The research report titled ‘Gamification Market by Type (Structural, Content), Offering, Organization Size, Deployment Mode, Application (HRM, CRM, Customer Engagement), End-use Industry (BFSI, Retail & E-commerce, Education & Research) and Geography—Global Forecast to 2030’ provides an in-depth analysis of gamification market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2030.
The global gamification market is projected to reach $96.3 billion by 2030, at a CAGR of 27.4% during the forecast period of 2023–2030.
The growth of the gamification market is driven by the benefits of gamification in training professionals and enhancing user experience and the growing use of gamification in sales & marketing to improve customer engagement and retention. However, low awareness regarding the advantages of gamification among schools and SMEs (small & medium-sized enterprises) restrains the growth of the gamification market.
The increasing potential of gamification as a strategic management tool is expected to generate growth opportunities for the players operating in this market. However, user disengagement and confusion due to gamification platforms' poor designs and monotonous elements pose major challenges to the market’s growth.
Based on type, the global gamification market is segmented into structural gamification and content gamification. In 2023, the structural gamification segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of structural gamification among various end-use industries to engage and motivate users and the growing use of structural gamification over content gamification due to its easy implementation and potential benefits for learners.
Based on offering, the global gamification market is segmented into solutions and services. In 2023, the solutions segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is driven by the increasing adoption of gamification solutions by organizations to attract more customers and clients. Additionally, the demand for these solutions is increasing as they enhance employee engagement by providing recognition and rewards based on their performance.
Based on organization size, the global gamification market is segmented into small & medium-sized enterprises and large enterprises. The small & medium-sized enterprises segment is expected to register the higher CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of gamification to increase employee engagement and the rising use of artificial intelligence & machine learning in mobile gaming and E-commerce.
However, in 2023, the large enterprises segment is expected to account for the larger share of the global gamification market. The large market share of this segment is attributed to the growing adoption of advanced technologies such as AI and AR/VR and gamification among large enterprises for engaging employee onboarding & pre-onboarding experiences.
Based on deployment mode, the global gamification market is segmented into on-premise deployments and cloud-based deployments. In 2023, the cloud-based deployments segment is expected to account for the larger share of the market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is driven by the increasing adoption of cloud-based solutions among small & medium-sized enterprises, the rising adoption of advanced technologies, and the low implementation costs of cloud-based gamification solutions.
Based on application, the global gamification market is segmented into human resource management, customer relationship management, sales & marketing, customer engagement, learning & development, and other applications. In 2023, the sales & marketing segment is expected to account for the largest share of the global gamification market. This segment is also expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of gamification by organizations for marketing strategies and the use of gamification to increase brand awareness and sales of products.
Based on end-use industry, the global gamification market is segmented into retail & E-commerce, media & entertainment, education & research, IT & telecom, lifestyle & fitness, hospitality, marketing & advertising, BFSI, healthcare, manufacturing, government, and other end-use industries. The retail & E-commerce segment is expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the rising adoption of gamification solutions by retail & e-commerce to enhance customer engagement, increase product sales, and improve brand loyalty.
However, the media & entertainment segment is expected to account for the largest share of the global gamification market in 2023. The large market share of this segment is attributed to the rapid proliferation of mobile devices, the rise of multi-digital channels, and the increased need for user engagement with a new product or event.
Based on geography, the global gamification market is segmented into North America, Europe, North America, Latin America, and the Middle East & Africa. Asia-Pacific is expected to register the highest CAGR during the forecast period. The growth of this market is attributed to the high penetration of smartphones, widespread internet availability, and increasing government initiatives promoting gamification platforms to improve employee productivity and increase revenue.
However, in 2023, North America is expected to account for the largest share of the global gamification market. North America’s major market share is attributed to the growing demand for cloud-based gamification solutions from businesses, the high adoption of customer- and enterprise-based solutions, and the growing need to retain user information more effectively.
The key players operating in the global gamification market are Microsoft Corporation (U.S.), Cognizant Technology Solutions Corporation (U.S.), MPS Interactive Systems Limited (India), Aon Plc (U.K.), SAP SE (Germany), Verint Systems Inc. (U.S.), Ambition Solutions, Inc. (U.S.), Axonify Inc. (Canada), IActionable, Inc. (U.S.), Schoeneckers, Inc. (U.S.), G-Cube Webwide Software Pvt Ltd (U.S.), Raydiant, Inc. (U.S.), Biz-Effective Ltd. (U.S.), Mambo Solutions Ltd. (U.K.), Ascent Cloud LLC (U.S.), and Letrium Ltd. (Ukraine).
Key questions answered in the report:Which are the high growth market segments in terms of type, offering, organization size, deployment modes, application, end-use industry, and country/region?
What is the historical market for gamification across the globe?
What are the market forecasts and estimates from 2023 to 2030?
What are the major drivers, restraints, and opportunities in the global gamification market?
Who are the major players in the global gamification market, and what shares of the market do they hold?
Who are the major players in various countries, and what shares of the market do they hold?
How is the competitive landscape?
What are the recent developments in the global gamification market?
What are the different strategies adopted by the major players in the global gamification market?
What are the geographical trends and high growth countries?
Who are the local emerging players in the global gamification market and how do they compete with the other players?
Scope of the report:Gamification Market Assessment—by TypeStructural Gamification
Content Gamification
Gamification Market Assessment—by OfferingSolutions
App-based Solutions
Web-based Solutions
Services
Gamification Market Assessment—by Organization SizeLarge Enterprises
Small & Medium-sized Enterprises
Gamification Market Assessment—by Deployment ModeCloud-based Deployments
On-premises Deployments
Gamification Market Assessment—by ApplicationSales & Marketing
Human Resource Management
Customer Relationship Management
Customer Engagement
Learning & Development
Other Applications
Gamification Market Assessment—by End-use IndustryMedia & Entertainment
Retail & E-Commerce
Marketing & Advertising
IT & Telecom
Education & Research
Lifestyle & Fitness
Healthcare
BFSI
Hospitality
Manufacturing
Government Sector
Other End-use Industries
Gamification Market Assessment—by GeographyNorth America
U.S.
Canada
Europe
Germany
U.K.
France
Italy
Spain
Sweden
Rest of Europe
Asia-Pacific
China
India
South Korea
Japan
Australia & New Zealand
Singapore
Indonesia
Rest of Asia-Pacific
Latin America
Brazil
Mexico
Rest of Latin America
Middle East & Africa
Saudi Arabia
UAE
Israel
Rest of the Middle East & Africa
Gamification Market - Report SummaryReport Metrics | Details |
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Years Considered | 2021 - 2030 |
Base Year | 2022 |
Forecast Period | 2023-2030 |
Page Count | 265 |
Units Referenced | Value (USD Million) |
Segments/Key Topics | Market by Type, Market by Offering, Market by Organization Size, Market by Deployment Mode, Market by Application, Market by End-use Industry, Market by Geography |
Regions Covered | North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa |
Key Companies Mentioned | Microsoft Corporation (U.S.), Cognizant Technology Solutions Corporation (U.S.), MPS Interactive Systems Limited (India), Aon Plc (U.K.), SAP SE (Germany), Verint Systems Inc. (U.S.), Ambition Solutions, Inc. (U.S.), Axonify Inc. (Canada), IActionable, Inc. (U.S.), Schoeneckers, Inc. (U.S.), G-Cube Webwide Software Pvt Ltd (U.S.), Raydiant, Inc. (U.S.), Biz-Effective Ltd. (U.S.), Mambo Solutions Ltd. (U.K.), Ascent Cloud LLC (U.S.), and Letrium Ltd. (Ukraine). |
FAQs About the Report
What is the revenue generated from the sales of gamification services and solutions globally? At what rate is their demand expected to grow for the next 5–7 years?The global gamification market is projected to reach $96.3 billion by 2030, at a CAGR of 27.4% during the forecast period.
What are the key factors driving the growth of the gamification market?The growth of this market is attributed to the benefits of gamification in training professionals and enhancing user experience and the growing use of gamification in sales & marketing to improve customer engagement and retention.
Who are the major players operating in the gamification market?The key players operating in the gamification market are Microsoft Corporation (U.S.), Aon plc (U.K.), SAP SE (Germany), Verint Systems Inc. (U.S.), IActionable, Inc. (U.S.), Raydiant, Inc. (U.S.), Biz-Effective Ltd. (U.S.), Mambo Solutions Ltd. (U.K.), and Ascent Cloud LLC (U.S.).
What are the key challenges faced by companies in the gamification market?The risk of disengagement and confusion due to poor design and monotony is a major challenge for the players operating in this market.
Which end-use industry segment is projected to register the highest CAGR during the forecast period?The retail & E-commerce segment is expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the rising adoption of gamification solutions in the retail & e-commerce industry to enhance customer engagement, increase product sales, and improve brand loyalty.
What are the key opportunities for companies operating in the gamification market?The increasing potential of gamification as a strategic management tool is expected to offer growth opportunities for the players operating in this market.
What are the different strategies adopted by the major players in the gamification market?The key growth strategies adopted by major market players include partnerships, collaborations, and agreements. These strategies aim to strengthen their product portfolios and enhance their geographic reach in the gamification market.