
Report ID: SQMIG50I2004
Skyquest Technology's expert advisors have carried out comprehensive research on the gamification market to identify the major global and regional market trends and growth opportunities for leading players and new entrants in this market. The analysis is based on in-depth primary and secondary research to understand the major market drivers and restraints shaping the future development and growth of the industry.
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Gamification Market size was valued at USD 13.44 Billion in 2023 and is poised to grow from USD 17.2 Billion in 2024 to USD 158.54 Billion by 2032, growing at a CAGR of 27.99% during the forecast period (2025-2032).
'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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Report ID: SQMIG50I2004
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