Gamification Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

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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1. Introduction
1.1. Definition, By Segment
1.2. Research Approach
1.3. Sources
2. Executive Summary
3. Market Dynamics
3.1. Drivers, Restraints and Opportunities
3.2. Emerging Trends
4. Key Insights
4.1. Macro and Micro Economic Indicators
4.2. Consolidated SWOT Analysis of Key Players
5. Global Gamification Market Analysis, Insights and Forecast, 2016-2027
5.1. Key Findings / Summary
5.2. Market Sizing Estimations and Forecasts – By Deployment
5.2.1. Cloud
5.2.2. On-premise
5.3. Market Size Estimates and Forecasts – By Enterprise Size
5.3.1. SME’s
5.3.2. Large Enterprises
5.4. Market Size Estimates and Forecasts – By Application
5.4.1. Marketing
5.4.2. Sales
5.4.3. Product Development
5.4.4. Human Resource
5.4.5. Others (Customer Engagement, etc.)
5.5. Market Size Estimates and Forecasts – By Industry
5.5.1. BFSI
5.5.2. Retail
5.5.3. Government
5.5.4. Healthcare
5.5.5. Education and Research
5.5.6. IT and Telecom
5.5.7. Others
5.6. Market Analysis, Insights and Forecast – By Region
5.6.1. North America
5.6.2. Europe
5.6.3. Asia-Pacific (APAC)
5.6.4. Middle East & Africa (MEA)
5.6.5. Latin America (LATAM)
6. North America Gamification Market Analysis, Insights and Forecast, 2016-2027
6.1. Key Findings / Summary
6.2. Market Sizing Estimations and Forecasts – By Deployment
6.2.1. Cloud
6.2.2. On-premise
6.3. Market Size Estimates and Forecasts – By Enterprise Size
6.3.1. SME’s
6.3.2. Large Enterprises
6.4. Market Size Estimates and Forecasts – By Application
6.4.1. Marketing
6.4.2. Sales
6.4.3. Product Development
6.4.4. Human Resource
6.4.5. Others (Customer Engagement, etc.)
6.5. Market Size Estimates and Forecasts – By Industry
6.5.1. BFSI
6.5.2. Retail
6.5.3. Government
6.5.4. Healthcare
6.5.5. Education and Research
6.5.6. IT and Telecom
6.5.7. Others
6.6. Market Analysis, Insights and Forecast – By Country
6.6.1. US
6.6.2. Canada
7. Europe Gamification Market Analysis, Insights and Forecast, 2016-2027
7.1. Key Findings / Summary
7.2. Market Sizing Estimations and Forecasts – By Deployment
7.2.1. Cloud
7.2.2. On-premise
7.3. Market Size Estimates and Forecasts – By Enterprise Size
7.3.1. SME’s
7.3.2. Large Enterprises
7.4. Market Size Estimates and Forecasts – By Application
7.4.1. Marketing
7.4.2. Sales
7.4.3. Product Development
7.4.4. Human Resource
7.4.5. Others (Customer Engagement, etc.)
7.5. Market Size Estimates and Forecasts – By Industry
7.5.1. BFSI
7.5.2. Retail
7.5.3. Government
7.5.4. Healthcare
7.5.5. Education and Research
7.5.6. IT and Telecom
7.5.7. Others
7.6. Market Analysis, Insights and Forecast – By Country
7.6.1. UK
7.6.2. Germany
7.6.3. France
7.6.4. Spain
7.6.5. Rest of Europe
8. Asia-Pacific Gamification Market Analysis, Insights and Forecast, 2016-2027
8.1. Key Findings / Summary
8.2. Market Sizing Estimations and Forecasts – By Deployment
8.2.1. Cloud
8.2.2. On-premise
8.3. Market Size Estimates and Forecasts – By Enterprise Size
8.3.1. SME’s
8.3.2. Large Enterprises
8.4. Market Size Estimates and Forecasts – By Application
8.4.1. Marketing
8.4.2. Sales
8.4.3. Product Development
8.4.4. Human Resource
8.4.5. Others (Customer Engagement, etc.)
8.5. Market Size Estimates and Forecasts – By Industry
8.5.1. BFSI
8.5.2. Retail
8.5.3. Government
8.5.4. Healthcare
8.5.5. Education and Research
8.5.6. IT and Telecom
8.5.7. Others
8.6. Market Analysis, Insights and Forecast – By Country
8.6.1. China
8.6.2. Japan
8.6.3. India
8.6.4. South East Asia
8.6.5. Rest of APAC
9. Middle East & Africa Gamification Market Analysis, Insights and Forecast, 2016-2027
9.1. Key Findings / Summary
9.2. Market Sizing Estimations and Forecasts – By Deployment
9.2.1. Cloud
9.2.2. On-premise
9.3. Market Size Estimates and Forecasts – By Enterprise Size
9.3.1. SME’s
9.3.2. Large Enterprises
9.4. Market Size Estimates and Forecasts – By Application
9.4.1. Marketing
9.4.2. Sales
9.4.3. Product Development
9.4.4. Human Resource
9.4.5. Others (Customer Engagement, etc.)
9.5. Market Size Estimates and Forecasts – By Industry
9.5.1. BFSI
9.5.2. Retail
9.5.3. Government
9.5.4. Healthcare
9.5.5. Education and Research
9.5.6. IT and Telecom
9.5.7. Others
9.6. Market Analysis, Insights and Forecast – By Country
9.6.1. GCC
9.6.2. South Africa
9.6.3. Rest of MEA
10. Latin America Gamification Market Analysis, Insights and Forecast, 2016-2027
10.1. Market Sizing Estimations and Forecasts – By Deployment
10.1.1. Cloud
10.1.2. On-premise
10.2. Market Size Estimates and Forecasts – By Enterprise Size
10.2.1. SME’s
10.2.2. Large Enterprises
10.3. Market Size Estimates and Forecasts – By Application
10.3.1. Marketing
10.3.2. Sales
10.3.3. Product Development
10.3.4. Human Resource
10.3.5. Others (Customer Engagement, etc.)
10.4. Market Size Estimates and Forecasts – By Industry
10.4.1. BFSI
10.4.2. Retail
10.4.3. Government
10.4.4. Healthcare
10.4.5. Education and Research
10.4.6. IT and Telecom
10.4.7. Others
10.5. Market Analysis, Insights and Forecast – By Country
10.5.1. Brazil
10.5.2. Mexico
10.5.3. Rest ff Latin America
11. Global Gamification Market Share Analysis, 2019
12. Competition Matrix
12.1. Key Business Strategies
12.2. Comparison Matrix
13. Company Profile
13.1. Salesforce.com, Inc.
13.1.1. Overview
13.1.2. Description
13.1.3. Product Portfolio
13.1.4. Financials (Data as available in public domain and/or on paid databases)
13.1.5. Recent Developments
13.2. Microsoft Corporation (US)
13.2.1. Overview
13.2.2. Description
13.2.3. Product Portfolio
13.2.4. Financials (Data as available in public domain and/or on paid databases)
13.2.5. Recent Developments
13.3. MPS Interactive Systems Limited (India)
13.3.1. Overview
13.3.2. Description
13.3.3. Product Portfolio
13.3.4. Financials (Data as available in public domain and/or on paid databases)
13.3.5. Recent Developments
13.4. SAP SE (Germany)
13.4.1. Overview
13.4.2. Description
13.4.3. Product Portfolio
13.4.4. Financials (Data as available in public domain and/or on paid databases)
13.4.5. Recent Developments
13.5. BI Worldwide(US)
13.5.1. Overview
13.5.2. Description
13.5.3. Product Portfolio
13.5.4. Financials (Data as available in public domain and/or on paid databases)
13.5.5. Recent Developments
13.6. Verint Systems(US)
13.6.1. Overview
13.6.2. Description
13.6.3. Product Portfolio
13.6.4. Financials (Data as available in public domain and/or on paid databases)
13.6.5. Recent Developments
13.7. Hoopla Software, Inc (US)
13.7.1. Overview
13.7.2. Description
13.7.3. Product Portfolio
13.7.4. Financials (Data as available in public domain and/or on paid databases)
13.7.5. Recent Developments
13.8. Aon plc. (CUT-E GMBH)(UK)
13.8.1. Overview
13.8.2. Description
13.8.3. Product Portfolio
13.8.4. Financials (Data as available in public domain and/or on paid databases)
13.8.5. Recent Developments
13.9. Influitive Corporation (Canada)
13.9.1. Overview
13.9.2. Description
13.9.3. Product Portfolio
13.9.4. Financials (Data as available in public domain and/or on paid databases)
13.9.5. Recent Developments
13.10. Mambo Solutions Ltd. (UK)
13.10.1. Overview
13.10.2. Description
13.10.3. Product Portfolio
13.10.4. Financials (Data as available in public domain and/or on paid databases)
13.10.5. Recent Developments
13.11. Khoros, LLC(US)
13.11.1. Overview
13.11.2. Description
13.11.3. Product Portfolio
13.11.4. Financials (Data as available in public domain and/or on paid databases)
13.11.5. Recent Developments

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