)
13. Global Gamification Market, By Solution, 2022-2029 (USD Billion)
14. Global Consumer-Driven, Gamification Market, By Region, 2022-2029 (USD Billion)
15. Global Enterprise-Driven, Gamification Market, By Region, 2022-2029 (USD Billion)
16. Global Gamification Market, By Vertical, 2022-2029 (USD Billion)
17. Global Retail, Gamification Market, By Region, 2022-2029 (USD Billion)
18. Global Energy & Utilities, Gamification Market, By Region, 2022-2029 (USD Billion)
19. Global Government & Defense, Gamification Market, By Region, 2022-2029 (USD Billion)
20. Global BFSI, Gamification Market, By Region, 2022-2029 (USD Billion)
21. Global Manufacturing, Gamification Market, By Region, 2022-2029 (USD Billion)
22. Global Healthcare, Gamification Market, By Region, 2022-2029 (USD Billion)
23. Global IT & telecom, Gamification Market, By Region, 2022-2029 (USD Billion)
24. Global Others, Gamification Market, By Region, 2022-2029 (USD Billion)
25. North America Gamification Market, By Application, 2022-2029 (USD Billion)
26. North America Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
27. North America Gamification Market, By Organization Size, 2022-2029 (USD Billion)
28. North America Gamification Market, By Solution, 2022-2029 (USD Billion)
29. North America Gamification Market, By Vertical, 2022-2029 (USD Billion)
30. U.S. Gamification Market, By Application, 2022-2029 (USD Billion)
31. U.S. Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
32. U.S. Gamification Market, By Organization Size, 2022-2029 (USD Billion)
33. U.S. Gamification Market, By Solution, 2022-2029 (USD Billion)
34. U.S. Gamification Market, By Vertical, 2022-2029 (USD Billion)
35. Canada Gamification Market, By Application, 2022-2029 (USD Billion)
36. Canada Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
37. Canada Gamification Market, By Organization Size, 2022-2029 (USD Billion)
38. Canada Gamification Market, By Solution, 2022-2029 (USD Billion)
39. Canada Gamification Market, By Vertical, 2022-2029 (USD Billion)
40. Mexico Gamification Market, By Application, 2022-2029 (USD Billion)
41. Mexico Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
42. Mexico Gamification Market, By Organization Size, 2022-2029 (USD Billion)
43. Mexico Gamification Market, By Solution, 2022-2029 (USD Billion)
44. Mexico Gamification Market, By Vertical, 2022-2029 (USD Billion)
45. Europe Gamification Market, By Application, 2022-2029 (USD Billion)
46. Europe Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
47. Europe Gamification Market, By Organization Size, 2022-2029 (USD Billion)
48. Europe Gamification Market, By Solution, 2022-2029 (USD Billion)
49. Europe Gamification Market, By Vertical, 2022-2029 (USD Billion)
50. Germany Gamification Market, By Application, 2022-2029 (USD Billion)
51. Germany Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
52. Germany Gamification Market, By Organization Size, 2022-2029 (USD Billion)
53. Germany Gamification Market, By Solution, 2022-2029 (USD Billion)
54. Germany Gamification Market, By Vertical, 2022-2029 (USD Billion)
55. France Gamification Market, By Application, 2022-2029 (USD Billion)
56. France Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
57. France Gamification Market, By Organization Size, 2022-2029 (USD Billion)
58. France Gamification Market, By Solution, 2022-2029 (USD Billion)
59. France Gamification Market, By Vertical, 2022-2029 (USD Billion)
60. U.K. Gamification Market, By Application, 2022-2029 (USD Billion)
61. U.K. Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
62. U.K. Gamification Market, By Organization Size, 2022-2029 (USD Billion)
63. U.K. Gamification Market, By Solution, 2022-2029 (USD Billion)
64. U.K. Gamification Market, By Vertical, 2022-2029 (USD Billion)
65. Italy Gamification Market, By Application, 2022-2029 (USD Billion)
66. Italy Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
67. Italy Gamification Market, By Organization Size, 2022-2029 (USD Billion)
68. Italy Gamification Market, By Solution, 2022-2029 (USD Billion)
69. Italy Gamification Market, By Vertical, 2022-2029 (USD Billion)
70. Spain Gamification Market, By Application, 2022-2029 (USD Billion)
71. Spain Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
72. Spain Gamification Market, By Organization Size, 2022-2029 (USD Billion)
73. Spain Gamification Market, By Solution, 2022-2029 (USD Billion)
74. Spain Gamification Market, By Vertical, 2022-2029 (USD Billion)
75. Asia Pacific Gamification Market, By Application, 2022-2029 (USD Billion)
76. Asia Pacific Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
77. Asia Pacific Gamification Market, By Organization Size, 2022-2029 (USD Billion)
78. Asia Pacific Gamification Market, By Solution, 2022-2029 (USD Billion)
79. Asia Pacific Gamification Market, By Vertical, 2022-2029 (USD Billion)
80. Japan Gamification Market, By Application, 2022-2029 (USD Billion)
81. Japan Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
82. Japan Gamification Market, By Organization Size, 2022-2029 (USD Billion)
83. Japan Gamification Market, By Solution, 2022-2029 (USD Billion)
84. Japan Gamification Market, By Vertical, 2022-2029 (USD Billion)
85. China Gamification Market, By Application, 2022-2029 (USD Billion)
86. China Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
87. China Gamification Market, By Organization Size, 2022-2029 (USD Billion)
88. China Gamification Market, By Solution, 2022-2029 (USD Billion)
89. China Gamification Market, By Vertical, 2022-2029 (USD Billion)
90. India Gamification Market, By Application, 2022-2029 (USD Billion)
91. India Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
92. India Gamification Market, By Organization Size, 2022-2029 (USD Billion)
93. India Gamification Market, By Solution, 2022-2029 (USD Billion)
94. India Gamification Market, By Vertical, 2022-2029 (USD Billion)
95. South America Gamification Market, By Application, 2022-2029 (USD Billion)
96. South America Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
97. South America Gamification Market, By Organization Size, 2022-2029 (USD Billion)
98. South America Gamification Market, By Solution, 2022-2029 (USD Billion)
99. South America Gamification Market, By Vertical, 2022-2029 (USD Billion)
100. Brazil Gamification Market, By Application, 2022-2029 (USD Billion)
101. Brazil Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
102. Brazil Gamification Market, By Organization Size, 2022-2029 (USD Billion)
103. Brazil Gamification Market, By Solution, 2022-2029 (USD Billion)
104. Brazil Gamification Market, By Vertical, 2022-2029 (USD Billion)
105. Middle East and Africa Gamification Market, By Application, 2022-2029 (USD Billion)
106. Middle East and Africa Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
107. Middle East and Africa Gamification Market, By Organization Size, 2022-2029 (USD Billion)
108. Middle East and Africa Gamification Market, By Solution, 2022-2029 (USD Billion)
109. Middle East and Africa Gamification Market, By Vertical, 2022-2029 (USD Billion)
110. UAE Gamification Market, By Application, 2022-2029 (USD Billion)
111. UAE Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
112. UAE Gamification Market, By Organization Size, 2022-2029 (USD Billion)
113. UAE Gamification Market, By Solution, 2022-2029 (USD Billion)
114. UAE Gamification Market, By Vertical, 2022-2029 (USD Billion)
115. South Africa Gamification Market, By Application, 2022-2029 (USD Billion)
116. South Africa Gamification Market, By Deployment Model, 2022-2029 (USD Billion)
117. South Africa Gamification Market, By Organization Size, 2022-2029 (USD Billion)
118. South Africa Gamification Market, By Solution, 2022-2029 (USD Billion)
119. South Africa Gamification Market, By Vertical, 2022-2029 (USD Billion)
List of Figures
1. Global Gamification Market Segmentation
2. Global Gamification 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 Gamification Market Attractiveness Analysis By Application
9. Global Gamification Market Attractiveness Analysis By Deployment Model
10. Global Gamification Market Attractiveness Analysis By Organization Size
11. Global Gamification Market Attractiveness Analysis By Solution
12. Global Gamification Market Attractiveness Analysis By Vertical
13. Global Gamification Market Attractiveness Analysis By Region
14. Global Gamification Market: Dynamics
15. Global Gamification Market Share By Application (2022 & 2029)
16. Global Gamification Market Share By Deployment Model (2022 & 2029)
17. Global Gamification Market Share By Organization Size (2022 & 2029)
18. Global Gamification Market Share By Solution (2022 & 2029)
19. Global Gamification Market Share By Vertical(2022 & 2029)
20. Global Gamification Market Share By Regions (2022 & 2029)
21. Global Gamification Market Share By Company (2021)
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