Global Gamification Market

Global Gamification Market Size, Share, Growth Analysis, By Component(Solution, Services), By Deployment(On‑premise, Cloud), By Organization Size(SMEs, large enterprise), By Application(Marketing, Sales), By End users(Enterprise‑Driven, Consumer‑driven), By Vertical(Education, Healthcare), By Solution(Open Platform, Closed/Enterprise Platform) - Industry Forecast 2024-2031


Report ID: SQMIG50I2004 | Region: Global | Published Date: February, 2024
Pages: 157 | Tables: 199 | Figures: 80

Global Gamification Market Insights

Global Gamification Market size was valued at USD 10.5 billion in 2019 and is poised to grow from USD 13.44 billion in 2023 to USD 123.87 billion by 2031, growing at a CAGR of 27.99% in the forecast period (2024-2031).

Gamification is the process of bringing game mechanics, components, and ideas to non-game environments in an effort to increase user engagement. Gamification may be applied in a variety of settings. Gamification is frequently used by businesses to improve organizational efficiency, employee training, hiring, and assessment. Other applications include voter participation, physical exercise, and consumer loyalty programmes. Gamification's goal is to encourage people to interact with the information. Particularly with unpleasant duties like a thorough safety training programme or compliance training. Additionally, gamification also promotes social interaction, entertainment, and team development within the community. The application helps businesses to design engaging, task-based activities that motivate staff to accomplish their goals. Other applications for game-based systems include recruitment and training. Additionally, these solutions give the customer more information about the product and its brand, enhancing customer connections. After using the gamification application, Service Corporation International, for instance, saw an 88 percent increase in closed deals.

Users may now share their experiences with friends, acquaintances, and coworkers thanks to the platform's connection with social networking sites, broadening its appeal and efficiency. Another benefit is that marketers may conduct surveys using mobile applications, even ones with only one question, gathering information directly from the people of their target demographic and adjusting their strategies as a result. Additionally, the use of cutting-edge technologies like AI and ML is anticipated to grow over the next few years as businesses and vendors work to create solutions that learn and improve usability and efficacy over time. Vendor investment in technology is anticipated to rise over the next few years.

US Gamification Market is poised to grow at a sustainable CAGR for the next forecast year.

Market snapshot - 2024-2031

Global Market Size

USD 10.5 billion

Largest Segment

Solution

Fastest Growth

Services

Growth Rate

27.99% CAGR

Global Gamification Market Market, 2022-2028 ($ Bn)
Country Share for North America Region- 2021 (%)
Global Gamification Market Size By Component, 2022-2028 ($ Bn)
Global Gamification Market Size By Component, 2022-2028 (%)

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Global Gamification Market Segmental Analysis

Global Gamification Market is segmented based on the component, deployment, organization size, application, end user, vertical, solution, and region. Based on component, Global Gamification Market is segmented into solutions and services. Based on deployment, the Gamification Market is bifurcated into cloud and on-premise. According to organization size, the Gamification Market is bifurcated into SME and large enterprises. According to application, Gamification Market is segmented into marketing, sales, product development, human resource and others. On the basis of end user, Gamification Market is bifurcated into enterprise-driven and consumer-driven. On the basis of vertical, the Gamification Market is segmented into education, healthcare, retail, manufacturing, telecom, IT and hospitality. According to type of solution, the Gamification Market is segmented into open platform and closed/enterprise platform. Based on region, Gamification Market is categorized into North America, Europe, Asia-Pacific, Latin America, and MEA.

Gamification Market Analysis by Component

The solution segment held largest market share and revenue share of global gamification market in 2021. Gamification has made steady progress in recent years and is now acknowledged as a workable corporate training technique for many different types of training. Gamification is popular among students because it blends serious learning with "fun." Gamification solutions are widely used in the business sector due to their many benefits, including the fact that learners are fully engaged in a variety of tasks and challenges, making learning more memorable.

Services segment is expected to register a high growth rate during the forecast period. Gamification service providers offer a range of services that are broken down into the following categories: consultancy, installation, support, and maintenance. These services provide clients services for the creation of gamification solutions as well as for the simple installation, rollout, and upkeep of continuing solutions. Some service providers help clients design bespoke solutions for their businesses. These service providers handle the deployment of solutions, such as specialised solutions, that are made to meet the company’s procedures.

Gamification Market Analysis by Vertical

Retail segment dominated the market in terms of both market share and revenue in 2021. The retail sector uses gamification extensively, from lotteries and quizzes to gaming apps made to promote brands and boost sales. The company develops a game that promotes its goods, but it successfully blends gaming with marketing. With a multiplayer advertisement game, company marketing extends dramatically as users look for competitive partners, convincing friends and family to download the game and eventually buy the goods, which is propelling the segment's revenue development.

Telecom segment is anticipated to witness the fastest growth during the forecast period. The fierce competition that telecom firms face from other service providers has made the adoption of a customer-centric strategy imperative. The primary objective of businesses is to increase the number of subscribers who have consistent experiences across all channels, which can only be accomplished through customer-focused solutions. Companies must include gamification in their business strategies since customers are now well-informed and inclined to use several services. Although these businesses only have a limited amount of control over the offers and content, customers will nonetheless hold them responsible for their availability and quality. Companies may use the gamification solution to determine consumer satisfaction by engaging customers with fresh offers and incentives.

Global Gamification Market By Component, 2021 (%), 2023 (%)

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Global Gamification Market Regional Insights

North America dominated the global gamification market in 2021. Gamification in marketing has a developed market in North America. Systems, however, are also being used in a variety of ways throughout the region to innovate and develop new products. The region's strong internet and smartphone adoption rates have also increased the use of gamification for marketing, particularly when employing social media integration tools. Numerous businesses have launched significant gamification projects since the gamification industry's inception. These include, among others, consumer companies like Adobe, NBC, Walgreens, eBay, Panera, and Threadless. Gamification has been a crucial component of B2B firm such Oracle, Cisco, and Salesforce consumerization of the enterprise strategies in the region.

Asia Pacific gamification market is expected to grow the fastest during the forecast period. Any gamified strategy will benefit from a greater user base of smart mobile device owners. Asia is becoming a more convenient region to access smartphones and smart tablets. This is primarily because aggressive manufacturers in Asia are already ahead of the curve in finding ways to reduce the cost of their goods and so increase consumer access, which is anticipated to fuel market revenue growth.

Global Gamification Market By Component, 2022-2028, 2024-2031
  • Largest
  • Fastest

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Global Gamification Market Dynamics

Gamification Market Driver

  • The market's rising revenue is being driven by an increase in enterprise gamification use. Enterprise gamification is the application of gaming concepts and game mechanics to company procedures in order to increase employee engagement and make operations more enjoyable for customers. Gamification is becoming an increasingly significant tool for firms to use to provide staff with intrinsic sense of drive at work. Gamification makes employees extremely productive and happy, which in turn is driving market growth.
  • Gamification's growing popularity in marketing is another factor boosting market revenue growth. The goal of gamification marketing strategies is to tap into consumers' intrinsic needs for fun, sociability, and competition. Earning points or other virtual money, scoreboards, challenges, onboarding, re-engagement activities, and visual and textual coherence are just a few ways that promotion gamification may be applied to marketing tactics. Additionally, gamification aids in creating successful marketing campaigns by fostering customer involvement and engagement and employing games to promote certain consumer behaviours to achieve company objectives.

Gamification Market Restraint

  • A very important step in ensuring that the desired outcome is achieved is designing with gamification in mind. However, it has been noted that designers frequently fall short of creating distinctive, innovative designs that are suitable for any firm. This can delay the market's acceptance of certain remedies. It is a difficult development process since even while a solution is designed for a certain company, it won't produce the desired outcome for other audiences. In order to reach the desired result, a well created design must be implemented properly; doing otherwise would compromise the results and hinder market expansion.

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Global Gamification Market Competitive Landscape

Global Gamification Market is moderately competitive and fairly fragmented due to the presence of several players. To maintain a competitive edge, the major industry participants are continually implementing various growth strategies. Innovations, mergers, and acquisitions, collaborations and partnerships are adopted by these players to thrive in the competitive gamification market. Major players include Microsoft, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd. and Influitive among others. In order to provide industries with the most effective and economical solutions, the major market players are also continually concentrating on R&D.

Gamification Market Top Player's Company Profiles

  • Microsoft Corporation
  • Salesforce.com, Inc.
  • Bunchball, Inc. (A part of BI WORLDWIDE)
  • Badgeville, Inc. (A part of CallidusCloud)
  • SAP SE
  • Gigya, Inc. (A part of SAP SE)
  • BigDoor, Inc. (A part of 500friends)
  • Arcaris, Inc. (A part of Tango Card)
  • Cognizant Technology Solutions Corporation
  • LevelEleven, LLC (A part of Accent Technologies)
  • Mambo.IO, Inc.
  • Faya Corporation
  • Ambition, Inc.
  • GamEffective
  • Playlyfe
  • Scrimmage
  • Swift Shift
  • PugPharm Productions, Inc.
  • Kuato Studios
  • Classcraft Studios Inc.

Gamification Market Recent Developments

  • In September 2022, the award-winning sports gamification startup Low6 established new content relationship with BET99, a Canadian sports betting and iGaming firm. Through the collaboration, Low6 will launch its free-to-play Pick'em games designed for the next NFL season.
  • In June 2022, Fredrik Osterberg, the developer of Evolution Gaming, led a USD 4.57 million investment round through Fros Ventures and other investors in Insert Coin, a Scandinavian B2B SaaS provider of gamification technology, expertise, and engagement statistics. By using digital products, Insert Coin aims to help businesses retain and increase consumer engagement.

Global Gamification Key Market Trends

  • Recently, investments have increased and the blockchain gaming (GameFi) sector has been gradually developing. GameFi is a term used to describe a financial system in which users may make money playing video games. GameFi's basis is "money" and the financial prospects offered by gaming, whereas the majority of play-to-earn ventures emphasise the "game" component. Previously, many blockchain game projects only launched their games with the intention of marketing them to crypto-natives, releasing games of poor quality that served players primarily as vehicles for profit extraction with limited long-term sustainability, especially during bear markets when hype and liquidity are low.
  • The most recent generation of web3 games has begun to exercise patience, create fantastic, addicting games, and covertly include all the cutting-edge web3 elements into the game's backend without drawing undue attention to itself. The industry is moving away from pay-to-entertain and toward free-to-play with pay-to-win as a long-term method of revenue generation. Making a blockchain-based gaming future reality would need attracting talent from traditional gaming and finally pressuring huge game companies to incorporate blockchain technology into their backends. It's only a matter of time until blockchain gaming becomes the standard in the future with this amount of funding and GameFi's propensity to update, enhance, and further develop its new generation of play-to-earn games.

Global Gamification Market SkyQuest Analysis

SkyQuest’s ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Services team that Collects, Collates, Co-relates, and Analyses the Data collected utilizing Primary Exploratory Research backed by the robust Secondary Desk research.

According to our Global Gamification Market analysis, large enterprises are implementing cutting-edge technology and AI-based solutions to gain a comprehensive understanding of their workforce. Gamification models powered by artificial intelligence (AI) offer precise solutions by removing the uncertainty around employees' motivations and assisting them in more effectively achieving goals. Additionally, Cloud-based solutions are becoming more widely used by small and medium-sized businesses (SMEs). Because cloud-based solutions are more cost-effective and provide more sophisticated services than on-premises solutions, they are becoming more and more popular. These cloud-based solutions are tailored to the demands of SMEs while taking into account the allocated budget. Because of this, SMEs are adopting cloud-based solutions on a broad scale.

Report Metric Details
Market size value in 2023 USD 10.5 billion
Market size value in 2031 USD 123.87 billion
Growth Rate 27.99%
Forecast period 2024-2031
Forecast Unit (Value) USD Billion
Segments covered
  • Component
    • Solution, Services
  • Deployment
    • On‑premise, Cloud
  • Organization Size
    • SMEs, large enterprise
  • Application
    • Marketing, Sales, Product Development, Human Resource, others
  • End users
    • Enterprise‑Driven, Consumer‑driven
  • Vertical
    • Education, Healthcare, Retail, Manufacturing, Telecom, IT, Hospitality
  • Solution
    • Open Platform, Closed/Enterprise Platform
Regions covered North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA)
Companies covered
  • Microsoft Corporation
  • Salesforce.com, Inc.
  • Bunchball, Inc. (A part of BI WORLDWIDE)
  • Badgeville, Inc. (A part of CallidusCloud)
  • SAP SE
  • Gigya, Inc. (A part of SAP SE)
  • BigDoor, Inc. (A part of 500friends)
  • Arcaris, Inc. (A part of Tango Card)
  • Cognizant Technology Solutions Corporation
  • LevelEleven, LLC (A part of Accent Technologies)
  • Mambo.IO, Inc.
  • Faya Corporation
  • Ambition, Inc.
  • GamEffective
  • Playlyfe
  • Scrimmage
  • Swift Shift
  • PugPharm Productions, Inc.
  • Kuato Studios
  • Classcraft Studios Inc.
Customization scope

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Historical Year 2019

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Table Of Content

Executive Summary

Market overview

  • Exhibit: Executive Summary – Chart on Market Overview
  • Exhibit: Executive Summary – Data Table on Market Overview
  • Exhibit: Executive Summary – Chart on Global Gamification Market Characteristics
  • Exhibit: Executive Summary – Chart on Market by Geography
  • Exhibit: Executive Summary – Chart on Market Segmentation
  • Exhibit: Executive Summary – Chart on Incremental Growth
  • Exhibit: Executive Summary – Data Table on Incremental Growth
  • Exhibit: Executive Summary – Chart on Vendor Market Positioning

Parent Market Analysis

Market overview

Market size

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • SWOT Analysis

KEY MARKET INSIGHTS

  • Technology Analysis
    • (Exhibit: Data Table: Name of technology and details)
  • Pricing Analysis
    • (Exhibit: Data Table: Name of technology and pricing details)
  • Supply Chain Analysis
    • (Exhibit: Detailed Supply Chain Presentation)
  • Value Chain Analysis
    • (Exhibit: Detailed Value Chain Presentation)
  • Ecosystem Of the Market
    • Exhibit: Parent Market Ecosystem Market Analysis
    • Exhibit: Market Characteristics of Parent Market
  • IP Analysis
    • (Exhibit: Data Table: Name of product/technology, patents filed, inventor/company name, acquiring firm)
  • Trade Analysis
    • (Exhibit: Data Table: Import and Export data details)
  • Startup Analysis
    • (Exhibit: Data Table: Emerging startups details)
  • Raw Material Analysis
    • (Exhibit: Data Table: Mapping of key raw materials)
  • Innovation Matrix
    • (Exhibit: Positioning Matrix: Mapping of new and existing technologies)
  • Pipeline product Analysis
    • (Exhibit: Data Table: Name of companies and pipeline products, regional mapping)
  • Macroeconomic Indicators

COVID IMPACT

  • Introduction
  • Impact On Economy—scenario Assessment
    • Exhibit: Data on GDP - Year-over-year growth 2016-2022 (%)
  • Revised Market Size
    • Exhibit: Data Table on Global Gamification Market size and forecast 2021-2027 ($ million)
  • Impact Of COVID On Key Segments
    • Exhibit: Data Table on Segment Market size and forecast 2021-2027 ($ million)
  • COVID Strategies By Company
    • Exhibit: Analysis on key strategies adopted by companies

MARKET DYNAMICS & OUTLOOK

  • Market Dynamics
    • Exhibit: Impact analysis of DROC, 2021
      • Drivers
      • Opportunities
      • Restraints
      • Challenges
  • Regulatory Landscape
    • Exhibit: Data Table on regulation from different region
  • SWOT Analysis
  • Porters Analysis
    • Competitive rivalry
      • Exhibit: Competitive rivalry Impact of key factors, 2021
    • Threat of substitute products
      • Exhibit: Threat of Substitute Products Impact of key factors, 2021
    • Bargaining power of buyers
      • Exhibit: buyers bargaining power Impact of key factors, 2021
    • Threat of new entrants
      • Exhibit: Threat of new entrants Impact of key factors, 2021
    • Bargaining power of suppliers
      • Exhibit: Threat of suppliers bargaining power Impact of key factors, 2021
  • Skyquest special insights on future disruptions
    • Political Impact
    • Economic impact
    • Social Impact
    • Technical Impact
    • Environmental Impact
    • Legal Impact

Market Size by Region

  • Chart on Market share by geography 2021-2027 (%)
  • Data Table on Market share by geography 2021-2027(%)
  • North America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • USA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Canada
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Europe
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Germany
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Spain
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • France
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • UK
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Europe
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Asia Pacific
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • China
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • India
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Japan
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Korea
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of Asia Pacific
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Latin America
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • Brazil
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of South America
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
  • Middle East & Africa (MEA)
    • Chart on Market share by country 2021-2027 (%)
    • Data Table on Market share by country 2021-2027(%)
    • GCC Countries
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • South Africa
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)
    • Rest of MEA
      • Exhibit: Chart on Market share 2021-2027 (%)
      • Exhibit: Market size and forecast 2021-2027 ($ million)

KEY COMPANY PROFILES

  • Competitive Landscape
    • Total number of companies covered
      • Exhibit: companies covered in the report, 2021
    • Top companies market positioning
      • Exhibit: company positioning matrix, 2021
    • Top companies market Share
      • Exhibit: Pie chart analysis on company market share, 2021(%)

Methodology

For the Global Gamification Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:

1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.

2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Global Gamification Market.

3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.

4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.

Analyst Support

Customization Options

With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Global Gamification Market:

Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.

Regional Analysis: Further analysis of the Global Gamification Market for additional countries.

Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.

Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.

Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.

Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.

Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.

Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and use those insights to make better Marketing decisions.

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FAQs

Global Gamification Market size was valued at USD 10.5 billion in 2019 and is poised to grow from USD 13.44 billion in 2023 to USD 123.87 billion by 2031, growing at a CAGR of 27.99% in the forecast period (2024-2031).

Global Gamification Market is moderately competitive and fairly fragmented due to the presence of several players. To maintain a competitive edge, the major industry participants are continually implementing various growth strategies. Innovations, mergers, and acquisitions, collaborations and partnerships are adopted by these players to thrive in the competitive gamification market. Major players include Microsoft, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd. and Influitive among others. In order to provide industries with the most effective and economical solutions, the major market players are also continually concentrating on R&D. 'Microsoft Corporation', 'Salesforce.com, Inc.', 'Bunchball, Inc. (A part of BI WORLDWIDE)', 'Badgeville, Inc. (A part of CallidusCloud)', 'SAP SE', 'Gigya, Inc. (A part of SAP SE)', 'BigDoor, Inc. (A part of 500friends)', 'Arcaris, Inc. (A part of Tango Card)', 'Cognizant Technology Solutions Corporation', 'LevelEleven, LLC (A part of Accent Technologies)', 'Mambo.IO, Inc.', 'Faya Corporation', 'Ambition, Inc.', 'GamEffective', 'Playlyfe', 'Scrimmage', 'Swift Shift', 'PugPharm Productions, Inc.', 'Kuato Studios', 'Classcraft Studios Inc.'

The market's rising revenue is being driven by an increase in enterprise gamification use. Enterprise gamification is the application of gaming concepts and game mechanics to company procedures in order to increase employee engagement and make operations more enjoyable for customers. Gamification is becoming an increasingly significant tool for firms to use to provide staff with intrinsic sense of drive at work. Gamification makes employees extremely productive and happy, which in turn is driving market growth.

Recently, investments have increased and the blockchain gaming (GameFi) sector has been gradually developing. GameFi is a term used to describe a financial system in which users may make money playing video games. GameFi's basis is "money" and the financial prospects offered by gaming, whereas the majority of play-to-earn ventures emphasise the "game" component. Previously, many blockchain game projects only launched their games with the intention of marketing them to crypto-natives, releasing games of poor quality that served players primarily as vehicles for profit extraction with limited long-term sustainability, especially during bear markets when hype and liquidity are low.

North America dominated the global gamification market in 2021. Gamification in marketing has a developed market in North America. Systems, however, are also being used in a variety of ways throughout the region to innovate and develop new products. The region's strong internet and smartphone adoption rates have also increased the use of gamification for marketing, particularly when employing social media integration tools. Numerous businesses have launched significant gamification projects since the gamification industry's inception. These include, among others, consumer companies like Adobe, NBC, Walgreens, eBay, Panera, and Threadless. Gamification has been a crucial component of B2B firm such Oracle, Cisco, and Salesforce consumerization of the enterprise strategies in the region.

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