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.

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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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Global Gamification Market

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