Gamification Market, By Component (Solutions and Services), by Deployment Type (On-premise and Cloud-based), By Organization Size (SMEs and Large Enterprises), By End-use Industry (IT and Telecom, Government, BFSI, Healthcare, Retail, Education and Research, and Others), and by Region (North America, Europe, Asia Pacific, Latin America, and Middle East and Africa) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028
Gamification is a technique in which designers add elements of gameplay in non-gaming to increase user engagement in a product or service. Gamification software is used by many companies to increase their employee productivity and keep them motivated. There is number of benefits provided by gamification technology. It provides a better learning experience to an employee and provides constant feedback to all participants. Moreover, companies are preventing employee attrition by adopting new gamification technologies in order to promote products or services. There are many advantages provided by gamification such as employee engagement, rewards to people, customer experience enrichment, and others. This technology is being adopted in many industries such as healthcare, automotive, retail, government, IT and telecom, and others.
Market Dynamics
The global gamification market is expected to grow significantly during the forecast period, owing to the rising adoption of cloud-based solutions by small and medium enterprises. There is an increase in the adoption of cloud-based technologies, as these solutions are affordable and provide advanced services as compared to the on-premise solutions. Moreover, rising number of small and medium enterprises including startups is increasing the adoption of cloud-based solutions. For instance, the U.S.-based small enterprise companies are using gamification on their websites. Enterprises are offering real-time product designing for the customers instead of offering the product list. Customers can design their phone cases with gaming software. Through this technology, the company can get details about customer experience and perception about the particular brands. Thus, this software is helpful to increase interaction with the user by creating awareness regarding the brand. This software is also helpful to small and medium enterprises to create a brand image in the market.
Furthermore, the increasing adoption of smartphones and mobile devices is expected to drive the market growth during the forecast period. The growing penetration of smartphones has expanded the opportunity for gamification. For instance, according to Coherent Market Insights’ analysis, people in the U.S. are known to check their mobile phones 80 times a day. The shift of consumers and employees from desktop to mobile devices create lucrative opportunities for banks to get details about consumer interest. Furthermore, the integration of smartphones with social medial platform allow users to share their experiences with friends and workers, which in turn increases demand for gamification. Moreover, major global players across different regions are focusing on developing new products with new features and technologies to remain competitive in the market. Industries are focusing on developing new products with new features to cater to the demand from the end users. For instance, in September 2021, Microsoft added new features and applications for Dynamic 365 by adding artificial intelligence driven insights. This enhancement in product allowed organization to know their customers and improve customer experiences.
Key features of the study:
This report provides in-depth analysis of global gamification market size (US$ Billion) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, regional outlook, and competitive strategies adopted by the leading market players
It profiles leading players in the global gamification market based on the following parameters – company overview, financial performance, product portfolio, geographical presence, market capital, key developments, strategies, and future plans
Companies covered as a part of this study include Cisco Systems, Inc., Microsoft, SAP, Facebook, Inc., BI WORLDWIDE, Verint, Risk Management Solutions, Inc., hoopla, Mambo Solutions Ltd., Centrical, LevelEleven, MPS Interactive Systems Limited, Influitive, Launchfire Interactive Inc., 2022 Gamifier, Inc., Actionable, Xoxoday, NIIT, Cognizant, Tango Card. Inc., and Khoros, LLC
Insights from this report would allow marketers and management authorities of companies to make informed decisions regarding future product launches, product upgrades, market expansion, and marketing tactics
The global gamification market report caters to various stakeholders in this industry including investors, suppliers, managed service providers, third-party service providers, distributors, new entrants, and value-added resellers
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global gamification market
Detailed Segmentation
Global Gamification Market, By Component:
Solutions
Services
Global Gamification Market, By Deployment Type:
On-premise
Cloud-based
Global Gamification Market, By Organization Size:
SMEs
Large Enterprises
Global Gamification Market, By End use Industry:
IT and Telecom
Government
BFSI
Healthcare
Retail
Education and Research
Others
Global Gamification Market, By Region:
North America
By Component:
Solution
Services
By Deployment Type:
On-premise
Cloud-based
By Organization Size:
SMEs
Large Enterprises
By End-use Industry:
IT and Telecom
Government
BFSI
Healthcare
Retail
Education and Research
Others
By Country:
U.S.
Canada
Europe
By Component:
Solution
Services
By Deployment Type:
On-premise
Cloud-based
By Organization Size:
SMEs
Large Enterprises
By End-use Industry:
IT and Telecom
Government
BFSI
Healthcare
Retail
Education and Research
Others
By Country:
Germany
U.K.
France
Italy
Spain
Russia
Rest of Europe
Asia Pacific
By Component:
Solution
Services
By Deployment Type:
On-premise
Cloud-based
By Organization Size:
SMEs
Large Enterprises
By End-use Industry:
IT and Telecom
Government
BFSI
Healthcare
Retail
Education and Research
Others
By Country:
China
India
Japan
Australia
South Korea
ASEAN
Rest of Asia Pacific
Latin America
By Component:
Solution
Services
By Deployment Type:
On-premise
Cloud-based
By Organization Size:
SMEs
Large Enterprises
By End-use Industry:
IT and Telecom
Government
BFSI
Healthcare
Retail
Education and Research
Others
By Country:
Brazil
Mexico
Argentina
Rest of Latin America
Middle East and Africa
By Component:
Solution
Services
By Deployment Type:
On-premise
Cloud-based
By Organization Size:
SMEs
Large Enterprises
By End-use Industry:
IT and Telecom
Government
BFSI
Healthcare
Retail
Education and Research
Others
By Country/Region:
GCC Countries
South Africa
Rest of Middle East and Africa
Company Profiles
Cisco Systems, Inc.*
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments/ Updates
Microsoft
SAP
Facebook, Inc.
BI WORLDWIDE
Verint
Risk Management Solutions, Inc.
hoopla
Mambo Solutions Ltd.
Centrical, LevelEleven
MPS Interactive Systems Limited
Influitive
Launchfire Interactive Inc.,
Gamifier, Inc.
Actionable
Xoxoday
NIIT
Cognizant
Tango Card. Inc.
Khoros, LLC
“*” marked represents similar segmentation in other categories in the respective section.
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