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Global Team Building Software Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Dec 28, 2025
Length 199 Pages
SKU # APRC20795459

Description

The global Team Building Software market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for Team Building Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for Team Building Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for Team Building Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for Team Building Software is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of Team Building Software include Playmeo Group Games, Good & Co Teamwork, Workplace, Cluetivity, ClickUp, Kahoot!, Gatheround, Pingboard and Rising Team, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for Team Building Software, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Team Building Software, also provides the revenue of main regions and countries. Of the upcoming market potential for Team Building Software, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Team Building Software revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Team Building Software market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Team Building Software revenue, projected growth trends, production technology, application and end-user industry.

Team Building Software Segment by Company

Playmeo Group Games
Good & Co Teamwork
Workplace
Cluetivity
ClickUp
Kahoot!
Gatheround
Pingboard
Rising Team
Geekbot
RallyBright
Veertly
HeyTaco
Scavify

Team Building Software Segment by Type

Games Software
Activity Software

Team Building Software Segment by Application

SMEs
Large Enterprises

Team Building Software Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Team Building Software market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Team Building Software and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Team Building Software.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Team Building Software in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of Team Building Software company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Team Building Software revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Table of Contents

199 Pages
1 Market Overview
1.1 Product Definition
1.2 Team Building Software Market by Type
1.2.1 Global Team Building Software Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Games Software
1.2.3 Activity Software
1.3 Team Building Software Market by Application
1.3.1 Global Team Building Software Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 SMEs
1.3.3 Large Enterprises
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Team Building Software Market Dynamics
2.1 Team Building Software Industry Trends
2.2 Team Building Software Industry Drivers
2.3 Team Building Software Industry Opportunities and Challenges
2.4 Team Building Software Industry Restraints
3 Global Growth Perspective
3.1 Global Team Building Software Market Perspective (2021-2032)
3.2 Global Team Building Software Growth Trends by Region
3.2.1 Global Team Building Software Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Team Building Software Market Size by Region (2021-2026)
3.2.3 Global Team Building Software Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Team Building Software Revenue by Players
4.1.1 Global Team Building Software Revenue by Players (2021-2026)
4.1.2 Global Team Building Software Revenue Market Share by Players (2021-2026)
4.1.3 Global Team Building Software Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Team Building Software Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Team Building Software Key Players Headquarters & Area Served
4.4 Global Team Building Software Players, Product Type & Application
4.5 Global Team Building Software Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Team Building Software Market CR5 and HHI
4.6.3 2025 Team Building Software Tier 1, Tier 2, and Tier 3
5 Team Building Software Market Size by Type
5.1 Global Team Building Software Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Team Building Software Revenue by Type (2021-2032)
5.3 Global Team Building Software Revenue Market Share by Type (2021-2032)
6 Team Building Software Market Size by Application
6.1 Global Team Building Software Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Team Building Software Revenue by Application (2021-2032)
6.3 Global Team Building Software Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Playmeo Group Games
7.1.1 Playmeo Group Games Company Information
7.1.2 Playmeo Group Games Business Overview
7.1.3 Playmeo Group Games Team Building Software Revenue and Gross Margin (2021-2026)
7.1.4 Playmeo Group Games Team Building Software Product Portfolio
7.1.5 Playmeo Group Games Recent Developments
7.2 Good & Co Teamwork
7.2.1 Good & Co Teamwork Company Information
7.2.2 Good & Co Teamwork Business Overview
7.2.3 Good & Co Teamwork Team Building Software Revenue and Gross Margin (2021-2026)
7.2.4 Good & Co Teamwork Team Building Software Product Portfolio
7.2.5 Good & Co Teamwork Recent Developments
7.3 Workplace
7.3.1 Workplace Company Information
7.3.2 Workplace Business Overview
7.3.3 Workplace Team Building Software Revenue and Gross Margin (2021-2026)
7.3.4 Workplace Team Building Software Product Portfolio
7.3.5 Workplace Recent Developments
7.4 Cluetivity
7.4.1 Cluetivity Company Information
7.4.2 Cluetivity Business Overview
7.4.3 Cluetivity Team Building Software Revenue and Gross Margin (2021-2026)
7.4.4 Cluetivity Team Building Software Product Portfolio
7.4.5 Cluetivity Recent Developments
7.5 ClickUp
7.5.1 ClickUp Company Information
7.5.2 ClickUp Business Overview
7.5.3 ClickUp Team Building Software Revenue and Gross Margin (2021-2026)
7.5.4 ClickUp Team Building Software Product Portfolio
7.5.5 ClickUp Recent Developments
7.6 Kahoot!
7.6.1 Kahoot! Company Information
7.6.2 Kahoot! Business Overview
7.6.3 Kahoot! Team Building Software Revenue and Gross Margin (2021-2026)
7.6.4 Kahoot! Team Building Software Product Portfolio
7.6.5 Kahoot! Recent Developments
7.7 Gatheround
7.7.1 Gatheround Company Information
7.7.2 Gatheround Business Overview
7.7.3 Gatheround Team Building Software Revenue and Gross Margin (2021-2026)
7.7.4 Gatheround Team Building Software Product Portfolio
7.7.5 Gatheround Recent Developments
7.8 Pingboard
7.8.1 Pingboard Company Information
7.8.2 Pingboard Business Overview
7.8.3 Pingboard Team Building Software Revenue and Gross Margin (2021-2026)
7.8.4 Pingboard Team Building Software Product Portfolio
7.8.5 Pingboard Recent Developments
7.9 Rising Team
7.9.1 Rising Team Company Information
7.9.2 Rising Team Business Overview
7.9.3 Rising Team Team Building Software Revenue and Gross Margin (2021-2026)
7.9.4 Rising Team Team Building Software Product Portfolio
7.9.5 Rising Team Recent Developments
7.10 Geekbot
7.10.1 Geekbot Company Information
7.10.2 Geekbot Business Overview
7.10.3 Geekbot Team Building Software Revenue and Gross Margin (2021-2026)
7.10.4 Geekbot Team Building Software Product Portfolio
7.10.5 Geekbot Recent Developments
7.11 RallyBright
7.11.1 RallyBright Company Information
7.11.2 RallyBright Business Overview
7.11.3 RallyBright Team Building Software Revenue and Gross Margin (2021-2026)
7.11.4 RallyBright Team Building Software Product Portfolio
7.11.5 RallyBright Recent Developments
7.12 Veertly
7.12.1 Veertly Company Information
7.12.2 Veertly Business Overview
7.12.3 Veertly Team Building Software Revenue and Gross Margin (2021-2026)
7.12.4 Veertly Team Building Software Product Portfolio
7.12.5 Veertly Recent Developments
7.13 HeyTaco
7.13.1 HeyTaco Company Information
7.13.2 HeyTaco Business Overview
7.13.3 HeyTaco Team Building Software Revenue and Gross Margin (2021-2026)
7.13.4 HeyTaco Team Building Software Product Portfolio
7.13.5 HeyTaco Recent Developments
7.14 Scavify
7.14.1 Scavify Company Information
7.14.2 Scavify Business Overview
7.14.3 Scavify Team Building Software Revenue and Gross Margin (2021-2026)
7.14.4 Scavify Team Building Software Product Portfolio
7.14.5 Scavify Recent Developments
8 North America
8.1 North America Team Building Software Revenue (2021-2032)
8.2 North America Team Building Software Revenue by Type (2021-2032)
8.2.1 North America Team Building Software Revenue by Type (2021-2026)
8.2.2 North America Team Building Software Revenue by Type (2027-2032)
8.3 North America Team Building Software Revenue Share by Type (2021-2032)
8.4 North America Team Building Software Revenue by Application (2021-2032)
8.4.1 North America Team Building Software Revenue by Application (2021-2026)
8.4.2 North America Team Building Software Revenue by Application (2027-2032)
8.5 North America Team Building Software Revenue Share by Application (2021-2032)
8.6 North America Team Building Software Revenue by Country
8.6.1 North America Team Building Software Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Team Building Software Revenue by Country (2021-2026)
8.6.3 North America Team Building Software Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Team Building Software Revenue (2021-2032)
9.2 Europe Team Building Software Revenue by Type (2021-2032)
9.2.1 Europe Team Building Software Revenue by Type (2021-2026)
9.2.2 Europe Team Building Software Revenue by Type (2027-2032)
9.3 Europe Team Building Software Revenue Share by Type (2021-2032)
9.4 Europe Team Building Software Revenue by Application (2021-2032)
9.4.1 Europe Team Building Software Revenue by Application (2021-2026)
9.4.2 Europe Team Building Software Revenue by Application (2027-2032)
9.5 Europe Team Building Software Revenue Share by Application (2021-2032)
9.6 Europe Team Building Software Revenue by Country
9.6.1 Europe Team Building Software Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Team Building Software Revenue by Country (2021-2026)
9.6.3 Europe Team Building Software Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Team Building Software Revenue (2021-2032)
10.2 China Team Building Software Revenue by Type (2021-2032)
10.2.1 China Team Building Software Revenue by Type (2021-2026)
10.2.2 China Team Building Software Revenue by Type (2027-2032)
10.3 China Team Building Software Revenue Share by Type (2021-2032)
10.4 China Team Building Software Revenue by Application (2021-2032)
10.4.1 China Team Building Software Revenue by Application (2021-2026)
10.4.2 China Team Building Software Revenue by Application (2027-2032)
10.5 China Team Building Software Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Team Building Software Revenue (2021-2032)
11.2 Asia Team Building Software Revenue by Type (2021-2032)
11.2.1 Asia Team Building Software Revenue by Type (2021-2026)
11.2.2 Asia Team Building Software Revenue by Type (2027-2032)
11.3 Asia Team Building Software Revenue Share by Type (2021-2032)
11.4 Asia Team Building Software Revenue by Application (2021-2032)
11.4.1 Asia Team Building Software Revenue by Application (2021-2026)
11.4.2 Asia Team Building Software Revenue by Application (2027-2032)
11.5 Asia Team Building Software Revenue Share by Application (2021-2032)
11.6 Asia Team Building Software Revenue by Country
11.6.1 Asia Team Building Software Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Team Building Software Revenue by Country (2021-2026)
11.6.3 Asia Team Building Software Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Team Building Software Revenue (2021-2032)
12.2 SAMEA Team Building Software Revenue by Type (2021-2032)
12.2.1 SAMEA Team Building Software Revenue by Type (2021-2026)
12.2.2 SAMEA Team Building Software Revenue by Type (2027-2032)
12.3 SAMEA Team Building Software Revenue Share by Type (2021-2032)
12.4 SAMEA Team Building Software Revenue by Application (2021-2032)
12.4.1 SAMEA Team Building Software Revenue by Application (2021-2026)
12.4.2 SAMEA Team Building Software Revenue by Application (2027-2032)
12.5 SAMEA Team Building Software Revenue Share by Application (2021-2032)
12.6 SAMEA Team Building Software Revenue by Country
12.6.1 SAMEA Team Building Software Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Team Building Software Revenue by Country (2021-2026)
12.6.3 SAMEA Team Building Software Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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