gamification-market

Gamification Market By Solution (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Application (Marketing, Sales & Support, Education & Training, Human Resource, Research & Product Development, Lifestyle), By Industry Vertical (Banks, Financial Services & Insurance (BFSI), Entertainment, Media & Publishing, Corporate Enterprises, Retail, Education, Healthcare) - Growth, Future Prospects, Competitive Analysis And Forecast To 2021 - 2029

19 Dec 2016 Format PDF icon PPT icon XLS icon Request Sample

Rising globalization of business worldwide has led to cut-throat competition amongst such organizations, over the period of time. Enterprises are now more focused towards optimizing their output with significant reduction in overheads. Thus, optimal efficiency of business processes (internal as well as external) becomes a major concern for business enterprises. Gamification refers to application of game mechanics and design techniques by integrating them in internal business processes, portals, websites as well as marketing campaigns. The chief motive behind ‘gamifying’ given processes is to drive active employee/consumer participation and engagement. Employee motivation is one of the key aspects responsible for carrying out effective business processes, thereby leading to better output and profitability. Subsequently, with the growing awareness towards motivating employees and better consumer engagement, the demand for gamification solutions is expected to witness remarkable growth in the coming years.

Gamification Market

The report titled analyzes the global gamification market in terms of solution types, deployment model, application, industry vertical and geography. On the basis of solution type, the market is segmented into consumer-driven and enterprise-driven solutions. Based on the deployment models, the market is further segmented into cloud-based and on-premise gamification. The applications of gamification considered under the scope include marketing, sales & support, education & training, human resource, research & product development and others. On the basis of industry verticals, the gamification market is further classified into banks, financial services & insurance (BFSI), entertainment, media & publishing, corporate enterprises (IT, ITeS, telecom etc.), retail, education, healthcare and others. The geographical distribution of the global gamification market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, Middle East & Africa and Latin America.

1.1    Report Description

1.1.1   Purpose of the Report

The purpose of this strategic research study titled “Global Gamification Market- Growth, Share, Opportunities and Competitive Analysis, 2021 – 2029” is to offer industry investors, company executives and industry participants with in-depth insights to enable them make informed strategic decisions related to the opportunities in the global gamification industry.

1.1.2   Target Audience

  • Industry Investors
  • Software Developers
  • Cloud Service Providers
  • Business Organizations
  • Government and Federal Agencies
  • Other End-users

1.1.3   USP and Key Offerings

The report titled “Global Gamification Market- Growth, Share, Opportunities and Competitive Analysis, 2021 – 2029” offers strategic insights into the global gamification market along with the market size and estimates for the duration 2019 to 2029. The said research study covers in-depth analysis of multiple market segments based on solution type, deployment model, applications, industry vertical and cross-sectional study across different geographies. In order to help strategic decision makers, the report also includes competitive profiling of the leading gamification solution vendors, their business strategy analysis, market positioning and key developments. Other in-depth analysis provided in the report includes:

  • Current and future market trends to justify the forthcoming attractive markets within the gamification market
  • Market fuelers, market impediments and their impact on the market growth
  • In-depth competitive environment analysis
  • Ecosystem Analysis
  • Two Year Trailing Data (2017 – 2014)
  • SRC (Segment-Region-Country) Analysis

Overall, the research study provides a holistic view of the global gamification market, offering market size and estimates for the period from 2021 to 2029, keeping in mind the above mentioned factors.

On the basis of application, the global gamification market is categorized into following categories:

  • Marketing
  • Sales & Support
  • Education & Training
  • Human Resource
  • Research & Product Development
  • Lifestyle

The overall gamification market is led collectively by marketing and sales & support segments. As of 2019, the segments jointly contributed to a market share, in terms of revenue, of more than fifty percent. With growing penetration internet services and influence of social media, internet marketing has become one of the most crucial modes for businesses in terms of both sales as well as marketing. Users are now becoming familiar to the kind of content being online. With most of them being able to differentiate between online advertisements and actual useful content, it becomes difficult to achieve consumer engagement. Thus, gamification plays an important role in digital marketing and related sales & support applications.

Further, the education & training segment along with lifestyle is anticipated to register high growth in the overall gamification market in the coming years. The segment is strongly supported by the extensive proliferation of mobile apps. Education and healthcare (especially personal fitness) have been warmly welcomed in the form of mobile apps and other dedicated websites. As a result, gamification stands a lucrative chance for further penetration across the segments.

In 2019, the global gamification market was dominated by the North America region accounting for more than forty percent of the total market revenue. The high market share is in the lieu of strong technology acceptance coupled with robust adoption portrayed by various organizations across the region. The most significant factor responsible for high market share is high awareness among the business enterprises towards optimum business process efficiency and 100% consumer engagement.

Another major factor influencing the market growth is the increasing shift towards digital advertisement here. The overall market growth is also supported by the penetration of internet services. In addition, presence of major companies in the region too supports the market evolution. The region is followed by Europe having fairly strong adoption of gamification solutions. Nevertheless, Asia Pacific is projected to demonstrate the highest growth during the forecast period.

On the basis of industry vertical, the gamification market is classified into following categories:

  • Banks, Financial Services & Insurance (BFSI)
  • Entertainment
  • Media & Publishing
  • Corporate Enterprises (IT, ITeS, Telecom etc.)
  • Retail
  • Education
  • Healthcare
  • Others

As of 2019, the overall gamification market is dominated by the corporate enterprises segment accounting for nearly 30% of the total market revenue. Corporate enterprises segment comprises business organizations across different industry verticals such as IT and telecommunication, ITeS, telecommunication, business process outsourcing (BPO) organizations and several others. Rising globalization of business enterprises has substantially increased the need for higher efficiency and better consumer engagement. With further growing competition among the enterprises, the segment is projected to retain its dominant position in the market throughout the forecast period.

The corporate enterprises segment is closely followed by entertainment and media & publishing segment. Being among the earliest adopters of gamification solutions, the segments are expected to maintain their leading position in the market throughout the forecast period. Nevertheless, segments such as healthcare and education are estimated to poise the highest growth in the market during the forecast period. These are expected to emerge among the most promising segments owing to factors such as rising health awareness and usage of internet services (especially mobile apps) for education and personal fitness.

Historical & Forecast Period

This study report represents analysis of each segment from 2022 to 2032 considering 2023 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2024 to 2032.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of Gamification market are as follows:

  • Research and development budgets of manufacturers and government spending
  • Revenues of key companies in the market segment
  • Number of end users and consumption volume, price and value.
  • Geographical revenues generate by countries considered in the report
  • Micro and macro environment factors that are currently influencing the Gamification market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

ATTRIBUTE DETAILS
Research Period  2022-2032
Base Year 2023
Forecast Period  2024-2032
Historical Year  2022
Unit  USD Million
Segmentation
Solution Type
  • Consumer-driven Gamification
  • Enterprise-driven Gamification

Deployment Model
  • Cloud-based Gamification
  • On-premise Gamification

Application
  • Marketing
  • Sales & Support
  • Education & Training
  • Human Resource
  • Research & Product Development
  • Lifestyle

Industry Vertical
  • Banks, Financial Services & Insurance (BFSI)
  • Entertainment
  • Media & Publishing
  • Corporate Enterprises
  • Retail
  • Education
  • Healthcare
  • Others

 Region Segment (2022-2032; US$ Million)

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • UK and European Union
    • UK
    • Germany
    • Spain
    • Italy
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • GCC
    • Africa
    • Rest of Middle East and Africa

Key questions answered in this report

  • What are the key micro and macro environmental factors that are impacting the growth of Gamification market?
  • What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
  • Estimated forecast and market projections up to 2032.
  • Which segment accounts for the fastest CAGR during the forecast period?
  • Which market segment holds a larger market share and why?
  • Are low and middle-income economies investing in the Gamification market?
  • Which is the largest regional market for Gamification market?
  • What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
  • Which are the key trends driving Gamification market growth?
  • Who are the key competitors and what are their key strategies to enhance their market presence in the Gamification market worldwide?
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