02-Jun-2023 | Facts and Factors
According to the Facts & Factors report, the global gamification market size was valued at around USD 15.86 billion in 2022 and is likely to surpass 95.87 billion by the end of 2030. The market is predicted to grow with a healthy CAGR of 26.5% during the forecast period. The gamification market report analyzes the market's growth drivers, restraints, opportunities, and challenges. Also, it offers detailed insights into the regional and competitive landscape in the gamification industry.
Gamification refers to using game mechanics, principles, and elements in non-gaming contexts to increase engagement rates in organizations. Today, businesses globally are implementing gamification systems in their organizational processes to improve employee and customer engagement rates. The major aim of gamification in organizations is to inspire users with interactive content to increase physical activity. Gamification helps organizations establish a good learning culture, bridge knowledge gaps, motivate employees to join training programs, streamline training processes, build effective onboarding processes, and make learning fun & effective.
Browse the full report “Gamification Market Size, Share, Growth Analysis Report By Enterprise Size (SMEs, Large Enterprises), By Component (Service, Solution), By Deployment Model (Cloud, On Premise), By Application (Human Resources, Support, Sales & Marketing, Product development, Others), by Industry Vertical (Media & Entertainment, Manufacturing, BFSI, IT & Telecom, Education, Retail, Others), and By Region - Global and Regional Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2023-2030” at https://www.fnfresearch.com/gamification-market
The growing penetration of smartphones is expanding the scope of gamification in the global gamification market. The shifting nature of both employees and customers from traditional devices to mobile phones is paving a positive path for the growth of the market globally.
Gamification has extended the organization's activities beyond traditional marketing. Therefore, organizations are increasingly adopting gamification systems to increase the physical activity of customers with brands and yield high ROI.
However, the complexity of designing gamification systems is likely to slow down the growth of the global gamification industry. Today, businesses need advanced and unique designs to meet their requirements. However, the lack of skilled man forces is likely to hinder the growth of the market. Also, it leads to a low output rate, thereby discouraging organizations from investing in the gamification market.
Segmental Overview:
The global gamification market can be segmented into deployment mode, application, component, enterprise size, industry vertical, and region.
Based on the deployment mode, the market can be categorized into cloud and on-premise segments. The cloud segment is the fastest-growing segment in the global market due to its increasing demand among users. It helps users easily maintain, install, and upgradation of the software. Also, several other advantages, like low maintenance cost, are further likely to fuel the segment's growth.
Based on the application, the market can be segmented into sales & marketing, support, product development, human resource, and others. The sales & marketing segment accounts for the largest share of the global market due to the growing use of gamification to engage users and build loyalty.
Based on the component, the gamification industry can be segmented into solutions and services. The solution segment is the fastest-growing category in the market globally.
Based on the enterprise size, the market can be bifurcated into large enterprises and small & medium enterprises (SMEs). The large enterprise segment swipes the largest share due to its high investment rate in the gamification industry. Also, large enterprises comprise a fairly good number of working staff. Therefore, large enterprises are increasingly adopting gamification systems to handle sizeable employees and monitor their progress.
However, the SME segment is predicted to grow exponentially in the coming years due to the growing number of startups all across the world. Additionally, the growing interest of business people to adopt high-end technologies to boost customer engagement rates is further likely to fuel the growth of the market globally.
Based on the industry vertical, the market can be segmented into education, IT & telecom, manufacturing, BFSI, media & entertainment, retail, and others. The retail segment accounts for the largest share because of the existing leading giant companies like Walmart and Amazon.
Regional Overview:
North America accounts for the largest share of the global gamification market due to the high adoption rate of gamification solutions in the region. Additionally, the high usage of the internet and several other channels among organizations is another reason for the high growth rate of the regional market. Also, the extensive demand for cloud-based gamification solutions in the region is likely to positively shape the growth trajectory of the regional market.
However, Asia Pacific is likely to witness a high growth rate during the forecast period due to the emergence of several E-commerce websites in the region. Furthermore, the growing investment by big tech companies due to the presence of highly skilled workforces in the region will also promote the growth of the regional market during the forecast period.
Report Scope
Report Attribute |
Details |
Market Size in 2022 |
USD 15.86 Billion |
Projected Market Size in 2030 |
USD 95.87 Billion |
CAGR Growth Rate |
26.5% CAGR |
Base Year |
2022 |
Forecast Years |
2023-2030 |
Key Market Players |
NIIT, Tango Card, Xoxoday, callidus Software Inc., Scrimmage, Khoros, IActionable, Cognizant Technology Solution Corp., Gamifier, Axonify Inc., Ambition, LevelEleven, Influitive, MPS Interactive Systems, Cut-e GmbH, Mambo.IO, Centrical, Hoopla, Verint (US) Aon, BI WORLDWIDE, and others. |
Key Segment |
By Enterprise Size, Component, Deployment mode, Application, Industry vertical, and Region |
Major Regions Covered |
North America, Europe, Asia Pacific, Latin America, and the Middle East &, Africa |
Purchase Options |
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Competitive Landscape:
The global gamification market key players include Cognizant Technology Solution Corp., NIIT, BI WORLDWIDE, Tango Card, Mambo.IO, Xoxoday, Verint (US) Aon, Callidus Software Inc., MPS Interactive Systems, Cut-e GmbH, Scrimmage, Khoros, IActionable, Gamifier, Axonify Inc., Ambition, LevelEleven, Influitive, Centrical, Hoopla, and others.
Recent Development:
- Bragg Gaming Group, in September 2022, expanded Fuze, its gamification and player engagement product. It will help operators improve the customer experience.
- BI WORLDWIDE, in January 2020, collaborated with a behavior change platform provider, Vitality, to improve their employee health.
The global gamification market is segmented as follows:
By Enterprise Size
By Component
By Deployment Mode
By Application
- Human resources
- Support
- Sales & Marketing
- Product development
By Industry Vertical
- Media & entertainment,
- Manufacturing
- BFSI
- IT and telecom
- Education
- Retail
By Region
- North America
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Nordic Countries
- Benelux Union
- Belgium
- The Netherlands
- Luxembourg
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- Australia
- South Korea
- Southeast Asia
- Indonesia
- Thailand
- Malaysia
- Singapore
- Rest of Southeast Asia
- Rest of Asia Pacific
- The Middle East & Africa
- Saudi Arabia
- UAE
- Egypt
- South Africa
- Rest of the Middle East & Africa
- Latin America
- Brazil
- Argentina
- Rest of Latin America
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