Europe Gamification Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

Europe Gamification Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

The Europe Gamification Market would witness market growth of 26.3% CAGR during the forecast period (2022-2028).

Gamification uses game mechanics and game dynamics to give audiences proactive directives and answers, resulting in the attainment of business goals and objectives. An emotionally engaging gamification event simply demonstrates the optimal activities that an audience can do to contribute to mutually shared goals. Employees and customers that use gamification software receive rapid feedback on their performance and are directed toward new objectives.

Gamification can be utilized to educate adolescents with a variety of requirements. Scientists examined the effectiveness of personalization in the form of video games when teaching students with autism. As per various studies gamification was effective in teaching age-appropriate content through this training package. Gamification isn't just for the classroom, it can also be employed in other settings. It might divide a child's mathematics homework into portions. The child would level up after finishing each section and given advice on how to solve a puzzle. Alternatively, the user may have youngster make their periodic table using a few elements. Gamification at home is an excellent method to participate in child's education!

Several conferences and events are held to raise awareness of gamification solutions by key players and governments in nations such as the United Kingdom, Germany, France, and others. To help businesses learn about and understand the tools and solutions available to them, the Europe Gamification conference was held in December 2019. Furthermore, expanding retail and healthcare organizations in countries like Germany and Spain are anticipated to gain traction.

Key market participants are focusing on providing advanced solutions to improve employee engagement, sales, and customer experience, hence driving end-user demand for software. Blade, a French startup, has introduced its cloud gaming service in the United Kingdom. In addition, Blackout, a customized cloud gaming service founded in France, is dedicated to revolutionizing the concept of cloud gaming around the world. Germany is another country with a big demand for cloud gaming technologies.

The Germany market dominated the Europe Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,994.5 million by 2028. The UK market is estimated to grow at a CAGR of 25.3% during (2022 - 2028). Additionally, The France market would display a CAGR of 27.2% during (2022 - 2028).

Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.

Scope of the Study

Market Segments covered in the Report:

By Component

  • Solution
  • Services
By Application
  • Sales & Marketing
  • Product Development
  • Human Resource
  • Support
  • Others
By End-User
  • Retail
  • Education
  • Manufacturing
  • Banking
  • Media & Entertainment
  • IT & Telecom
  • Others
By Deployment Type
  • On-premise
  • Cloud
By Organization Size
  • Large Enterprises
  • Small & Medium Enterprises
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Companies Profiled
  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable
  • BI WORLDWIDE
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Gamification Market, by Component
1.4.2 Europe Gamification Market, by Application
1.4.3 Europe Gamification Market, by End-User
1.4.4 Europe Gamification Market, by Deployment Type
1.4.5 Europe Gamification Market, by Organization Size
1.4.6 Europe Gamification Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Strategies Deployed in Gamification Market
Chapter 4. Europe Gamification Market by Component
4.1 Europe Solution Market by Country
4.2 Europe Services Market by Country
Chapter 5. Europe Gamification Market by Application
5.1 Europe Sales & Marketing Market by Country
5.2 Europe Product Development Market by Country
5.3 Europe Human Resource Market by Country
5.4 Europe Support Market by Country
5.5 Europe Others Market by Country
Chapter 6. Europe Gamification Market by End-User
6.1 Europe Retail Market by Country
6.2 Europe Education Market by Country
6.3 Europe Manufacturing Market by Country
6.4 Europe Banking Market by Country
6.5 Europe Media & Entertainment Market by Country
6.6 Europe IT & Telecom Market by Country
6.7 Europe Other End-User Market by Country
Chapter 7. Europe Gamification Market by Deployment Type
7.1 Europe On-premise Market by Country
7.2 Europe Cloud Market by Country
Chapter 8. Europe Gamification Market by Organization Size
8.1 Europe Large Enterprises Market by Country
8.2 Europe Small & Medium Enterprises Market by Country
Chapter 9. Europe Gamification Market by Country
9.1 Germany Gamification Market
9.1.1 Germany Gamification Market by Component
9.1.2 Germany Gamification Market by Application
9.1.3 Germany Gamification Market by End-User
9.1.4 Germany Gamification Market by Deployment Type
9.1.5 Germany Gamification Market by Organization Size
9.2 UK Gamification Market
9.2.1 UK Gamification Market by Component
9.2.2 UK Gamification Market by Application
9.2.3 UK Gamification Market by End-User
9.2.4 UK Gamification Market by Deployment Type
9.2.5 UK Gamification Market by Organization Size
9.3 France Gamification Market
9.3.1 France Gamification Market by Component
9.3.2 France Gamification Market by Application
9.3.3 France Gamification Market by End-User
9.3.4 France Gamification Market by Deployment Type
9.3.5 France Gamification Market by Organization Size
9.4 Russia Gamification Market
9.4.1 Russia Gamification Market by Component
9.4.2 Russia Gamification Market by Application
9.4.3 Russia Gamification Market by End-User
9.4.4 Russia Gamification Market by Deployment Type
9.4.5 Russia Gamification Market by Organization Size
9.5 Spain Gamification Market
9.5.1 Spain Gamification Market by Component
9.5.2 Spain Gamification Market by Application
9.5.3 Spain Gamification Market by End-User
9.5.4 Spain Gamification Market by Deployment Type
9.5.5 Spain Gamification Market by Organization Size
9.6 Italy Gamification Market
9.6.1 Italy Gamification Market by Component
9.6.2 Italy Gamification Market by Application
9.6.3 Italy Gamification Market by End-User
9.6.4 Italy Gamification Market by Deployment Type
9.6.5 Italy Gamification Market by Organization Size
9.7 Rest of Europe Gamification Market
9.7.1 Rest of Europe Gamification Market by Component
9.7.2 Rest of Europe Gamification Market by Application
9.7.3 Rest of Europe Gamification Market by End-User
9.7.4 Rest of Europe Gamification Market by Deployment Type
9.7.5 Rest of Europe Gamification Market by Organization Size
Chapter 10. Company Profiles
10.1 Microsoft Corporation
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Research & Development Expenses
10.1.5 Recent Strategies and Developments
10.1.5.1 Partnerships, Collaborations and Agreement:
10.2 SAP SE
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expense
10.2.5 Recent Strategies and developments:
10.2.5.1 Partnerships, Collaborations and Agreements:
10.2.6 SWOT Analysis
10.3 Cognizant Technology Solutions Corporation
10.3.1 Company overview
10.3.2 Financial Analysis
10.3.3 Segmental and Regional Analysis
10.3.4 SWOT Analysis
10.4 MPS Interactive Systems Limited (MPS Ltd.)
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Segmental and Regional Analysis
10.4.4 Recent strategies and developments:
10.4.4.1 Acquisition and Mergers:
10.5 Ambition Solutions, Inc.
10.5.1 Company Overview
10.5.2 Recent strategies and developments:
10.5.2.1 Partnerships, Collaborations, and Agreements:
10.6 Aon plc
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Regional Analysis
10.7 Axonify, Inc.
10.7.1 Company Overview
10.7.2 Recent strategies and developments:
10.7.2.1 Partnerships, Collaborations, and Agreements:
10.8 G-Cube (MRCC)
10.8.1 Company Overview
10.9 IActionable
10.9.1 Company Overview
10.10. BI WORLDWIDE
10.10.1 Company Overview

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