
North America 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
Description
North America 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 North America Gamification Market would witness market growth of 26.2% CAGR during the forecast period (2022-2028).
Gamification in the business can enhance staff motivation in general. However, a corporate gamification platform like Bunchball Nitro from BI WORLDWIDE can reveal further benefits. These advantages include identifying the most effective incentives, discovering employee preferences, highlighting workplace connections, and assisting in the transformation of the company into an efficient corporation. Internal staff could benefit from a gamification strategy that focuses on increasing engagement and retention. Gamification appeals to strong fundamental motivating factors that all humans share, such as autonomy, mastery, purpose, and social connection, to establish a long-term foundation for employee engagement. Gamification in the workplace can produce measurable effects. Gamification delivers data and reporting to assist to determine what's working and what needs to be tweaked for staff.
The market in this region is predicted to grow due to a well-developed communication network among large organizations and rising demand for customized solutions. Due to the huge presence of customer-centric organizations such as Oracle Corporation, Cisco System, Salesforce, and others, the United States is likely to see further growth. The region's market growth is likely to be supported by the increasing number of smartphone users and internet traffic in the retail and e-commerce industries.
North America is a region that has several developed countries, allowing them to meet the growing need for cloud gaming facilities across the region by providing increased bandwidth and improved cloud-to-device communication. Boosteroid, a cloud gaming platform, has also expanded its services to the United States. The arrival of such a large-scale cloud gaming platform in the region would provide gamers with access to a larger library of cloud games.
The US market dominated the North America Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $15,588.6 million by 2028. The Canada market is experiencing a CAGR of 29.1% during (2022 - 2028). Additionally, The Mexico market would exhibit a CAGR of 27.9% 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 U.S., Mexico, Canada, and Rest of North America.
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
The North America Gamification Market would witness market growth of 26.2% CAGR during the forecast period (2022-2028).
Gamification in the business can enhance staff motivation in general. However, a corporate gamification platform like Bunchball Nitro from BI WORLDWIDE can reveal further benefits. These advantages include identifying the most effective incentives, discovering employee preferences, highlighting workplace connections, and assisting in the transformation of the company into an efficient corporation. Internal staff could benefit from a gamification strategy that focuses on increasing engagement and retention. Gamification appeals to strong fundamental motivating factors that all humans share, such as autonomy, mastery, purpose, and social connection, to establish a long-term foundation for employee engagement. Gamification in the workplace can produce measurable effects. Gamification delivers data and reporting to assist to determine what's working and what needs to be tweaked for staff.
The market in this region is predicted to grow due to a well-developed communication network among large organizations and rising demand for customized solutions. Due to the huge presence of customer-centric organizations such as Oracle Corporation, Cisco System, Salesforce, and others, the United States is likely to see further growth. The region's market growth is likely to be supported by the increasing number of smartphone users and internet traffic in the retail and e-commerce industries.
North America is a region that has several developed countries, allowing them to meet the growing need for cloud gaming facilities across the region by providing increased bandwidth and improved cloud-to-device communication. Boosteroid, a cloud gaming platform, has also expanded its services to the United States. The arrival of such a large-scale cloud gaming platform in the region would provide gamers with access to a larger library of cloud games.
The US market dominated the North America Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $15,588.6 million by 2028. The Canada market is experiencing a CAGR of 29.1% during (2022 - 2028). Additionally, The Mexico market would exhibit a CAGR of 27.9% 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 U.S., Mexico, Canada, and Rest of North America.
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
- Sales & Marketing
- Product Development
- Human Resource
- Support
- Others
- Retail
- Education
- Manufacturing
- Banking
- Media & Entertainment
- IT & Telecom
- Others
- On-premise
- Cloud
- Large Enterprises
- Small & Medium Enterprises
- US
- Canada
- Mexico
- Rest of North America
- 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
- Exhaustive coverage
- Highest number of market tables and figures
- Subscription based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
91 Pages
- Chapter 1. Market Scope & Methodology
- 1.1 Market Definition
- 1.2 Objectives
- 1.3 Market Scope
- 1.4 Segmentation
- 1.4.1 North America Gamification Market, by Component
- 1.4.2 North America Gamification Market, by Application
- 1.4.3 North America Gamification Market, by End-User
- 1.4.4 North America Gamification Market, by Deployment Type
- 1.4.5 North America Gamification Market, by Organization Size
- 1.4.6 North America 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. North America Gamification Market by Component
- 4.1 North America Solution Market by Country
- 4.2 North America Services Market by Country
- Chapter 5. North America Gamification Market by Application
- 5.1 North America Sales & Marketing Market by Country
- 5.2 North America Product Development Market by Country
- 5.3 North America Human Resource Market by Country
- 5.4 North America Support Market by Country
- 5.5 North America Others Market by Country
- Chapter 6. North America Gamification Market by End-User
- 6.1 North America Retail Market by Country
- 6.2 North America Education Market by Country
- 6.3 North America Manufacturing Market by Country
- 6.4 North America Banking Market by Country
- 6.5 North America Media & Entertainment Market by Country
- 6.6 North America IT & Telecom Market by Country
- 6.7 North America Other End-User Market by Country
- Chapter 7. North America Gamification Market by Deployment Type
- 7.1 North America On-premise Market by Country
- 7.2 North America Cloud Market by Country
- Chapter 8. North America Gamification Market by Organization Size
- 8.1 North America Large Enterprises Market by Country
- 8.2 North America Small & Medium Enterprises Market by Country
- Chapter 9. North America Gamification Market by Country
- 9.1 US Gamification Market
- 9.1.1 US Gamification Market by Component
- 9.1.2 US Gamification Market by Application
- 9.1.3 US Gamification Market by End-User
- 9.1.4 US Gamification Market by Deployment Type
- 9.1.5 US Gamification Market by Organization Size
- 9.2 Canada Gamification Market
- 9.2.1 Canada Gamification Market by Component
- 9.2.2 Canada Gamification Market by Application
- 9.2.3 Canada Gamification Market by End-User
- 9.2.4 Canada Gamification Market by Deployment Type
- 9.2.5 Canada Gamification Market by Organization Size
- 9.3 Mexico Gamification Market
- 9.3.1 Mexico Gamification Market by Component
- 9.3.2 Mexico Gamification Market by Application
- 9.3.3 Mexico Gamification Market by End-User
- 9.3.4 Mexico Gamification Market by Deployment Type
- 9.3.5 Mexico Gamification Market by Organization Size
- 9.4 Rest of North America Gamification Market
- 9.4.1 Rest of North America Gamification Market by Component
- 9.4.2 Rest of North America Gamification Market by Application
- 9.4.3 Rest of North America Gamification Market by End-User
- 9.4.4 Rest of North America Gamification Market by Deployment Type
- 9.4.5 Rest of North America 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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