Global Gamification Market Report By Deployment (On-Premise And On-Cloud), Size (Small And Medium Enterprises And Large Enterprises) Platform (Open Platform And Closed/ Enterprise Platform) End-User Vertical (Retail, Banking, Government, Healthcare, Education And Research, IT And Telecom And Others) And By Regions - Industry Trends, Size, Share, Growth, Estimation And Forecast, 2018-2025
May 2019
Report Formats:

As per this study the Global Gamification Market was valued USD XX.X MN (by revenue) in 2018 and is anticipated to reach USD XX.X MN by 2025 with a CAGR of X.X%.
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 Deployment

  • On-Premise
  • On-Cloud
By Size
  • Small And Medium Enterprises 
  • Large Enterprises
By Platform
  • Open Platform
  • Closed/ Enterprise Platform
By End-User Vertical
  • Retail
  • Banking
  • Government
  • Healthcare
  • Education And Research
  • IT And Telecom
  • 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.
Europe Gamification Market By Revenue (USD MN)

Europe Gamification Market By Revenue

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 Ambition, Axonify Inc., Bunchball Inc., Callidus Software Inc., Cognizant Technology Solution Corp., cut-e GmbH (AON, PLC), G-Cube, IActionable Inc., Microsoft Corporation
and MPS Interactive Systems Limited
among others. 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.
A combination of primary and secondary research has been used to determine the market estimates and forecasts. Sources used for secondary research include (but not limited to) Paid Data Sources, Company Websites, Technical Journals, Annual Reports, SEC Filings and various other industry publications. Specific details on methodology used for this report can be provided on demand.


  • Introduction To Gamification
  • Report Description
    • Objectives Of The Study
    • Assumptions
  • Research Scope
  • Research Methodology
    • Data Source
  • Market Highlight
  • Global Gamification Market: Snapshot
  • Drivers
  • Restraints
  • Opportunities
  • Porter’s Five Forces Analysis
  • Value Chain Analysis
  • Market In On-Premise
  • Market In On-Cloud
  • Market In Small And Medium Enterprises 
  • Market In Large Enterprises
  • Market In Open Platform
  • Market In Closed/ Enterprise Platform
  • Market In Retail
  • Market In Banking
  • Market In Government
  • Market In Healthcare
  • Market In Education And Research
  • Market In IT And Telecom
  • Market In Others
  • North America (NA)
    • North America Market Estimates
    • North America Market Estimates By Country
    • United States (U.S.) Market Estimates By Segments
    • Rest Of North America Market Estimates By Segments
  • Europe (EU)
    • Europe Market Estimates
    • Europe Market Estimates By Country
    • United Kingdom (UK) Market Estimates By Segments
    • Germany Market Estimates By Segments
    • France Market Estimates By Segments
    • Rest Of Europe Market Estimates By Segments
  • Asia Pacific (APAC)
    • Asia Pacific Market Estimates
    • Asia Pacific Market Estimates By Country  
    • China Market Estimates By Segments
    • Japan Market Estimates By Segments
    • India Market Estimates By Segments
    • Rest Of Asia Pacific Market Estimates By Segments  
  • Latin America (LA)   
    • Latin America Market Estimates
    • Latin America Market Estimates By Country
    • Brazil Market Estimates By Segments
    • Rest Of Latin America Market Estimates By Segments
  • Middle East And Africa (MEA)   
    • Middle East And Africa Market Estimates
    • Middle East And Africa Market Estimates By Country
    • Middle East Market Estimates By Segments
    • Africa Market Estimates By Segments
  • Market Competition
  • Partnerships/Collaborations/Agreements
  • Mergers And Acquisitions
  • New Product Launches
  • Other Developments
10. COMPANY PROFILES OF THE GAMIFICATION INDUSTRY (Company Overview, Financial, Major Products & Recent Development)
  • Ambition

  • Axonify Inc.

  • Bunchball Inc.

  • Callidus Software Inc.

  • Cognizant Technology Solution Corp.

  • cut-e GmbH (AON, PLC)

  • G-Cube

  • IActionable Inc

  • Microsoft Corporation

  • MPS Interactive Systems Limited

* Tentative TOC
Table 1.  Market Highlights Of Gamification
Table 2.  Global Gamification Market By Deployment
Table 3.  Global Gamification Market By Size
Table 4.  Global Gamification Market By Platform
Table 5.  Global Gamification Market By End-User Vertical
Table 6.  Global Gamification Market By Geography
Table 7.  North America Gamification Market
Table 8.  Europe Gamification Market
Table 9.  Asia Pacific Gamification Market
Table 10. Latin America Gamification Market
Table 11. Middle East And Africa Gamification Market 
Table 12. Partnership/Collaboration/Agreements
Table 13. Mergers And Acquisitions
Table 14. New Product Development
Table 15. Other Developments
Fig. 1.     Market Segmentation Of Gamification Market 
Fig. 2.     Top-Down Approach   
Fig. 3.     Bottom-Up Approach   
Fig. 4.     Market Highlights Of Gamification
Fig. 5.     Porter’s Five Forces Analysis
Fig. 6.     Value Chain Analysis
Fig. 7.     Global Gamification Market By Deployment
Fig. 8.     Global Gamification Market By Size
Fig. 9.     Global Gamification Market By Platform
Fig. 10.   Global Gamification Market By End-User Vertical
Fig. 11.   Global Gamification Market By Geography
Fig. 12.   North America Gamification Market
Fig. 13.   Europe Gamification Market
Fig. 14.   Asia Pacific Gamification Market
Fig. 15.   Latin America Gamification Market
Fig. 16.   Middle East And Africa Gamification Market
Fig. 17.   Market Share Of Gamification Companies
Fig. 18.   Recent Developments In Gamification Industry
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.  

Objectives of Study

  • Define and measure the global market
  • Volume or revenue forecast of the global market and its various sub-segments with respect to main geographies
  • Analyze and identify major market trends along with the factors driving or inhibiting the market growth
  • Study the company profiles of the major market players with their market share
  • Analyze competitive developments

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