Search Market Research Report

Discover Our Latest Reports
Discover Our Featured Reports
Discover Top Selling Reports

Gamification Market Size, Share Global Analysis Report, 2023 – 2030

report img

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

Industry Insights

[221+ Page Report] According to the report published by Facts & Factors, the global gamification market size was valued at around USD 15.86 billion in 2022 and is expected to grow to USD 95.87 billion by 2030 with an increasing CAGR of 26.5% during the forecast period. The report on the global gamification market covers all aspects, including the potential growth drivers, restraints, and leading market players. Also, it offers detailed key insights into the opportunities and challenges in the market environment. The report also explores market segmentation and regional developments in the gamification industry.

global-gamification-market-share

To know more about this report | Request Free Sample Copy

logoMarket Overview

Gamification is the implementation of gaming principles and design elements in a non-gaming environment to engage people. Gaming has been used for different non-gaming aspects, like entertainment and educational purposes for a very long time. Leaderboards, badges, and points are a few of the most used gaming elements in the market. Businesses are increasingly deploying gaming principles in their organizations to accelerate the productivity of their staff, train employees, recruit manpower, and evaluate the organization's progress.

Furthermore, gamification is widely used in the market to increase user engagement, especially for tasks that seem boring to users but are of great importance to the company. It yields a greater ROI to companies.

logoKey Insights

  • As per the analysis shared by our research analyst, the global gamification market is estimated to grow annually at a CAGR of around 26.5% over the forecast period (2023-2030).
  • In terms of revenue, the global market size was valued at around USD 15.86 billion in 2022 and is projected to reach USD 95.87 billion by 2030.
  • The high adoption rate of AI is likely to boost the gamification market growth.
  • Based on the enterprise size, the large enterprise segment accounts for the largest share of the global market.
  • Based on the component, the solutions are the fastest-growing segment in the global market.
  • Based on the deployment mode, the cloud segment holds the largest share of the global market.
  • Based on the application, the sales & marketing segment accounts for the largest share of the global market.
  • Based on the industry vertical, the retail segment holds the largest share of the global market.
  • Based on region, North America is expected to dominate the market during the forecast period.

global-gamification-market-size

To know more about this report | Request Free Sample Copy

logo Growth Drivers

  • The increasing use of artificial intelligence (AI) is likely to drive the market's growth.

There is growing adoption of AI-based gaming solutions in the market globally. Big organizations are increasingly using edge cutting technologies and sophisticated AI solutions to have detailed data on employees' and users' activities. AI-based solutions help organizations to encourage employees to achieve their targets efficiently. Also, it helps organizations to find appropriate solutions by having clear motives for employees with the help of AI-based solutions.

For instance, Cisco gamified its social media education program for training purposes. And around 650 employees of the company completed the 13000 certified courses successfully. Working with such sizeable trained employees will positively impact the company's growth. Therefore, several companies are investing in AI-based solutions.

Additionally, gamification promotes transparency and collaborative culture among the employees in the organizations, which is another key reason for the growth of the global gamification market.

Furthermore, many capitalist companies are investing in SaaS platforms to offer AI-based gaming solutions, which will also fuel market growth in the coming years. For example, Inventus Capital India and Ideaspring Capital invested in the leading SaaS organization Worxogo Solutions Pvt. Ltd., which provides AI solutions to improve sales productivity.

logo Restraints

  • Low output is likely to hinder the growth of the global market.

Gamification requires high skilled man force to meet the requirement of leading organizations. However, the low output rate due to the high complexity is hampering the growth of the global gamification market.

logo Opportunities

  • The emergence of augmented reality (AR) and virtual reality (VR) is likely to offer lucrative opportunities.

The increasing investment in AR and VR technologies by world-leading organizations will leverage the opportunities in the global gamification industry. For instance, leading shopping giants like Walmart and Amazon are investing heavily in AR, VR, and other mixed technology to leverage the shopping experience and revolutionize the online marketing sector.

However, the integration of these immersive technologies with gamification will improve the customer engagement rate and thereby yield high ROI to the companies.

logo Challenges

  • Poor programming and design skills are major challenges in the global market.

Gamification comes with multiple challenges, like narrative challenges, integration issues, complexity challenges, and many others. Gamification goes with several operational restrictions that limit the design of the games. Therefore, this makes gamification a more complex subject matter, and thereby, it requires advanced programming and designing skills in the industry.

However, the lack of highly skilled man force in the industry poses a major challenge in the global gamification market. Additionally, there is a much larger concern except for the lack of skills, which is the integration of gamified elements in the existing platforms and processes that slows down the growth rate.

logoSegmentation Analysis

The global gamification market can be segmented on the basis of enterprise size, component, deployment mode, application, industry vertical, and region.

On the basis of enterprise size, the market can be bifurcated into small and medium enterprises (SMEs) and large enterprises. Among these, the large enterprises segment accounts for the largest share of the global market because these are the early adopters of gamification solutions and software in the market. Also, large enterprises are actively investing in advanced cloud-based gamified solutions to monitor employees and handle the workforce.

However, SMEs are also gaining momentum due to the growing competition in the market. Customer satisfaction is the key reason for the growing competition in the market.

On the basis of components, the market can be segmented into services and solutions. However, the solutions are the fastest-growing segment in the global market.

On the basis of deployment mode, the market can be categorized into cloud and on-premise segments. The cloud segment holds the largest share in the global market due to its rising demand owing to its high reliability and security aspects.

On the basis of application, the market can be segmented into human resources, support, sales & marketing, product development, and others. The sales & marketing segment accounts for the largest share of the global market because it helps companies increase productivity, sales, and engagement rates.

On the basis of industry vertical, the market can be segmented into media & entertainment, manufacturing, BFSI, IT and telecom, education, retail, and others. The retail segment holds the largest share of the global market due to the high implementation rate of gamification.

logoRecent Developments:

  • Microsoft integrated Dynamics 365 with new applications and features using AI-driven insights in September 2019 to help organizations make informed decisions and enhance customer experience.
  • SAP acquired Qualtrics in January 2019 to offer advanced brand, product, employee, and customer experience. 

logoReport 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

Request customized purchase options to meet your research needs. Explore purchase options

logo Regional Analysis

  • North America to lead the global market in years to come

North America accounts for the largest share of the global gamification market due to the growing demand for well-customized solutions and sophisticated communication networks across enterprises. Additionally, the early adopters of gamification in the region further support the growth of the regional market.

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.

logo Competitive Analysis

  • 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

The global gamification market is segmented as follows:

logoBy Enterprise Size Segment Analysis

  • SMEs
  • Large enterprises

logoBy Component Segment Analysis

  • Services
  • Solutions

logoBy Deployment Mode Segment Analysis

  • Cloud
  • On-premise

logoBy Application Segment Analysis

  • Human resources
  • Support
  • Sales & Marketing
  • Product development

logoBy Industry Vertical Segment Analysis

  • Media & entertainment,
  • Manufacturing
  • BFSI
  • IT and telecom
  • Education
  • Retail

logoBy Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
    • Mexico
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Nordic Countries
      • Denmark
      • Sweden
      • Norway
    • 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

Table of Content

  1. Chapter 1. Preface
    1. 1.1 Report Description and Scope
  2. 1.2 Research scope
  3. 1.3 Research methodology
    1. 1.3.1 Market Research Type
    2. 1.3.2 Market research methodology
  4. Chapter 2. Executive Summary
    1. 2.1 Global Gamification Market, (2023 - 2030) (USD Billion)
  5. 2.2 Global Gamification Market : snapshot
  6. Chapter 3. Global Gamification Market - Industry Analysis
    1. 3.1 Gamification Market: Market Dynamics
  7. 3.2 Market Drivers
    1. 3.2.1 The increasing use of artificial intelligence (AI) is likely to drive the market's growth.
    2. 3.2.2 Driver 2
    3. 3.2.3 The increasing use of artificial intelligence (AI) is likely to drive the market's growth
    4. 3.2.4 Driver 2
  8. 3.3 Market Restraints
  9. 3.4 Market Opportunities
  10. 3.5 Market Challenges
  11. 3.6 Porter’s Five Forces Analysis
  12. 3.7 Market Attractiveness Analysis
    1. 3.7.1 Market attractiveness analysis By Enterprise Size
    2. 3.7.2 Market attractiveness analysis By Component
    3. 3.7.3 Market attractiveness analysis By Deployment mode
    4. 3.7.4 Market attractiveness analysis By Application
    5. 3.7.5 Market attractiveness analysis By Industry vertical
  13. Chapter 4. Global Gamification Market- Competitive Landscape
    1. 4.1 Company market share analysis
    2. 4.1.1 Global Gamification Market: company market share, 2022
  14. 4.2 Strategic development
    1. 4.2.1 Acquisitions & mergers
    2. 4.2.2 New Product launches
    3. 4.2.3 Agreements, partnerships, cullaborations, and joint ventures
    4. 4.2.4 Research and development and Regional expansion
  15. 4.3 Price trend analysis
  16. Chapter 5. Global Gamification Market - Enterprise Size Analysis
    1. 5.1 Global Gamification Market overview: By Enterprise Size
    2. 5.1.1 Global Gamification Market share, By Enterprise Size, 2022 and 2030
  17. 5.2 SMEs
    1. 5.2.1 Global Gamification Market by SMEs, 2023 - 2030 (USD Billion)
  18. 5.3 Large enterprises
    1. 5.3.1 Global Gamification Market by Large enterprises, 2023 - 2030 (USD Billion)
  19. Chapter 6. Global Gamification Market - Component Analysis
    1. 6.1 Global Gamification Market overview: By Component
    2. 6.1.1 Global Gamification Market share, By Component, 2022 and 2030
  20. 6.2 Services
    1. 6.2.1 Global Gamification Market by Services, 2023 - 2030 (USD Billion)
  21. 6.3 Solutions
    1. 6.3.1 Global Gamification Market by Solutions, 2023 - 2030 (USD Billion)
  22. Chapter 7. Global Gamification Market - Deployment mode Analysis
    1. 7.1 Global Gamification Market overview: By Deployment mode
    2. 7.1.1 Global Gamification Market share, By Deployment mode, 2022 and 2030
  23. 7.2 Cloud
    1. 7.2.1 Global Gamification Market by Cloud , 2023 - 2030 (USD Billion)
  24. 7.3 On-premise
    1. 7.3.1 Global Gamification Market by On-premise , 2023 - 2030 (USD Billion)
  25. Chapter 8. Global Gamification Market - Application Analysis
    1. 8.1 Global Gamification Market overview: By Application
    2. 8.1.1 Global Gamification Market share, By Application, 2022 and 2030
  26. 8.2 Human resources
    1. 8.2.1 Global Gamification Market by Human resources, 2023 - 2030 (USD Billion)
  27. 8.3 Support
    1. 8.3.1 Global Gamification Market by Support, 2023 - 2030 (USD Billion)
  28. 8.4 Sales & marketing
    1. 8.4.1 Global Gamification Market by Sales & marketing, 2023 - 2030 (USD Billion)
  29. 8.5 Product development
    1. 8.5.1 Global Gamification Market by Product development, 2023 - 2030 (USD Billion)
  30. Chapter 9. Global Gamification Market - Industry vertical Analysis
    1. 9.1 Global Gamification Market overview: By Industry vertical
    2. 9.1.1 Global Gamification Market share, By Industry vertical, 2022 and 2030
  31. 9.2 Media & entertainment
    1. 9.2.1 Global Gamification Market by Media & entertainment, 2023 - 2030 (USD Billion)
  32. 9.3 Manufacturing
    1. 9.3.1 Global Gamification Market by Manufacturing, 2023 - 2030 (USD Billion)
  33. 9.4 BFSI
    1. 9.4.1 Global Gamification Market by BFSI, 2023 - 2030 (USD Billion)
  34. 9.5 IT and telecom
    1. 9.5.1 Global Gamification Market by IT and telecom, 2023 - 2030 (USD Billion)
  35. 9.6 Education
    1. 9.6.1 Global Gamification Market by Education, 2023 - 2030 (USD Billion)
  36. 9.7 Retail
    1. 9.7.1 Global Gamification Market by Retail, 2023 - 2030 (USD Billion)
  37. Chapter 10. Gamification Market - Regional Analysis
    1. 10.1 Global Gamification Market Regional Overview
  38. 10.2 Global Gamification Market Share, by Region, 2022 & 2030 (USD Billion)
    1. 10.3. North America
    2. 10.3.1 North America Gamification Market, 2023 - 2030 (USD Billion)
      1. 10.3.1.1 North America Gamification Market, by Country, 2023 - 2030 (USD Billion)
  39. 10.4 North America Gamification Market, by Enterprise Size, 2023 - 2030
    1. 10.4.1 North America Gamification Market, by Enterprise Size, 2023 - 2030 (USD Billion)
  40. 10.5 North America Gamification Market, by Component, 2023 - 2030
    1. 10.5.1 North America Gamification Market, by Component, 2023 - 2030 (USD Billion)
  41. 10.6 North America Gamification Market, by Deployment mode, 2023 - 2030
    1. 10.6.1 North America Gamification Market, by Deployment mode, 2023 - 2030 (USD Billion)
  42. 10.7 North America Gamification Market, by Application, 2023 - 2030
    1. 10.7.1 North America Gamification Market, by Application, 2023 - 2030 (USD Billion)
  43. 10.8 North America Gamification Market, by Industry vertical, 2023 - 2030
    1. 10.8.1 North America Gamification Market, by Industry vertical, 2023 - 2030 (USD Billion)
    2. 10.9. Europe
    3. 10.9.1 Europe Gamification Market, 2023 - 2030 (USD Billion)
      1. 10.9.1.1 Europe Gamification Market, by Country, 2023 - 2030 (USD Billion)
  44. 10.10 Europe Gamification Market, by Enterprise Size, 2023 - 2030
    1. 10.10.1 Europe Gamification Market, by Enterprise Size, 2023 - 2030 (USD Billion)
  45. 10.11 Europe Gamification Market, by Component, 2023 - 2030
    1. 10.11.1 Europe Gamification Market, by Component, 2023 - 2030 (USD Billion)
  46. 10.12 Europe Gamification Market, by Deployment mode, 2023 - 2030
    1. 10.12.1 Europe Gamification Market, by Deployment mode, 2023 - 2030 (USD Billion)
  47. 10.13 Europe Gamification Market, by Application, 2023 - 2030
    1. 10.13.1 Europe Gamification Market, by Application, 2023 - 2030 (USD Billion)
  48. 10.14 Europe Gamification Market, by Industry vertical, 2023 - 2030
    1. 10.14.1 Europe Gamification Market, by Industry vertical, 2023 - 2030 (USD Billion)
    2. 10.15. Asia Pacific
    3. 10.15.1 Asia Pacific Gamification Market, 2023 - 2030 (USD Billion)
      1. 10.15.1.1 Asia Pacific Gamification Market, by Country, 2023 - 2030 (USD Billion)
  49. 10.16 Asia Pacific Gamification Market, by Enterprise Size, 2023 - 2030
    1. 10.16.1 Asia Pacific Gamification Market, by Enterprise Size, 2023 - 2030 (USD Billion)
  50. 10.17 Asia Pacific Gamification Market, by Component, 2023 - 2030
    1. 10.17.1 Asia Pacific Gamification Market, by Component, 2023 - 2030 (USD Billion)
  51. 10.18 Asia Pacific Gamification Market, by Deployment mode, 2023 - 2030
    1. 10.18.1 Asia Pacific Gamification Market, by Deployment mode, 2023 - 2030 (USD Billion)
  52. 10.19 Asia Pacific Gamification Market, by Application, 2023 - 2030
    1. 10.19.1 Asia Pacific Gamification Market, by Application, 2023 - 2030 (USD Billion)
  53. 10.20 Asia Pacific Gamification Market, by Industry vertical, 2023 - 2030
    1. 10.20.1 Asia Pacific Gamification Market, by Industry vertical, 2023 - 2030 (USD Billion)
    2. 10.21. Latin America
    3. 10.21.1 Latin America Gamification Market, 2023 - 2030 (USD Billion)
      1. 10.21.1.1 Latin America Gamification Market, by Country, 2023 - 2030 (USD Billion)
  54. 10.22 Latin America Gamification Market, by Enterprise Size, 2023 - 2030
    1. 10.22.1 Latin America Gamification Market, by Enterprise Size, 2023 - 2030 (USD Billion)
  55. 10.23 Latin America Gamification Market, by Component, 2023 - 2030
    1. 10.23.1 Latin America Gamification Market, by Component, 2023 - 2030 (USD Billion)
  56. 10.24 Latin America Gamification Market, by Deployment mode, 2023 - 2030
    1. 10.24.1 Latin America Gamification Market, by Deployment mode, 2023 - 2030 (USD Billion)
  57. 10.25 Latin America Gamification Market, by Application, 2023 - 2030
    1. 10.25.1 Latin America Gamification Market, by Application, 2023 - 2030 (USD Billion)
  58. 10.26 Latin America Gamification Market, by Industry vertical, 2023 - 2030
    1. 10.26.1 Latin America Gamification Market, by Industry vertical, 2023 - 2030 (USD Billion)
    2. 10.27. The Middle-East and Africa
    3. 10.27.1 The Middle-East and Africa Gamification Market, 2023 - 2030 (USD Billion)
      1. 10.27.1.1 The Middle-East and Africa Gamification Market, by Country, 2023 - 2030 (USD Billion)
  59. 10.28 The Middle-East and Africa Gamification Market, by Enterprise Size, 2023 - 2030
    1. 10.28.1 The Middle-East and Africa Gamification Market, by Enterprise Size, 2023 - 2030 (USD Billion)
  60. 10.29 The Middle-East and Africa Gamification Market, by Component, 2023 - 2030
    1. 10.29.1 The Middle-East and Africa Gamification Market, by Component, 2023 - 2030 (USD Billion)
  61. 10.30 The Middle-East and Africa Gamification Market, by Deployment mode, 2023 - 2030
    1. 10.30.1 The Middle-East and Africa Gamification Market, by Deployment mode, 2023 - 2030 (USD Billion)
  62. 10.31 The Middle-East and Africa Gamification Market, by Application, 2023 - 2030
    1. 10.31.1 The Middle-East and Africa Gamification Market, by Application, 2023 - 2030 (USD Billion)
  63. 10.32 The Middle-East and Africa Gamification Market, by Industry vertical, 2023 - 2030
    1. 10.32.1 The Middle-East and Africa Gamification Market, by Industry vertical, 2023 - 2030 (USD Billion)
  64. Chapter 11. Company Profiles
    1. 11.1 NIIT
    2. 11.1.1 Overview
    3. 11.1.2 Financials
    4. 11.1.3 Product Portfolio
    5. 11.1.4 Business Strategy
    6. 11.1.5 Recent Developments
  65. 11.2 Tango Card
    1. 11.2.1 Overview
    2. 11.2.2 Financials
    3. 11.2.3 Product Portfolio
    4. 11.2.4 Business Strategy
    5. 11.2.5 Recent Developments
  66. 11.3 Xoxoday
    1. 11.3.1 Overview
    2. 11.3.2 Financials
    3. 11.3.3 Product Portfolio
    4. 11.3.4 Business Strategy
    5. 11.3.5 Recent Developments
  67. 11.4 callidus Software Inc.
    1. 11.4.1 Overview
    2. 11.4.2 Financials
    3. 11.4.3 Product Portfolio
    4. 11.4.4 Business Strategy
    5. 11.4.5 Recent Developments
  68. 11.5 Scrimmage
    1. 11.5.1 Overview
    2. 11.5.2 Financials
    3. 11.5.3 Product Portfolio
    4. 11.5.4 Business Strategy
    5. 11.5.5 Recent Developments
  69. 11.6 Khoros
    1. 11.6.1 Overview
    2. 11.6.2 Financials
    3. 11.6.3 Product Portfolio
    4. 11.6.4 Business Strategy
    5. 11.6.5 Recent Developments
  70. 11.7 IActionable
    1. 11.7.1 Overview
    2. 11.7.2 Financials
    3. 11.7.3 Product Portfolio
    4. 11.7.4 Business Strategy
    5. 11.7.5 Recent Developments
  71. 11.8 Cognizant Technology Solution Corp.
    1. 11.8.1 Overview
    2. 11.8.2 Financials
    3. 11.8.3 Product Portfolio
    4. 11.8.4 Business Strategy
    5. 11.8.5 Recent Developments
  72. 11.9 Gamifier
    1. 11.9.1 Overview
    2. 11.9.2 Financials
    3. 11.9.3 Product Portfolio
    4. 11.9.4 Business Strategy
    5. 11.9.5 Recent Developments
  73. 11.10 Axonify Inc.
    1. 11.10.1 Overview
    2. 11.10.2 Financials
    3. 11.10.3 Product Portfolio
    4. 11.10.4 Business Strategy
    5. 11.10.5 Recent Developments
  74. 11.11 Ambition
    1. 11.11.1 Overview
    2. 11.11.2 Financials
    3. 11.11.3 Product Portfolio
    4. 11.11.4 Business Strategy
    5. 11.11.5 Recent Developments
  75. 11.12 LevelEleven
    1. 11.12.1 Overview
    2. 11.12.2 Financials
    3. 11.12.3 Product Portfolio
    4. 11.12.4 Business Strategy
    5. 11.12.5 Recent Developments
  76. 11.13 Influitive
    1. 11.13.1 Overview
    2. 11.13.2 Financials
    3. 11.13.3 Product Portfolio
    4. 11.13.4 Business Strategy
    5. 11.13.5 Recent Developments
  77. 11.14 MPS Interactive Systems
    1. 11.14.1 Overview
    2. 11.14.2 Financials
    3. 11.14.3 Product Portfolio
    4. 11.14.4 Business Strategy
    5. 11.14.5 Recent Developments
  78. 11.15 Cut-e GmbH
    1. 11.15.1 Overview
    2. 11.15.2 Financials
    3. 11.15.3 Product Portfolio
    4. 11.15.4 Business Strategy
    5. 11.15.5 Recent Developments
  79. 11.16 Mambo.IO
    1. 11.16.1 Overview
    2. 11.16.2 Financials
    3. 11.16.3 Product Portfolio
    4. 11.16.4 Business Strategy
    5. 11.16.5 Recent Developments
  80. 11.17 Centrical
    1. 11.17.1 Overview
    2. 11.17.2 Financials
    3. 11.17.3 Product Portfolio
    4. 11.17.4 Business Strategy
    5. 11.17.5 Recent Developments
  81. 11.18 Hoopla
    1. 11.18.1 Overview
    2. 11.18.2 Financials
    3. 11.18.3 Product Portfolio
    4. 11.18.4 Business Strategy
    5. 11.18.5 Recent Developments
  82. 11.19 Verint (US) Aon
    1. 11.19.1 Overview
    2. 11.19.2 Financials
    3. 11.19.3 Product Portfolio
    4. 11.19.4 Business Strategy
    5. 11.19.5 Recent Developments
  83. 11.20 BI WORLDWIDE
    1. 11.20.1 Overview
    2. 11.20.2 Financials
    3. 11.20.3 Product Portfolio
    4. 11.20.4 Business Strategy
    5. 11.20.5 Recent Developments

    List of Figures

    1. Market research Type 
    2. Market research methodology 
    3. Global Gamification Market, 2023 - 2030 (USD Billion) 
    4. Porter’s Five Forces Analysis 
    5. Global Gamification Market attractiveness, By Enterprise Size 
    6. Global Gamification Market attractiveness, By Component 
    7. Global Gamification Market attractiveness, By Deployment mode 
    8. Global Gamification Market attractiveness, By Application 
    9. Global Gamification Market attractiveness, By Industry vertical 
    10. Global Gamification Market share by Enterprise Size, 2023 and 2030 (USD Billion) 
    11. Global Gamification Market by SMEs, 2023 - 2030 (USD Billion) 
    12. Global Gamification Market by Large enterprises, 2023 - 2030 (USD Billion) 
    13. Global Gamification Market share by Component, 2023 and 2030 (USD Billion) 
    14. Global Gamification Market by Services, 2023 - 2030 (USD Billion) 
    15. Global Gamification Market by Solutions, 2023 - 2030 (USD Billion) 
    16. Global Gamification Market share by Deployment mode, 2023 and 2030 (USD Billion) 
    17. Global Gamification Market by Cloud , 2023 - 2030 (USD Billion) 
    18. Global Gamification Market by On-premise , 2023 - 2030 (USD Billion) 
    19. Global Gamification Market share by Application, 2023 and 2030 (USD Billion) 
    20. Global Gamification Market by Human resources, 2023 - 2030 (USD Billion) 
    21. Global Gamification Market by Support, 2023 - 2030 (USD Billion) 
    22. Global Gamification Market by Sales & marketing, 2023 - 2030 (USD Billion) 
    23. Global Gamification Market by Product development, 2023 - 2030 (USD Billion) 
    24. Global Gamification Market share by Industry vertical, 2023 and 2030 (USD Billion) 
    25. Global Gamification Market by Media & entertainment, 2023 - 2030 (USD Billion) 
    26. Global Gamification Market by Manufacturing, 2023 - 2030 (USD Billion) 
    27. Global Gamification Market by BFSI, 2023 - 2030 (USD Billion) 
    28. Global Gamification Market by IT and telecom, 2023 - 2030 (USD Billion) 
    29. Global Gamification Market by Education, 2023 - 2030 (USD Billion) 
    30. Global Gamification Market by Retail, 2023 - 2030 (USD Billion) 
    31. Global Gamification Market share, by Region, 2023 and 2030 
    32. North America Gamification Market, 2023 - 2030 (USD Billion) 
    33. Europe Gamification Market, 2023 - 2030 (USD Billion) 
    34. Asia Pacific Gamification Market, 2023 - 2030 (USD Billion) 
    35. Latin America Gamification Market, 2023 - 2030 (USD Billion) 
    36. The Middle-East and Africa Gamification Market, 2023 - 2030 (USD Billion) 
    

    List of Tables

    1. Global Gamification Market: Snapshot 
    2. Drivers of the Gamification Market: impact analysis 
    3. North America Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    4. North America Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    5. North America Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    6. North America Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    7. North America Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    8. U.S. Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    9. U.S. Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    10. U.S. Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    11. U.S. Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    12. U.S. Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    13. Canada Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    14. Canada Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    15. Canada Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    16. Canada Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    17. Canada Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    18. Europe Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    19. Europe Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    20. Europe Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    21. Europe Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    22. Europe Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    23. Germany Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    24. Germany Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    25. Germany Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    26. Germany Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    27. Germany Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    28. France Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    29. France Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    30. France Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    31. France Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    32. France Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    33. U.K. Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    34. U.K. Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    35. U.K. Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    36. U.K. Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    37. U.K. Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    38. Italy Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    39. Italy Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    40. Italy Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    41. Italy Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    42. Italy Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    43. Spain Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    44. Spain Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    45. Spain Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    46. Spain Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    47. Spain Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    48. Rest of Europe Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    49. Rest of Europe Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    50. Rest of Europe Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    51. Rest of Europe Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    52. Rest of Europe Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    53. Asia Pacific Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    54. Asia Pacific Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    55. Asia Pacific Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    56. Asia Pacific Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    57. Asia Pacific Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    58. China Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    59. China Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    60. China Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    61. China Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    62. China Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    63. Japan Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    64. Japan Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    65. Japan Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    66. Japan Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    67. Japan Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    68. India Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    69. India Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    70. India Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    71. India Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    72. India Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    73. South Korea Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    74. South Korea Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    75. South Korea Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    76. South Korea Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    77. South Korea Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    78. South-East Asia Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    79. South-East Asia Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    80. South-East Asia Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    81. South-East Asia Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    82. South-East Asia Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    83. Rest of Asia Pacific Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    84. Rest of Asia Pacific Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    85. Rest of Asia Pacific Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    86. Rest of Asia Pacific Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    87. Rest of Asia Pacific Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    88. Latin America Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    89. Latin America Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    90. Latin America Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    91. Latin America Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    92. Latin America Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    93. Brazil Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    94. Brazil Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    95. Brazil Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    96. Brazil Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    97. Brazil Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    98. Mexico Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    99. Mexico Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    100. Mexico Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    101. Mexico Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    102. Mexico Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    103. Rest of Latin America Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    104. Rest of Latin America Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    105. Rest of Latin America Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    106. Rest of Latin America Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    107. Rest of Latin America Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    108. The Middle-East and Africa Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    109. The Middle-East and Africa Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    110. The Middle-East and Africa Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    111. The Middle-East and Africa Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    112. The Middle-East and Africa Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    113. GCC Countries Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    114. GCC Countries Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    115. GCC Countries Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    116. GCC Countries Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    117. GCC Countries Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    118. South Africa Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    119. South Africa Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    120. South Africa Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    121. South Africa Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    122. South Africa Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    123. Rest of Middle-East Africa Gamification Market revenue, By Enterprise Size, 2023 - 2030 (USD Billion) 
    124. Rest of Middle-East Africa Gamification Market revenue, By Component, 2023 - 2030 (USD Billion) 
    125. Rest of Middle-East Africa Gamification Market revenue, By Deployment mode, 2023 - 2030 (USD Billion) 
    126. Rest of Middle-East Africa Gamification Market revenue, By Application, 2023 - 2030 (USD Billion) 
    127. Rest of Middle-East Africa Gamification Market revenue, By Industry vertical, 2023 - 2030 (USD Billion) 
    

Industry Major 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