As per this study the Global Gamification Market was valued USD 16.65 BN (by revenue) in 2022 and is anticipated to reach USD 123.06 BN by 2030 with a CAGR of 28.4%.
Gamification refers to a set of process or activities using digital game design in non-gaming settings to engage the customer digitally and improve organizational productivity. It is mainly used to increase the customer's interest in the service or products of the company and also to strengthen the bond of the customer with the brand. It is basically applied to the existing products or services to improve the customer interaction.
Market Dynamics
The market is experiencing remarkable growth owing to ongoing adoption in corporate and business to improve productivity. Rising penetration of smartphones, laptop and other electronic display gadgets is fueling the market growth. Increasing demand for customer engagement activities across several industries is boosting the growth of this market. Despite of this, low awareness about the product may curb the market growth.
This detailed market study is centered on the data obtained from multiple sources and is analyzed using numerous tools including porter's five forces analysis, market attractiveness analysis and value chain analysis. These tools are employed to gain insights of the potential value of the market facilitating the business strategists with the latest growth opportunities. Additionally, these tools also provide a detailed analysis of each application/product segment in the global market of gamification.
Market Segmentation
The broad gamification market has been sub-grouped into deployment, size, platform and end-user vertical. The report studies these subsets with respect to the geographical segmentation. The strategists can gain a detailed insight and devise appropriate strategies to target specific market. This detail will lead to a focused approach leading to identification of better opportunities.
By Component
By Deployment
By Organization Size
By Application
- Marketing
- Sales
- Support
- Product Development
- Human Resources
- Other Applications
By End-User
- Enterprise-Driven
- Consumer-Driven
By Vertical
- Education
- Healthcare
- Banking, Financial Services, and Insurance
- Retail
- Manufacturing
- Media and Entertainment
- Telecom
- It and ITes
- Hospitality
- Others
Regional Analysis
Furthermore, the report comprises of the geographical segmentation, which mainly focuses on current and forecast demand for gamification in North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. The report further focuses on demand for individual application segments in all the regions.
Global Gamification Market Share by Region (Representative Graph)
The report also covers detailed competitive landscape including company profiles of key players operating in the global market. The key players in the gamification market include Microsoft (US), SAP (Germany), BI Worldwide (US), Verint (US) Aon (UK), Hoopla (US), Centrical (US), Mambo.IO (UK), MPS Interactive Systems (India), Influitive (Canada), LevelEleven (US), Ambition (US), Axonify Inc. (Canada), Gamifier (Latin America), IActionable (US), Khoros (US), Scrimmage (US), Xoxoday (India). An in-depth view of the competitive outlook includes future capacities, key mergers & acquisitions, financial overview, partnerships, collaborations, new product launches, new product developments and other developments with information in terms of H.Q.
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