Gamification Market By Component (Solution, Service), By Deployment Model (On Premise, Cloud), By Enterprise Size (Large Enterprises, SMEs), By Application (Marketing, Sales, Support, Product Development, Human Resource, Others), By Industry Vertical (Retail, Education, IT and telecom, BFSI, Manufacturing, Media and Entertainment, Others): Global Opportunity Analysis and Industry Forecast, 2020-2030
Gamification is adding game mechanics into nongame environments, such as websites, online community, learning management system, or business intranet to increase participation. The goal of gamification is to engage with consumers, employees, and partners to inspire collaborate, share, and interact. It works by providing audiences with proactive directives and feedback through game mechanics and game dynamics added to online platforms that lead to accomplishments of business goals and objectives.
Rewards and recognition to employees for their performance to boost employee engagement and lucrative offers for customers and consumers boost growth of the global gamification market. In addition, gamification yields higher ROI positively impacts the growth of the market. However, complexities in developing gamification application and short lifecycle of gamification hinders the market growth. On the contrary, adoption of AI for processing and showing personalized results is expected to offer remunerative opportunities for expansion of the market during the forecast period.
The gamification market is segmented on the basis of component, deployment model, enterprise size, application, industry vertical, and region. On the basis of component, it is divided into solution and service. Depending on deployment model, it is segmented into on-premise and cloud. As per the enterprise size, it is studied across large enterprises and small and medium-sized enterprises (SMEs). By application, it is fragmented into marketing, sales, support, product development, human resource, and others. By industry vertical, it is fragmented into retail, education, IT & telecom, BFSI, manufacturing, media & entertainment, and others. Region wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
Key players that operate in the gamification market are Ambition, Axonify Inc., Bunchball Inc., callidus Software Inc., Cognizant Technology Solution Corp, Cut-e GmbH, G-Cube, Iactionable Inc, Microsoft Corporation, and MPS Interactive Systems Limited.
KEY BENEFITS FOR STAKEHOLDERS
The study provides an in-depth analysis of the global gamification market forecast along with current & future trends to explain the imminent investment pockets.
Information about key drivers, restraints, & opportunities and their impact analysis on global gamification market trends is provided in the report.
The Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
Quantitative gamification market analysis from 2021 to 2030 is provided to determine the market potential.
Key Market Segments
By BY COMPONENT
Solution
Service
By BY DEPLOYMENT MODEL
On Premise
Cloud
By BY ENTERPRISE SIZE
Large Enterprises
SMEs
By BY APPLICATION
Marketing
Sale
Support
Product Development
Human Resource
Others
By BY INDUSTRY VERTICAL
Retail
Education
IT and telecom
BFSI
Manufacturing
Media and Entertainment
Other
By BY REGION
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Australia
Rest Of Asia Pacific
LAMEA
Latin America
Middle East
Africa
Key Market Players
Microsoft Corporation
MPS Interactive Systems Limited
Ambition
Aon plc.
Axonify Inc.
BI WORLDWIDE (Bunchball Inc.)
Callidus Software Inc. (SAP SE)
Cognizant
G-Cube
IActionable
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