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Global Gamification Market 2017-2021

About Gamification

Gamification implements game mechanics in a non-gaming context to drive user engagement and solve problems. Some of the popular game mechanics include badges, reward points, ranking, and challenges. The objective is to engage users through a gaming environment. This is an effective technique because people have been trying to merge work with play in many aspects such as loyalty programs of businesses, educational video games, and rewarding schoolchildren for homework.

Technavio’s analysts forecast the global gamification market to decline at a CAGR of (30.37%) during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global gamification market for 2017-2021. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Gamification Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • BADGEVILLE
  • BigDoor Media
  • Bunchball
  • Gigya
Other prominent vendors
  • Cadalys
  • IActionable
  • Lithium Technologies
  • PUG PHARM
  • Seriosity
Market driver
  • Increased requirement for data on customer behaviour
  • For a full, detailed list, view our report
Market challenge
  • Gamification can be ineffective
  • For a full, detailed list, view our report
Market trend
  • Increasing penetration of customized marketing
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?


Press Release

Technavio Announces the Publication of its Research Report – Global Gamification Market 2017-2021

Technavio recognizes the following companies as the key players in the global gamification market: BADGEVILLE, BigDoor Media, Bunchball, and Gigya.

Other Prominent Vendors in the market are: Cadalys, IActionable, Lithium Technologies, PUG PHARM, and Seriosity.

Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is increasing penetration of customized marketing. It is a huge challenge for any brand to spread the information of the products and market. Considering the diverse population, doing the same has become more sophisticated. Customers not only browse the internet for entertainment but also for information related to online shopping. Buyers role is no longer limited to being an online shopper but a technical consultant for the rest of the population who are planning to make a purchase.”

According to the report, one driver in the market is increased requirement for data on customer behavior. The competition among businesses is high because of increased customer demands and pricing pressures. This provides businesses lesser opportunities to design a support process that can yield high-speed results. Gamification is the support process that can provide businesses with a competitive advantage as they try to react to the changing business environment and customer preference. Gamification applications can enhance customer engagement by providing real-time information about consumer behavior.

Further, the report states that one challenge in the market is gamification can be ineffective. Gamification is a popular market, and an increasing number of businesses and investors want to enter the market. However, there are very few vendors that make a significant impact in the market as the majority of the vendors still struggle to provide optimal solutions for organizations seeking gamification. Considering the varying requirements of organizations, each of which has a different level of hierarchical structure, several gamification solutions offer similar features and options. This is only effective for a few companies as the rest of the companies have trouble applying this business model.

Companies Mentioned

BADGEVILLE, BigDoor Media, Bunchball, Gigya, Cadalys, IActionable, Lithium Technologies, PUG PHARM, and Seriosity.

  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • Market outline
  • Market description
    • Evolution of gamification
    • Process of gamification
      • Table Gamification process
    • Application areas of gamification
    • Uses of gamification
    • Advantages of gamification
  • Market landscape
    • Market overview
      • Table Global gamification market: Overview
    • Market size and forecast
      • Table Global gamification market 2016-2021 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by application
    • Global gamification market by application
      • Table Global gamification market by application 2016 and 2021 (% share of revenue)
    • Global gamification market by consumer
      • Table Global gamification market by consumer 2016-2021 ($ billions)
    • Global gamification market by enterprise
      • Table Global gamification market by enterprise 2016-2021 ($ billions)
  • Market segmentation by end-user
    • Global gamification market by end-user
      • Table Global gamification market by end-user 2016 and 2021 (% share of revenue)
    • Global gamification market by healthcare
      • Table Global gamification market by healthcare 2016-2021 ($ billions)
    • Global gamification market by entertainment
      • Table Global gamification market by entertainment 2016-2021 ($ billions)
    • Global gamification market by education
      • Table Global gamification market by education 2016-2021 ($ billions)
    • Global gamification market by retail
      • Table Global gamification market by retail 2016-2021 ($ billions)
    • Global gamification market by consumer goods
      • Table Global gamification market by consumer goods 2016-2021 ($ billions)
    • Global gamification market by media
      • Table Global gamification market by media 2016-2021 ($ billions)
    • Global gamification market by others
      • Table Global gamification market by others 2016-2021 ($ billions)
  • Market segmentation by need
    • Global gamification market by need
      • Table Global gamification market by need 2016 and 2021 (% share of revenue)
    • Global gamification market by user engagement
      • Table Global gamification market by user engagement 2016-2021 ($ billions)
    • Global gamification market by brand loyalty
      • Table Global gamification market by brand loyalty 2016-2021 ($ billions)
    • Global gamification market by brand awareness
      • Table Global gamification market by brand awareness 2016-2021 ($ billions)
    • Global gamification market by training
      • Table Global gamification market by training 2016-2021 ($ billions)
    • Global gamification market by motivation
      • Table Global gamification market by motivation 2016-2021 ($ billions)
  • Geographical segmentation
    • Global gamification market by geography
      • Table Global gamification market by geography 2016 and 2021 (% share of revenue)
    • Gamification market in Americas
      • Table Gamification market in Americas 2016-2021 ($ billions)
    • Gamification market in EMEA
      • Table Gamification market in EMEA 2016-2021 ($ billions)
    • Gamification market in APAC
      • Table Gamification market in APAC 2016-2021 ($ billions)
  • Key leading countries
    • Global gamification market by key leading countries
      • Table Global gamification market: Top ten countries 2016 (% share)
      • Table Global gamification market: Revenue of top ten countries 2016 ($ millions)
    • Gamification market in US
      • Table Gamification market in US 2016-2021 ($ billions)
    • Gamification market in Japan
      • Table Gamification market in Japan 2016-2021 ($ billions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Increasing penetration of customized marketing
    • Social media acting as a marketing platform for gamification
    • Gamification through mobile devices
  • Vendor landscape
    • Competitive scenario
    • Other prominent vendors
      • Table Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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