
Global Gamification Market 2024-2031
Description
Global Gamification Market 2024-2031
Global Gamification Market Size, Share & Trends Analysis Report by Deployment Mode (On-Premise, and Cloud) by Organization size (Large Enterprises, and Small and Medium-sized Enterprises) By Application (Marketing, Sale, Support, Product Development, Human Resources, and Others) and by End-User (Retail, Banking, Government and Public Sector, Healthcare, Education and Research, IT and Telecom, and Others (Travel and Hospitality, and Sports and Entertainment)) Forecast Period (2024-2031)
The global gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). The market’s growth is attributed to the growing demand for increased internet penetration across the globe. The global expansion in internet accessibility has extended the scope of gamified platforms. This is particularly significant for educational efforts such as ICE's 360° Inspire website, which allows individuals of all ages to access and utilize gamified information. For instance, in November 2022, the ICE Inspire website launched a gamification update. The ICE's 360° Inspire website has been enhanced with gamification features, enabling young individuals to explore civil engineering through films, projects, age-specific advice, and virtual interactions with the company’s members.
Segmental Outlook
The global gamification market is segmented on the deployment mode, component, application, and end-user. Based on the deployment mode, the market is sub-segmented into on-premise and cloud. Based on the component, the market is sub-segmented into solutions and services. Based on the application, the market is sub-segmented into marketing, sales, support, product development, human resources, and others (education and learning, and health and wellness). Furthermore, based on end-user, the market is sub-segmented into enterprise driven, and consumer-driven. The cloud subcategory is expected to capture a significant portion of the market share within the deployment segment. The growth can be attributed to the owing to the growing demand for dependable and secure solutions among SMEs. However, as technology advances, companies are more disposed to implement cloud-based gamification solutions.
The Sale Sub-Segment is Anticipated to Hold a Considerable Share of the global Gamification Market
Among the applications, the sale sub-segment is expected to hold a considerable share of the global gamification market. The segmental growth is attributed to the growing demand for increased emphasis on employee efficiency. Businesses have realized the connection between employee performance and overall company success. Gamification in sales, as applied by Ace, can be used as a motivator, motivating sales teams to satisfy and exceed expectations. in May 2022, LeadSquared introduced Ace to help businesses improve their sales using gamification. The Ace is a sales performance management suite that utilizes psychological and analytical tactics, offering Goals, a no-code setup, and scalable architecture for businesses of all sizes.
Regional Outlook
The global gamification market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to the demand for gaming solutions increases, the gamification market needs technologies that improve user engagement and retention. The companies can focus on these elements to drive product growth and success. For instance, in November 2021, Parimatch Launched new tools to bolster product gamification by adding new tools and enhancing the gaming experience for its users.
The North America Region is Expected to Grow at a Significant CAGR in the global Gamification Market
Among all regions, the North American region is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to the AI-powered customization for interaction. The use of AI enables it possible to customize gamification components according to the preferences, productivity, and learning styles of each individual employee. Since gamified experiences are more relevant and entertaining for individual employees, personalization encourages an increased degree of involvement. According to the National Institute of Health (gov.) in July 2023, The increasing adoption of new technologies, such as AI, virtual reality, metaverse, blockchain, augmented reality, and collaborative robots, has a potential influence on gamification and the labor market. It is essential to acknowledge the transition from Industry 4.0 to Industry 5.0, as these technologies provide the foundation for increased digitization in business and management globally. However, it is worth noting that the use of serious games and gamification has gained popularity in recent years, and some of these emerging technologies, including AI, can have an adverse influence on hiring, HR, and business life.
Market Players Outlook
The major companies serving the global gamification market include IBM Corp., Microsoft Corp., Oracle, Salesforce, Inc., SAP SE, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in March 2022, NSoft partnered with Ziqni to enhance its gamification offerings and engagement strategy by providing a robust, user-friendly, and customizable betting solution for its iGaming and casino partners.
The Report Covers
Market value data analysis of 2023 and forecast to 2031.
Annualized market revenues ($ million) for each market segment.
Country-wise analysis of major geographical regions.
Key companies operating in the global gamification market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
Analysis of market-entry and market expansion strategies. Competitive strategies by identifying ‘who-stands-where’ in the market.
Table of Contents
200 Pages
- 1. Report Summary
- Current Industry Analysis and Growth Potential Outlook
- 1.1. Research Methods and Tools
- 1.2. Market Breakdown
- 1.2.1. By Segments
- 1.2.2. By Region
- 2. Market Overview and Insights
- 2.1. Scope of the Report
- 2.2. Analyst Insight & Current Market Trends
- 2.2.1. Key Findings
- 2.2.2. Recommendations
- 2.2.3. Conclusion
- 3. Competitive Landscape
- 3.1. Key Company Analysis
- 3.2. Ambition
- 3.2.1. Overview
- 3.2.2. Financial Analysis
- 3.2.3. SWOT Analysis
- 3.2.4. Recent Developments
- 3.3. Aon plc
- 3.3.1. Overview
- 3.3.2. Financial Analysis
- 3.3.3. SWOT Analysis
- 3.3.4. Recent Developments
- 3.4. BI WORLDWIDE
- 3.4.1. Overview
- 3.4.2. Financial Analysis
- 3.4.3. SWOT Analysis
- 3.4.4. Recent Developments
- 3.5. Key Strategy Analysis
- 4. Market Segmentation
- 4.1. Global Gamification Market by Deployment Mode
- 4.1.1. On-Premise
- 4.1.2. Cloud
- 4.2. Global Gamification Market by Component
- 4.2.1. Solution
- 4.2.2. Components
- 4.3. Global Gamification Market by Application
- 4.3.1. Marketing
- 4.3.2. Sale
- 4.3.3. Support
- 4.3.4. Product Development
- 4.3.5. Human Resource
- 4.3.6. Others (Education and Learning, and Health and Wellness)
- 4.4. Global Gamification Market by End-User
- 4.4.1. Retail
- 4.4.2. Banking
- 4.4.3. Government and Public Sector
- 4.4.4. Healthcare
- 4.4.5. Education and Research
- 4.4.6. IT and Telecom
- 4.4.7. Others (Travel and Hospitality, and Sports and Entertainment)
- 5. Regional Analysis
- 5.1. North America
- 5.1.1. United States
- 5.1.2. Canada
- 5.2. Europe
- 5.2.1. UK
- 5.2.2. Germany
- 5.2.3. Italy
- 5.2.4. Spain
- 5.2.5. France
- 5.2.6. Rest of Europe
- 5.3. Asia-Pacific
- 5.3.1. China
- 5.3.2. India
- 5.3.3. Japan
- 5.3.4. South Korea
- 5.3.5. Rest of Asia-Pacific
- 5.4. Rest of the World
- 6. Company Profiles
- 6.1. Axonify Inc.
- 6.2. Cognizant Technology Solution Corp.
- 6.3. G-Cube Webwide Software Pvt Ltd
- 6.4. IActionable, Inc.
- 6.5. IBM Corp.
- 6.6. Mambo
- 6.7. Microsoft Corp.
- 6.8. MPS Ltd.
- 6.9. NSoft
- 6.10. OnMobile
- 6.11. Oracle
- 6.12. Parimatch
- 6.13. Salesforce, Inc.
- 6.14. SAP SE
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