Gamification Market by Component, By Deployment, By Organization Size, By Vertical, By End-User, By Application and By Region – Global Opportunities & Forecast, 2022-2029
Analysis from GMI Research finds that the Gamification Market earned revenues of USD 10.8 billion in 2021 and estimated to touch USD 64.8 billion in 2029 will grow at a high double-digit CAGR of 25.1% from 2022-2029
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Major Gamification Market Drivers
The factors fuelling the growth of the global gamification market include the rising adoption of gamification by the companies as it gives in a higher return on investment and the vendors of gamification also offer revenue feedbacks and details which are utilized to enhance consumer-oriented strategies. The gamification offers exceptional advantages such as enhanced learning experience, offering of tangible and proven results, leading to increase in the engagement across social media both internally and externally in business, enhancing the productivity along with encouraging creativity and favouring employee’s engagement. Moreover, the recognition and rewards to the employees over the performance to enhance the employee engagement and providing profitable offers to the consumers will have a positive impact on the growing demand of the market. The factor hindering the growth of the global gamification market include the lack of knowledge of the comparatively new product.
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Component – Segment Analysis
Based on the component, the services segment is anticipated to grow at a higher CAGR during the forecast period owing to the increase in the adoption of various services by the end-users and offering of a diversity of services by the service providers of gamification that includes implementation, support, consulting and maintenance services. In addition to this, several benefits of these services provided to the end-users that includes smooth deployment, easy installation and maintenance also leads to increase in the usage of these services driving the market growth.
Deployment – Segment Analysis
Based on the deployment, the cloud segment is projected to grow at a higher CAGR during the forecast period owing to the rising usage of this deployment mode among the small & medium enterprises as it permits such enterprises to implement the gamification without sustaining additional cost.
Vertical – Segment Analysis
Based on the vertical, the telecom vertical is expected to grow at a higher CAGR over the forecast period due to the increase in the adoption of gamification in this vertical driven by the growing need for the adoption of client-centered approach as a result of increasing competition from the other service providers. Various companies are integrating gamification into the business models to offer advantages of multiple services to the customers.
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Regional – Segment Analysis
Based on the region, North America is anticipated to lead the market during the forecast period owing to the increase in the awareness associated to the gamification method and high adoption of gamification solutions in this region driven by the high usage of internet in this region to connect among the clients and channel partners between the enterprises.
Top Market Players
Various notable players operating in the global gamification market include Verint, Hoopla, Microsoft, SAP, AON, Bi Worldwide, Centrical, Influitive, MPS Interactive Systems, Mambo.IO, Ambition, LevelEleven, Axonify Inc., IActionable, and Gamifier among others.
Key Market Developments:
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- In 2019, Microsoft incorporated additional applications and features for Dynamic 365 by adding AI-driven insights. Through this improvement in the product, the organizations will be permitted to enhance the customer’s experience and also take necessary actions.
- In 2019, SAP acquired Qualtrics, which is an experience management software provider. Through this acquisition, the company is able to deliver incomparable employee, brand & customer experiences and is also able to accelerate the new experience management category.
Segments covered in the Report:
The global gamification market is segmented by component, deployment, organization size, vertical, end-user, application, and key regions. Based on the component, the market is segmented into Services and Solution. Based on the deployment, the market is segmented into On-Premises and Cloud. Based on the organization size, the market is segmented into Small & Medium Enterprises and Large Enterprises. Based on the vertical, the market is segmented into Healthcare, Retail, Hospitality, BFSI, Manufacturing, Education, Media & Entertainment, IT & ITES, Telecom, and Others. Based on end-user, the market is segmented into Consumer-Driven and Enterprise-Driven. Based on the application, the market is segmented into Sales, Marketing, Product Development, Support, Human Resources, and Other Applications.
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Report Coverage |
Details |
Market Revenues (2021) |
USD 10.8 billion |
Market Base Year |
2021 |
Market Forecast Period |
2022-2029 |
Base Year & Forecast Units |
Revenues (USD Billion) |
Market Segment | By Component, By Deployment, By Organization Size, By Vertical, By End-User, By Application, and By Region |
Regional Coverage | Asia Pacific, Europe, North America, and RoW |
Companies Profiled | Verint, Hoopla, Microsoft, SAP, AON, Bi Worldwide, Centrical, Influitive, MPS Interactive Systems, among others; a total of 15 companies covered. |
25% Free Customization Available | We will customize this report up to 25% as a free customization to address our client’s specific requirements |
Market Segmentation
Global Gamification Market by Component
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- Services
- Solution
Global Gamification Market by Deployment
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- On-Premises
- Cloud
Global Gamification Market by Organization Size
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- Small & Medium Enterprises
- Large Enterprises
Global Gamification Market by Vertical
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- Healthcare
- Retail
- Hospitality
- BFSI
- Manufacturing
- Education
- Media & Entertainment
- IT & ITES
- Telecom
- Others
Global Gamification Market by End-User
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- Consumer-Driven
- Enterprise-Driven
Global Gamification Market by Application
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- Sales
- Marketing
- Product Development
- Support
- Human Resources
- Other Applications
Global Gamification Market by Region
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-
North America Gamification Market (Option 1: As a part of the free 25% customization)
- By Component
- By Deployment
- By Organization Size
- By Vertical
- By End-User
- By Application
- US Market All-Up
- Canada Market All-Up
-
Europe Gamification Market (Option 2: As a part of the free 25% customization)
- By Component
- By Deployment
- By Organization Size
- By Vertical
- By End-User
- By Application
- UK Market All-Up
- Germany Market All-Up
- France Market All-Up
- Spain Market All-Up
- Rest of Europe Market All-Up
-
Asia-Pacific Gamification Market (Option 3: As a part of the free 25% customization)
- By Component
- By Deployment
- By Organization Size
- By Vertical
- By End-User
- By Application
- China Market All-Up
- India Market All-Up
- Japan Market All-Up
- Rest of APAC Market All-Up
-
RoW Gamification Market (Option 4: As a part of the free 25% customization)
- By Component
- By Deployment
- By Organization Size
- By Vertical
- By End-User
- By Application
- Brazil Market All-Up
- South Africa Market All-Up
- Saudi Arabia Market All-Up
- UAE Market All-Up
- Rest of world (remaining countries of the LAMEA region) Market All-Up
-
Major Players Operating the Gamification (Option 5: As a part of the Free 25% Customization – Profiles of 5 Additional Companies of your Choice)
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- Verint
- Hoopla
- Microsoft
- SAP
- AON
- Bi Worldwide
- Centrical
- Influitive
- MPS Interactive Systems
- IO
- Ambition
- LevelEleven
- Axonify Inc.
- IActionable
- Gamifier
Frequently Asked Question About This Report
Gamification Market [UP922A-00-0620]
The factors fuelling the growth of the gamification market include the rising adoption of gamification by the companies as it gives in a higher return on investment and the vendors of gamification also offer revenue feedbacks and details which are utilized to enhance consumer-oriented strategies.
The end-use industries in gamification market are Healthcare, Retail, Hospitality, BSFI, Manufacturing, Education, Media & Entertainment, IT & ITES, Telecom, and Others.
The leading players in gamification market are Verint, Hoopla, Microsoft, SAP, AON, Bi Worldwide, Centrical, Influitive, MPS Interactive Systems, IO, Ambition, LevelEleven, Axonify Inc., IActionable, Gamifier, among others.
North America is anticipated to lead the market during the forecast period owing to the increase in the awareness associated to the gamification method and high adoption of gamification solutions in this region driven by the high usage of internet in this region to connect among the clients and channel partners between the enterprises.
- Published Date: Oct-2021
- Report Format: Excel/PPT
- Report Code: UP922A-00-0620
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Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
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Report is shared with unlimited user (employees) of the purchasing corporation only
Gamification Market by Component, By Deployment, By Organization Size, By Vertical, By End-User, By Application and By Region – Global Opportunities & Forecast, 2022-2029
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