Global Corporate Gamification Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Global Corporate Gamification Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Corporate Gamification is the process of adding gameplay elements to business targets or employee training within a company. The goal of corporate gamification is to engage with employees, consumers and partners to inspire collaborate, share and interact. It’s a great way to increase productivity and reduce the costs associated with low engagement.

Market Overview:

The latest research study on the global Corporate Gamification market finds that the global Corporate Gamification market reached a value of USD 12594.78 million in 2022. It’s expected that the market will achieve USD 38216.75 million by 2028, exhibiting a CAGR of 20.32% during the forecast period.

The COVID-19 epidemic has brought new opportunities to the corporate gamification industry. Organizations of all types and sizes are facing new challenges in keeping employees engaged during the pandemic as they must embrace remote and hybrid work. Under the new office form, there is a strong demand for employee engagement. Enterprise organizations are looking for solutions that can help them solve the problems of talent retention and personnel efficiency, and corporate gamification plays an important role.

1 Drivers

1.1 Corporate gamification helps enterprise human resource management.
1.2 Corporate gamification enriches the marketing system of enterprises.
Under the situation of intensified market competition, in order to improve the financial performance of enterprises and achieve marketing goals at a lower cost, the pioneers who are committed to innovative marketing integrate gamification elements into marketing activities, encourage customers to participate in it, and let customers have a gaming experience, deepen the impression of the brand and enhance customer loyalty.

2 Limitations

2.1 Effective corporate gamification is difficult to design.
The incentive effect of corporate gamification is closely related to the application scenario, the type of game elements selected, and the background of the user, etc., and often needs to be designed specifically for the enterprise situation.
2.2 Corporate gamification applies to different audiences and acceptance levels.
It is a very good idea to apply corporate gamification to enterprise human resource management, but it must also be considered that not all enterprises and jobs are applicable. For example, companies in the Internet, information technology, or game industries will find it easier to adopt gamification thinking. However, for some traditional industries and enterprises, it will be more difficult to accept corporate gamification management.

Region Overview:

North America was the largest revenue market with a market share of 43.82% in 2017 and 43.41% in 2022, a decrease of 0.41%. In 2022, Europe market share was 34.68%, ranking second.

Company Overview

Salesforce
Salesforce, Inc. is an American cloud-based software company headquartered in San Francisco, California. It provides customer relationship management software and applications focused on sales, customer service, marketing automation, analytics, and application development.

SAP

SAP SE is a German multinational software company based in Walldorf, Baden-Württemberg. It develops enterprise software to manage business operations and customer relations. The company is the world's leading enterprise resource planning software vendor.

Microsoft

Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washington, United States.

The industry concentrate rate is relativity low. The market share of the top three companies in 2021 was 9.84%. The top three companies are Salesforce, SAP and Microsoft, with the revenue market share of 4.87%, 3.24% and 1.72% in 2021.

Segmentation Overview:

Enterprise Driven
According to the different target groups of corporate gamification, it can be divided into enterprise-driven and consumer-driven.
Corporate Gamification is the strategy for influencing and motivating the behavior of employees. Enterprise Driven Gamification in the workplace can increase employee engagement to drive the company’s performance.

Consumer Driven

Corporate Gamification uses game mechanics and experience design to digitally engage and motivate people to achieve their goals. When successfully designed, Consumer Driven Gamification enhance user engagement and drive customer acquisition and retention.

By type, Enterprise Driven segment accounted for the largest share of market in 2021.

Application Overview:

According to the different industries served by corporate gamification, it can be divided into BFSI (Banking, financial services and insurance), Healthcare, IT & Telecom (Information technology & Telecommunications), Retail and other industries.

By application, the BFSI segment occupied the biggest share from 2017 to 2022.

Key Companies in the global Corporate Gamification market covered in Chapter 3:

Aon
BI WORLDWIDE
Mambo.IO
SAP
LevelEleven
Ambition
Verint
Axonify
Attensi
MPS Interactive Systems
Salesforce
G-Cube
Khoros
Microsoft
Centrical

In Chapter 4 and Chapter 14.2, on the basis of types, the Corporate Gamification market from 2018 to 2029 is primarily split into:

Enterprise Driven
Consumer Driven

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Corporate Gamification market from 2018 to 2029 covers:

BFSI
Healthcare
IT & Telecom
Retail
Others

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global Corporate Gamification Market Segmented by Type
Chapter 5 Global Corporate Gamification Market Segmented by Downstream Industry
Chapter 6 Corporate Gamification Industry Chain Analysis
Chapter 7 The Development and Dynamics of Corporate Gamification Market
Chapter 8 Global Corporate Gamification Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global Corporate Gamification Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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