Global 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 Regional Outlook and Forecast, 2022 – 2028

Global 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 Regional Outlook and Forecast, 2022 – 2028

The Global Gamification Market size is expected to reach $58.8 billion by 2028, rising at a market growth of 26.8% CAGR during the forecast period.

Gamification is a method for improving systems, services, businesses, and events to create experiences similar to those found in video games to motivate and involve users. It is usually accomplished by employing game design features and ideas such as mechanics and dynamics in non-game situations. Gamification can also be characterized as a sequence of actions and processes that utilize game element characteristics to solve problems. Badges, points, and leaderboards are all classic game components. Gamification market growth is supported by providing attractive offers to customers and clients, as well as recognizing and rewarding employees based on performance. Furthermore, gamification's higher ROI has a positive impact on the gamification market's growth.

Gamification is defined as the use of 'game mechanics' and 'game thinking' in non-game contexts to engage users in problem-solving. Physical activity, customer involvement, timeliness, and learning have all been studied and utilized in this way.

As an example of corporate gamification, Freshdesk is a helpdesk software platform that increases customer experience. Customer service agent productivity and performance were key factors in the company's success. Freshdesk used gamification tactics to increase employee engagement and passion. The company turned mundane daily tasks into exciting expeditions to achieve. Agents in contact centers were awarded badges for achieving performance criteria within these quests. Participants who completed several levels or activities using a point system received medals or trophies. Employees who responded quickly to consumers received a "Fast Resolution Badge."

Furthermore, managers could track performance by using a Leaderboard. This improved top performers' visibility across the entire team. As a result, the players became more engaged as a result of the healthy competition. Agents were also able to socialize and learn from one another by setting up challenges in a multi-player/multi-team environment. As a result, there was a favorable shift in employee attitudes, and employees became more involved in their work. Managers noticed an increase in the efficiency and effectiveness of their customer service teams. Freshdesk witnessed a rise in employee productivity as a result of gamification, which eventually led to increased customer happiness.

COVID-19 Impact

The gamification sector has seen tremendous expansion in recent years. However, the market has seen a sudden surge in demand as a result of the COVID-19 pandemic. The outbreak has increased popularity of mobile gaming apps and software significantly. Furthermore, the pandemic has provided ideal conditions for gamification, particularly in terms of driving participation during the lockdown. Furthermore, several large corporations have already embraced gamification technologies and are increasing their gamification investments for a variety of applications ranging from advertising to employment. Furthermore, according to a survey published in 2020, gamification has been used by more than 70% of organizations in the global top 2000 list.

Market Growth Factors

Employees are valued and praised for outstanding achievements

Employee engagement is enhanced through rewarding and acknowledging their accomplishments, which leads to increased retention and a more positive overall environment. Furthermore, adding rewards and recognition programs helps promote employee engagement, which has numerous benefits for businesses, including increased productivity and staff retention. Employees chose individualized attention as the most effective technique for a boss or firm to motivate them to perform excellent work, as per a survey conducted in 2021.

Adoption of AI-based Gamification Solutions

The increased use of gamification solutions based on the AI platform is one of the primary drivers of market growth. To gain deep insights into their staff, many enterprises are implementing AI-based solutions and cutting-edge technologies. AI-based gamification models give precise answers by removing ambiguity in employee motivations and assisting employees in achieving targets more efficiently. For example, since Cisco Systems gamified its social media training course, over 650 people have been accredited with over 13000 lessons. The market's major players are concentrating their efforts on developing an AI-based solution.

Market Restraining Factors

Unwanted consequences of poor design of the software

In gamification, design is a critical component in ensuring that the intended outcome is accomplished. Designers have been noted to fail to create distinctive and sophisticated designs that match the needs of each firm. This could inhibit market adoption. Even if a solution is designed for a certain business, it would not produce the desired results for other audiences, making development a difficult task. As a result, a well-designed design coupled with adequate implementation is required to accomplish the desired result. The strength of internet access is fully dependent on cloud gaming platforms. Cloud gamification are powered by an internet connection that works as a single pillar, holding all of the game's weight.

Component Outlook

Based on Component, the market is segmented into Solution and Services. The solution segment acquired the largest revenue share in the gamification market in 2021. Due to its Space management, maintenance management, asset management, relocation management, and real-estate portfolio management are just a few of the functions available. It lowers the rate of complications and costs related to space management. Furthermore, it increases asset longevity and lowers energy-related costs. This has a favorable impact on the gamification industry.

Application Outlook

Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. The product development segment registered a substantial revenue share in the gamification market in 2021. Gamification is defined as a purposeful effort to aid systems and services in creating experiences comparable to those recorded while playing games. This is done to better motivate and encourage the users of the product or service. When designers and developers insert game-like characteristics in non-game products and services, gamification is commonly addressed.

End-User Outlook

Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. The retail segment garnered the highest revenue share in the gamification market in 2021. It is because retail business is trying to find a solution to the retention and participation challenges. In retail, the consumer experience has become increasingly important. Gamification seems to be the go-to strategy for increasing sales, brand exposure, and consumer loyalty. In terms of customers, gamification-powered technology may create a happy community, boosting engagement and communication while also giving retailers information on customer sentiment and opinions. Gamification can improve overall productivity and thus improve the in-store experience by encouraging employee cooperation.

Deployment Type Outlook

Based on Deployment Type, the market is segmented into On-premise and Cloud. The cloud segment registered a significant revenue share in the gamification market in 2021. It is due to the SMEs increasingly looking for secure and trustworthy solutions. With technological improvements, firms are more inclined to employ cloud-based gamification solutions. Various significant enterprises in areas such as retail, e-commerce, BFSI, education, and others are implementing cloud-based infrastructure to provide consumers with collaborative experiences. Cloud-based solutions assist users with features such as simple installation, maintenance, software upgrades, and more. During the projection period, key features such as cheap implementation costs are likely to enhance demand for cloud-based solutions.

Organization Size Outlook

Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. The large enterprise segment dominated the highest revenue share in the gamification market in 2021. It is due to the large businesses are early adopters of technology and solutions, so the segment is growing. The companies like Oracle Corporation, Hewlett-Packard Company, IBM Corporation, and Google LLC are heavily investing in developing advanced solutions. A large corporation's workforce is massive, so they are using cloud-based gamified systems to manage and monitor their employees. Therefore, big corporations are implementing gamification solutions in order to manage and monitor their employees.

Regional Outlook

Based on Regions, the market is segmented into North America, Europe, Asia Pacific, and Latin America, Middle East & Africa. The North America segment registered the largest revenue share in the gamification market in 2021. To maintain its position over the projection period as games empower rehabilitation users to understand themselves, which is not the case for the majority of patients, allowing professionals to better plan therapy and achieve better treatment outcomes. This rise would aid in the adoption of promotion and consumer interaction services solutions. Various significant participants in the business, including retail, BFSI, and others, are focusing on developing gamification projects in the United States. NBC Universal Media, eBay Inc., Walgreens Co., LLC, Adobe Inc., and others are among the primary players involved in the projects.

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.

Strategies Deployed in Gamification Market

Jan-2022: Microsoft took over Activision Blizzard, an American video game holding company. Through this acquisition, the company aimed to boost the growth of Microsoft’s gaming industry around PC, mobile, console, and cloud and would deliver building components for the metaverse.

Dec-2021: SAP formed a partnership with Attensi, the global leader in 3D gamified simulation training. Together, the companies aimed to allow Development and learning through combination with SAP SuccessFactors Solutions. Additionally, Attensi would provide a novel learning experience utilizing, among other access, gaming automation and competitive component.

Nov-2021: Ambition partnered with Gong, the leading provider of revenue intelligence. Through this partnerhip, Ambition would utilize the powers of Gong, with Ambition's powerful insights-to-action coaching platform.

Sep-2021: Axonify came into a partnership with Grand River Hospital, a 665-bed hospital serving Waterloo Region. Through this partnership, the companies aimed to launch the Coordinated Accessible National Health Network development project. Moreover, the project would execute an advanced learning platform for empowerment arrangement and assure on process training bolster for leading staff.

Aug-2021: Axonify joined hands with The Kroger Family of Companies, America’s largest grocery distributor. Together, the companies aimed to launch Fresh Start, a new customized training scheme to support greater accomplice reservation and engagement.

Apr-2021: Microsoft Teams came into a partnership with Trivie, a science-based learning platform. Through this partnership, the companies aimed to provide a new level of convenience and gamification to distant work ecosystems, making meetings more associated and highly attractive.

Aug-2020: Microsoft Teams formed a partnership with SelfDrvn, an interactive Service-as-a-Solution platform. Through this partnership, the companies aimed to combine Microsoft Teams into its worker engagement platform, as part of the organization's enduring innovation to make distant work more rewarding, appealing, and productive with technology. Additionally, with Microsoft Teams combined into the platform, the consumer would be capable to utilize SelfDrvn as the main center for workers.

Jan-2020: Axonify entered into a partnership with The Retail Doctor, the leading specialist on brick-and-mortar retailers. Through this partnership, the companies would bring retail-based training content to Axonify consumers.

Jul-2018: MPS Limited completed the acquisition of Tata Interactive Systems AG and GmbH, developer of the custom e-learning platform. This acquisition aimed to maximize teamwork in the marketing and engineering platforms. Additionally, MPS Limited gained astounding growth conceivable as products can easily be delivered in the US, where MPS already has a powerful existence.

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 Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA
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 Global Gamification Market, by Component
1.4.2 Global Gamification Market, by Application
1.4.3 Global Gamification Market, by End-User
1.4.4 Global Gamification Market, by Deployment Type
1.4.5 Global Gamification Market, by Organization Size
1.4.6 Global Gamification Market, by Geography
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. Global Gamification Market by Component
4.1 Global Solution Market by Region
4.2 Global Services Market by Region
Chapter 5. Global Gamification Market by Application
5.1 Global Sales & Marketing Market by Region
5.2 Global Product Development Market by Region
5.3 Global Human Resource Market by Region
5.4 Global Support Market by Region
5.5 Global Others Market by Region
Chapter 6. Global Gamification Market by End-User
6.1 Global Retail Market by Region
6.2 Global Education Market by Region
6.3 Global Manufacturing Market by Region
6.4 Global Banking Market by Region
6.5 Global Media & Entertainment Market by Region
6.6 Global IT & Telecom Market by Region
6.7 Global Other End-User Market by Region
Chapter 7. Global Gamification Market by Deployment Type
7.1 Global On-premise Market by Region
7.2 Global Cloud Market by Region
Chapter 8. Global Gamification Market by Organization Size
8.1 Global Large Enterprises Market by Region
8.2 Global Small & Medium Enterprises Market by Region
Chapter 9. Global Gamification Market by Region
9.1 North America Gamification Market
9.1.1 North America Gamification Market by Component
9.1.1.1 North America Solution Market by Country
9.1.1.2 North America Services Market by Country
9.1.2 North America Gamification Market by Application
9.1.2.1 North America Sales & Marketing Market by Country
9.1.2.2 North America Product Development Market by Country
9.1.2.3 North America Human Resource Market by Country
9.1.2.4 North America Support Market by Country
9.1.2.5 North America Others Market by Country
9.1.3 North America Gamification Market by End-User
9.1.3.1 North America Retail Market by Country
9.1.3.2 North America Education Market by Country
9.1.3.3 North America Manufacturing Market by Country
9.1.3.4 North America Banking Market by Country
9.1.3.5 North America Media & Entertainment Market by Country
9.1.3.6 North America IT & Telecom Market by Country
9.1.3.7 North America Other End-User Market by Country
9.1.4 North America Gamification Market by Deployment Type
9.1.4.1 North America On-premise Market by Country
9.1.4.2 North America Cloud Market by Country
9.1.5 North America Gamification Market by Organization Size
9.1.5.1 North America Large Enterprises Market by Country
9.1.5.2 North America Small & Medium Enterprises Market by Country
9.1.6 North America Gamification Market by Country
9.1.6.1 US Gamification Market
9.1.6.1.1 US Gamification Market by Component
9.1.6.1.2 US Gamification Market by Application
9.1.6.1.3 US Gamification Market by End-User
9.1.6.1.4 US Gamification Market by Deployment Type
9.1.6.1.5 US Gamification Market by Organization Size
9.1.6.2 Canada Gamification Market
9.1.6.2.1 Canada Gamification Market by Component
9.1.6.2.2 Canada Gamification Market by Application
9.1.6.2.3 Canada Gamification Market by End-User
9.1.6.2.4 Canada Gamification Market by Deployment Type
9.1.6.2.5 Canada Gamification Market by Organization Size
9.1.6.3 Mexico Gamification Market
9.1.6.3.1 Mexico Gamification Market by Component
9.1.6.3.2 Mexico Gamification Market by Application
9.1.6.3.3 Mexico Gamification Market by End-User
9.1.6.3.4 Mexico Gamification Market by Deployment Type
9.1.6.3.5 Mexico Gamification Market by Organization Size
9.1.6.4 Rest of North America Gamification Market
9.1.6.4.1 Rest of North America Gamification Market by Component
9.1.6.4.2 Rest of North America Gamification Market by Application
9.1.6.4.3 Rest of North America Gamification Market by End-User
9.1.6.4.4 Rest of North America Gamification Market by Deployment Type
9.1.6.4.5 Rest of North America Gamification Market by Organization Size
9.2 Europe Gamification Market
9.2.1 Europe Gamification Market by Component
9.2.1.1 Europe Solution Market by Country
9.2.1.2 Europe Services Market by Country
9.2.2 Europe Gamification Market by Application
9.2.2.1 Europe Sales & Marketing Market by Country
9.2.2.2 Europe Product Development Market by Country
9.2.2.3 Europe Human Resource Market by Country
9.2.2.4 Europe Support Market by Country
9.2.2.5 Europe Others Market by Country
9.2.3 Europe Gamification Market by End-User
9.2.3.1 Europe Retail Market by Country
9.2.3.2 Europe Education Market by Country
9.2.3.3 Europe Manufacturing Market by Country
9.2.3.4 Europe Banking Market by Country
9.2.3.5 Europe Media & Entertainment Market by Country
9.2.3.6 Europe IT & Telecom Market by Country
9.2.3.7 Europe Other End-User Market by Country
9.2.4 Europe Gamification Market by Deployment Type
9.2.4.1 Europe On-premise Market by Country
9.2.4.2 Europe Cloud Market by Country
9.2.5 Europe Gamification Market by Organization Size
9.2.5.1 Europe Large Enterprises Market by Country
9.2.5.2 Europe Small & Medium Enterprises Market by Country
9.2.6 Europe Gamification Market by Country
9.2.6.1 Germany Gamification Market
9.2.6.1.1 Germany Gamification Market by Component
9.2.6.1.2 Germany Gamification Market by Application
9.2.6.1.3 Germany Gamification Market by End-User
9.2.6.1.4 Germany Gamification Market by Deployment Type
9.2.6.1.5 Germany Gamification Market by Organization Size
9.2.6.2 UK Gamification Market
9.2.6.2.1 UK Gamification Market by Component
9.2.6.2.2 UK Gamification Market by Application
9.2.6.2.3 UK Gamification Market by End-User
9.2.6.2.4 UK Gamification Market by Deployment Type
9.2.6.2.5 UK Gamification Market by Organization Size
9.2.6.3 France Gamification Market
9.2.6.3.1 France Gamification Market by Component
9.2.6.3.2 France Gamification Market by Application
9.2.6.3.3 France Gamification Market by End-User
9.2.6.3.4 France Gamification Market by Deployment Type
9.2.6.3.5 France Gamification Market by Organization Size
9.2.6.4 Russia Gamification Market
9.2.6.4.1 Russia Gamification Market by Component
9.2.6.4.2 Russia Gamification Market by Application
9.2.6.4.3 Russia Gamification Market by End-User
9.2.6.4.4 Russia Gamification Market by Deployment Type
9.2.6.4.5 Russia Gamification Market by Organization Size
9.2.6.5 Spain Gamification Market
9.2.6.5.1 Spain Gamification Market by Component
9.2.6.5.2 Spain Gamification Market by Application
9.2.6.5.3 Spain Gamification Market by End-User
9.2.6.5.4 Spain Gamification Market by Deployment Type
9.2.6.5.5 Spain Gamification Market by Organization Size
9.2.6.6 Italy Gamification Market
9.2.6.6.1 Italy Gamification Market by Component
9.2.6.6.2 Italy Gamification Market by Application
9.2.6.6.3 Italy Gamification Market by End-User
9.2.6.6.4 Italy Gamification Market by Deployment Type
9.2.6.6.5 Italy Gamification Market by Organization Size
9.2.6.7 Rest of Europe Gamification Market
9.2.6.7.1 Rest of Europe Gamification Market by Component
9.2.6.7.2 Rest of Europe Gamification Market by Application
9.2.6.7.3 Rest of Europe Gamification Market by End-User
9.2.6.7.4 Rest of Europe Gamification Market by Deployment Type
9.2.6.7.5 Rest of Europe Gamification Market by Organization Size
9.3 Asia Pacific Gamification Market
9.3.1 Asia Pacific Gamification Market by Component
9.3.1.1 Asia Pacific Solution Market by Country
9.3.1.2 Asia Pacific Services Market by Country
9.3.2 Asia Pacific Gamification Market by Application
9.3.2.1 Asia Pacific Sales & Marketing Market by Country
9.3.2.2 Asia Pacific Product Development Market by Country
9.3.2.3 Asia Pacific Human Resource Market by Country
9.3.2.4 Asia Pacific Support Market by Country
9.3.2.5 Asia Pacific Others Market by Country
9.3.3 Asia Pacific Gamification Market by End-User
9.3.3.1 Asia Pacific Retail Market by Country
9.3.3.2 Asia Pacific Education Market by Country
9.3.3.3 Asia Pacific Manufacturing Market by Country
9.3.3.4 Asia Pacific Banking Market by Country
9.3.3.5 Asia Pacific Media & Entertainment Market by Country
9.3.3.6 Asia Pacific IT & Telecom Market by Country
9.3.3.7 Asia Pacific Other End-User Market by Country
9.3.4 Asia Pacific Gamification Market by Deployment Type
9.3.4.1 Asia Pacific On-premise Market by Country
9.3.4.2 Asia Pacific Cloud Market by Country
9.3.5 Asia Pacific Gamification Market by Organization Size
9.3.5.1 Asia Pacific Large Enterprises Market by Country
9.3.5.2 Asia Pacific Small & Medium Enterprises Market by Country
9.3.6 Asia Pacific Gamification Market by Country
9.3.6.1 China Gamification Market
9.3.6.1.1 China Gamification Market by Component
9.3.6.1.2 China Gamification Market by Application
9.3.6.1.3 China Gamification Market by End-User
9.3.6.1.4 China Gamification Market by Deployment Type
9.3.6.1.5 China Gamification Market by Organization Size
9.3.6.2 Japan Gamification Market
9.3.6.2.1 Japan Gamification Market by Component
9.3.6.2.2 Japan Gamification Market by Application
9.3.6.2.3 Japan Gamification Market by End-User
9.3.6.2.4 Japan Gamification Market by Deployment Type
9.3.6.2.5 Japan Gamification Market by Organization Size
9.3.6.3 India Gamification Market
9.3.6.3.1 India Gamification Market by Component
9.3.6.3.2 India Gamification Market by Application
9.3.6.3.3 India Gamification Market by End-User
9.3.6.3.4 India Gamification Market by Deployment Type
9.3.6.3.5 India Gamification Market by Organization Size
9.3.6.4 South Korea Gamification Market
9.3.6.4.1 South Korea Gamification Market by Component
9.3.6.4.2 South Korea Gamification Market by Application
9.3.6.4.3 South Korea Gamification Market by End-User
9.3.6.4.4 South Korea Gamification Market by Deployment Type
9.3.6.4.5 South Korea Gamification Market by Organization Size
9.3.6.5 Singapore Gamification Market
9.3.6.5.1 Singapore Gamification Market by Component
9.3.6.5.2 Singapore Gamification Market by Application
9.3.6.5.3 Singapore Gamification Market by End-User
9.3.6.5.4 Singapore Gamification Market by Deployment Type
9.3.6.5.5 Singapore Gamification Market by Organization Size
9.3.6.6 Malaysia Gamification Market
9.3.6.6.1 Malaysia Gamification Market by Component
9.3.6.6.2 Malaysia Gamification Market by Application
9.3.6.6.3 Malaysia Gamification Market by End-User
9.3.6.6.4 Malaysia Gamification Market by Deployment Type
9.3.6.6.5 Malaysia Gamification Market by Organization Size
9.3.6.7 Rest of Asia Pacific Gamification Market
9.3.6.7.1 Rest of Asia Pacific Gamification Market by Component
9.3.6.7.2 Rest of Asia Pacific Gamification Market by Application
9.3.6.7.3 Rest of Asia Pacific Gamification Market by End-User
9.3.6.7.4 Rest of Asia Pacific Gamification Market by Deployment Type
9.3.6.7.5 Rest of Asia Pacific Gamification Market by Organization Size
9.4 LAMEA Gamification Market
9.4.1 LAMEA Gamification Market by Component
9.4.1.1 LAMEA Solution Market by Country
9.4.1.2 LAMEA Services Market by Country
9.4.2 LAMEA Gamification Market by Application
9.4.2.1 LAMEA Sales & Marketing Market by Country
9.4.2.2 LAMEA Product Development Market by Country
9.4.2.3 LAMEA Human Resource Market by Country
9.4.2.4 LAMEA Support Market by Country
9.4.2.5 LAMEA Others Market by Country
9.4.3 LAMEA Gamification Market by End-User
9.4.3.1 LAMEA Retail Market by Country
9.4.3.2 LAMEA Education Market by Country
9.4.3.3 LAMEA Manufacturing Market by Country
9.4.3.4 LAMEA Banking Market by Country
9.4.3.5 LAMEA Media & Entertainment Market by Country
9.4.3.6 LAMEA IT & Telecom Market by Country
9.4.3.7 LAMEA Other End-User Market by Country
9.4.4 LAMEA Gamification Market by Deployment Type
9.4.4.1 LAMEA On-premise Market by Country
9.4.4.2 LAMEA Cloud Market by Country
9.4.5 LAMEA Gamification Market by Organization Size
9.4.5.1 LAMEA Large Enterprises Market by Country
9.4.5.2 LAMEA Small & Medium Enterprises Market by Country
9.4.6 LAMEA Gamification Market by Country
9.4.6.1 Brazil Gamification Market
9.4.6.1.1 Brazil Gamification Market by Component
9.4.6.1.2 Brazil Gamification Market by Application
9.4.6.1.3 Brazil Gamification Market by End-User
9.4.6.1.4 Brazil Gamification Market by Deployment Type
9.4.6.1.5 Brazil Gamification Market by Organization Size
9.4.6.2 Argentina Gamification Market
9.4.6.2.1 Argentina Gamification Market by Component
9.4.6.2.2 Argentina Gamification Market by Application
9.4.6.2.3 Argentina Gamification Market by End-User
9.4.6.2.4 Argentina Gamification Market by Deployment Type
9.4.6.2.5 Argentina Gamification Market by Organization Size
9.4.6.3 UAE Gamification Market
9.4.6.3.1 UAE Gamification Market by Component
9.4.6.3.2 UAE Gamification Market by Application
9.4.6.3.3 UAE Gamification Market by End-User
9.4.6.3.4 UAE Gamification Market by Deployment Type
9.4.6.3.5 UAE Gamification Market by Organization Size
9.4.6.4 Saudi Arabia Gamification Market
9.4.6.4.1 Saudi Arabia Gamification Market by Component
9.4.6.4.2 Saudi Arabia Gamification Market by Application
9.4.6.4.3 Saudi Arabia Gamification Market by End-User
9.4.6.4.4 Saudi Arabia Gamification Market by Deployment Type
9.4.6.4.5 Saudi Arabia Gamification Market by Organization Size
9.4.6.5 South Africa Gamification Market
9.4.6.5.1 South Africa Gamification Market by Component
9.4.6.5.2 South Africa Gamification Market by Application
9.4.6.5.3 South Africa Gamification Market by End-User
9.4.6.5.4 South Africa Gamification Market by Deployment Type
9.4.6.5.5 South Africa Gamification Market by Organization Size
9.4.6.6 Nigeria Gamification Market
9.4.6.6.1 Nigeria Gamification Market by Component
9.4.6.6.2 Nigeria Gamification Market by Application
9.4.6.6.3 Nigeria Gamification Market by End-User
9.4.6.6.4 Nigeria Gamification Market by Deployment Type
9.4.6.6.5 Nigeria Gamification Market by Organization Size
9.4.6.7 Rest of LAMEA Gamification Market
9.4.6.7.1 Rest of LAMEA Gamification Market by Component
9.4.6.7.2 Rest of LAMEA Gamification Market by Application
9.4.6.7.3 Rest of LAMEA Gamification Market by End-User
9.4.6.7.4 Rest of LAMEA Gamification Market by Deployment Type
9.4.6.7.5 Rest of LAMEA 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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