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Gamitification Market Report: Trends, Forecast and Competitive Analysis to 2030

Publisher Lucintel
Published Jan 24, 2024
Length 150 Pages
SKU # EC18453168

Description

Gamitification Market Report: Trends, Forecast and Competitive Analysis to 2030


Gamitification Trends and Forecast

The future of the global gamitification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets. The global gamitification market is expected to reach an estimated $57.4 billion by 2030 with a CAGR of 23.9% from 2024 to 2030. The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

A more than 150-page report is developed to help in your business decisions. Sample figures with some insights are shown below.

Gamitification by Segment

The study includes a forecast for the global gamitification by component, deployment mode, enterprise size, end use, and region.

Gamitification Market by Component [Shipment Analysis by Value from 2018 to 2030]:
  • Solutions
  • Services
Gamitification Market by Deployment Mode [Shipment Analysis by Value from 2018 to 2030]:
  • On-Premises
  • On-Cloud
Gamitification Market by Enterprise Size [Shipment Analysis by Value from 2018 to 2030]:
  • Small and Medium-Sized Enterprises
  • Large Enterprises
Gamitification Market by End Use [Shipment Analysis by Value from 2018 to 2030]:
  • BFSI
  • Retail
  • Education
  • IT and Telecom
  • Manufacturing
  • Media and Entertainment
  • Others
Gamitification Market by Region [Shipment Analysis by Value from 2018 to 2030]:
  • North America
  • Europe
  • Asia Pacific
  • The Rest of the World
List of Gamitification Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies gamitification companies cater increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the gamitification companies profiled in this report include-
  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems
Gamitification Market Insights

Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Features of the Global Gamitification Market

Market Size Estimates: Gamitification market size estimation in terms of value ($B).

Trend and Forecast Analysis: Market trends (2018 to 2023) and forecast (2024 to 2030) by various segments and regions.

Segmentation Analysis: Gamitification market size by various segments, such as by component, deployment mode, enterprise size, end use, and region in terms of value ($B).

Regional Analysis: Gamitification market breakdown by North America, Europe, Asia Pacific, and Rest of the World.

Growth Opportunities: Analysis of growth opportunities in different component, deployment mode, enterprise size, end use, and regions for the gamitification market.

Strategic Analysis: This includes M&A, new product development, and competitive landscape of the gamitification market.

Analysis of competitive intensity of the industry based on Porter’s Five Forces model.

FAQ

Q1. What is the gamitification market size?

Answer: The global gamitification market is expected to reach an estimated $57.4 billion by 2030.

Q2. What is the growth forecast for gamitification market?

Answer: The global gamitification market is expected to grow with a CAGR of 23.9% from 2024 to 2030.

Q3. What are the major drivers influencing the growth of the gamitification market?

Answer: The major drivers for this market are growing propensity for incentives, success, and competitiveness, increasing digitization and the widespread use of tablets, smartphones, and other gadgets, and wide application in the corporate sector to create interesting and entertaining learning.

Q4. What are the major segments for gamitification market?

Answer: The future of the global gamitification market looks promising with opportunities in the BFSI, retail, education, IT and telecom, manufacturing, and media and entertainment markets.

Q5. Who are the key gamitification market companies?

Answer: Some of the key gamitification companies are as follows:
  • Ambition
  • Aon
  • Axonify
  • Cognizant
  • Lactionable
  • Microsoft Corporation
  • Verint Systems
Q6. Which gamitification market segment will be the largest in future?

Answer: Lucintel forecasts that solutions will remain the larger segment over the forecast period because the solutions creates compelling experiences that encourage desired behaviors and results using game elements including incentives, badges, challenges, leaderboards, and immersive narratives.

Q7. In gamitification market, which region is expected to be the largest in next 5 years?

Answer: North America will remain the largest region over the forecast period because of dominance in ecosystems with modern technologies and broad use of state-of-the-art technology offers a strong basis for the integration of solutions across several industries.

Q.8 Do we receive customization in this report?

Answer: Yes, Lucintel provides 10% customization without any additional cost.

This report answers following 11 key questions:

Q.1. What are some of the most promising, high-growth opportunities for the gamitification market by component (solutions and services), deployment mode (on-premises and on-cloud), enterprise size (small and medium-sized enterprises and large enterprises), end use (BFSI, retail, education, IT and telecom, manufacturing, media and entertainment, and others), and region (North America, Europe, Asia Pacific, and the Rest of the World)?

Q.2. Which segments will grow at a faster pace and why?

Q.3. Which region will grow at a faster pace and why?

Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?

Q.5. What are the business risks and competitive threats in this market?

Q.6. What are the emerging trends in this market and the reasons behind them?

Q.7. What are some of the changing demands of customers in the market?

Q.8. What are the new developments in the market? Which companies are leading these developments?

Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?

Q.10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?

Q.11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

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Table of Contents

150 Pages
1. Executive Summary
2. Global Gamitification Market : Market Dynamics
2.1: Introduction, Background, and Classifications
2.2: Supply Chain
2.3: Industry Drivers and Challenges 
3. Market Trends and Forecast Analysis from 2018 to 2030
3.1. Macroeconomic Trends (2018-2023) and Forecast (2024-2030)
3.2. Global Gamitification Market Trends (2018-2023) and Forecast (2024-2030)
3.3: Global Gamitification Market by Component
3.3.1: Solutions
3.3.2: Services
3.4: Global Gamitification Market by Deployment Mode
3.4.1: On-premises
3.4.2: On-Cloud
3.5: Global Gamitification Market by Enterprise Size
3.5.1: Small and Medium-sized Enterprises
3.5.2: Large Enterprises
3.6: Global Gamitification Market by End Use
3.6.1: BFSI
3.6.2: Retail
3.6.3: Education
3.6.4: IT and Telecom
3.6.5: Manufacturing
3.6.6: Media and Entertainment
3.6.7: Others
4. Market Trends and Forecast Analysis by Region from 2018 to 2030
4.1: Global Gamitification Market by Region
4.2: North American Gamitification Market
4.2.2: North American Gamitification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
4.3: European Gamitification Market
4.3.1: European Gamitification Market by Component: Solutions and Services
4.3.2: European Gamitification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
4.4: APAC Gamitification Market
4.4.1: APAC Gamitification Market by Component: Solutions and Services
4.4.2: APAC Gamitification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
4.5: ROW Gamitification Market
4.5.1: ROW Gamitification Market by Component: Solutions and Services
4.5.2: ROW Gamitification Market by End Use: BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others
5. Competitor Analysis
5.1: Product Portfolio Analysis
5.2: Operational Integration
5.3: Porter’s Five Forces Analysis
6. Growth Opportunities and Strategic Analysis
6.1: Growth Opportunity Analysis
6.1.1: Growth Opportunities for the Global Gamitification Market by Component
6.1.2: Growth Opportunities for the Global Gamitification Market by Deployment Mode
6.1.3: Growth Opportunities for the Global Gamitification Market by Enterprise Size
6.1.4: Growth Opportunities for the Global Gamitification Market by End Use
6.1.5: Growth Opportunities for the Global Gamitification Market by Region
6.2: Emerging Trends in the Global Gamitification Market
6.3: Strategic Analysis
6.3.1: New Product Development
6.3.2: Capacity Expansion of the Global Gamitification Market
6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Gamitification Market
6.3.4: Certification and Licensing
7. Company Profiles of Leading Players
7.1: Ambition
7.2: Aon
7.3: Axonify
7.4: Cognizant
7.5: Lactionable
7.6: Microsoft Corporation
7.7: Verint Systems
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