Gamification Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032
Growth Factors of Gamification Market
The gamification market size was valued at USD 6.33 billion in 2019, and the market is now projected to grow from USD 37.00 billion by 2027 to USD 89.75 billion by 2031, exhibiting a CAGR of 24.8% during the forecast period of 2020-2027.
Due to COVID-19, organizations are integrating gamification software to improve morale and communication among employees, as well as in remote business setups. Gaming fosters group formation, collaboration and progressive achievement, effectively engaging audiences. This dynamic benefits brands, particularly during crises. It also supports training and e-learning to help employees improve their qualification levels. Therefore, the gamification market growth trend is expected during and after the pandemic. Due to the rising business investments in strategies such as expansions and mergers, the market also exhibits a strong potential to generate a compounded annual growth rate in the given timeframe.
The growing incorporation of AI into gamification solutions is expected to be the primary growth stimulant for the market because it assists organizations in acquiring better Employee Performance insights. AI models realize goals by reducing uncertainties, which is beneficial for employees to achieve set goals as it removes ambiguity promoting transparency and teamwork. Small and medium enterprises (SMEs) also use these solutions to improve engagement and motivate employees. Thus, the gamification market share may be expected, following the increase in venture capital investments in AI technologies in startups. Organizations are now using AI-based gamification in different departments such as marketing, human resources and sales to ensure employee actions towards organizational objectives.
Also, organizations continue to emphasise the application of emerging technologies, including AR, VR and AI mixed to improve gamified solutions. Safety training, e-learning, employee engagement and performance management are the most common areas in which these technologies are applied across industries. While AR and VR are not widely used in organizations, developments are being made. The use of these technologies in the market is expected to lead to faster and better integration in the relevant market. However, as new formations arise, these effects will also probably diversify and incorporate gamification, providing greater possibilities for solutions.
Comprehensive Analysis of Gamification Market
The gamification market and information & communication technology industry is rising at an exponential rate due to its market segmentation. This market expansion effectively provides a detailed regional assessments considering the dominant supply and demand forces that impact the information & communication technology industry. These segmentations are methodically segregated by deployment, by enterprise size, by application and by industry. The deployment includes, Cloud and On-premises. The enterprise size includes SMEs and Large Enterprises. The application includes, Marketing, Sales, Product Development, Human Resource and Others. The industry includes, BFSI, Retail, Government, Healthcare, Education and research, IT and Telecom and Others.
North America is expected to hold the largest revenue share in the global gamification market, driven by a well-developed communication network and high demand for customized solutions. The U.S., with its strong presence of customer-centric companies such as Oracle and Cisco, is projected to see the highest growth. The increasing number of smartphone users and internet traffic in retail and e-commerce will further fuel market expansion. Key players, including NBC Universal and eBay are launching gamification projects to enhance employee management and customer engagement. The U.S. remains a leading adopter of gamification solutions, fostering a growing startup ecosystem.
The top players in the market play a crucial role in the information & communication technology industry assuring industrial prospectus growth and setting market standards. These players include, Microsoft Corporation (U.S.), MPS Interactive Systems Limited (India), SAP SE (Germany), BI Worldwide (U.S.), Verint Systems (U.S.), Hoopla Software, Inc (U.S.), Aon plc. (CUT-E GMBH) (U.K.), Influitive Corporation (Canada), Mambo Solutions Ltd. (U.K.) and Khoros, LLC (U.S.). These market players provide a level-playing competitive landscape.
In August 2022, Low6, an industry leader and specialist in sports betting, gamification, and engagement, partnered with SCCG, a prominent gaming investment and management company. The partnership aimed to assist North America's Sports Betting Operators operation tab to incorporate Low6’s technology to reach new clients.
Segmentation Table
Global Gamification Market Scope
Study Period2016-2027
Base Year2019
Forecast Period2020-2027
Growth RateCAGR of 24.8% from 2020 to 2027
Historical Period2016-2018
UnitValue (USD Billion)
SegmentationBy Deployment, Enterprise Size, Application, Industry, and Region
By DeploymentCloud
On-Premises
By Enterprise SizeSMEs
Large Enterprise
By ApplicationMarketing
Sales
Product Development
Human Resource
Others (Customer Engagement, etc.)
By IndustryBFSI
Retail
Government
Healthcare
Education and research
IT and Telecom
Others
By RegionNorth America (the U.S. and Canada)
Europe (U.K., Germany, France, Spain and Rest of Europe)
Asia Pacific (Japan, China, India, Southeast Asia and Rest of Asia Pacific)
The Middle East & Africa (South Africa, GCC and Rest of the Middle East & Africa)
Latin America (Brazil, Mexico and Rest of Latin America)
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