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Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

Market Overview:

The global gamification market reached a value of US$ 12.25 Billion in 2021. Looking forward, IMARC Group expects the market to reach a value of US$ 43.92 Billion by 2027, exhibiting a CAGR of 22.50% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use industries These insights are included in the report as a major market contributor.

Gamification refers to the implementation of game mechanics and design elements in non-gaming environments with an enhanced focus on effective user engagement. The software enables organizations to provide task-based interactive programs that encourage employees to achieve target goals, further helping create healthy community interactions, team building environment, and eliminate employee motive ambiguity. The game design elements on digital platforms also reward the users by integrating points, leadership boards, badges, and loyalty programs, which motivates them to work harder. The major benefits provided by gamification include customer experience enrichment, active employee engagement, and organized rewarding program. As a result, gamification finds extensive applications across a wide range of industry verticals, such as healthcare, retail, BFSI, and e-learning.

Gamification Market Trends:

The market is primarily driven by the widespread adoption of AI-based gamification solutions by large organizations and small and medium enterprises (SMEs). This can be attributed to the rising number of smartphone and smart device users and the widespread preference for the bring your own device (BYOD) trend. In line with this, the rising utilization of rewards and recognition programs to boost employee engagement is also providing an impetus to the market growth. Moreover, continual technological innovations, such as the adaptation of cloud-based technologies, crowdsourcing, and integration with social networking platforms, are creating lucrative growth opportunities in the market. The market is further driven by the advent of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data. The paradigm shift toward cloud-based business solutions from on-premises is also creating a positive market outlook. Some of the other factors contributing to the market include the higher ROI yield of gamification, rapid digitization, increasing deployments of 5G networks, and the advent of industry 4.0.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global gamification market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on component, deployment mode, enterprise size and industry vertical.

Breakup by Component:

  • Solution
  • Service
     

Breakup by Deployment Mode:

  • On-premises
  • On-Cloud
     

Breakup by Enterprise Size:

  • Small and Medium-sized Enterprises
  • Large Enterprises
     

Breakup by Industry Vertical:

  • BFSI
  • Retail
  • Education
  • IT and Telecom
  • Manufacturing
  • Media and Entertainment
  • Others
     

Breakup by Region:

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Ambition, Aon PLC, Axonify Inc., BI WORLDWIDE, Cognizant, Iactionable, Microsoft Corporation, MPS Limited, NIIT Limited, SAP SE and Verint Systems Inc.

Report Coverage:

Report Features Details
Base Year of the Analysis 2021
    Historical Period 2016-2021
Forecast Period 2022-2027
Units US$ Billion
Segment Coverage Component, Deployment Mode, Enterprise Size, Industry Vertical, Region
Region Covered  Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Ambition, Aon PLC, Axonify Inc., BI WORLDWIDE, Cognizant, Iactionable, Microsoft Corporation, MPS Limited, NIIT Limited, SAP SE and Verint Systems Inc.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 2499
Five User License: US$ 3499
Corporate License: US$ 4499
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

 

Key Questions Answered in This Report:

  • How has the global gamification market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global gamification market?
  • What are the key regional markets?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the deployment mode?
  • What is the breakup of the market based on the enterprise size?
  • What is the breakup of the market based on the industry vertical?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global gamification market and who are the key players?
  • What is the degree of competition in the industry?

1    Preface
2    Scope and Methodology

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3    Executive Summary
4    Introduction

    4.1    Overview
    4.2    Key Industry Trends
5    Global Gamification Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6    Market Breakup by Component
    6.1    Solution
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Service
        6.2.1 Market Trends
        6.2.2 Market Forecast
7    Market Breakup by Deployment Mode
    7.1    On-premises
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    On-cloud
        7.2.1 Market Trends
        7.2.2 Market Forecast
8    Market Breakup by Enterprise Size
    8.1    Small and Medium-sized Enterprises
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Large Enterprises
        8.2.1 Market Trends
        8.2.2 Market Forecast
9    Market Breakup by Industry Vertical
    9.1    BFSI
        9.1.1 Market Trends
        9.1.2 Market Forecast
    9.2    Retail
        9.2.1 Market Trends
        9.2.2 Market Forecast
    9.3    Education
        9.3.1 Market Trends
        9.3.2 Market Forecast
    9.4    IT and Telecom
        9.4.1 Market Trends
        9.4.2 Market Forecast
    9.5    Manufacturing
        9.5.1 Market Trends
        9.5.2 Market Forecast
    9.6    Media and Entertainment
        9.6.1 Market Trends
        9.6.2 Market Forecast
    9.7    Others
        9.7.1 Market Trends
        9.7.2 Market Forecast
10    Market Breakup by Region
    10.1    North America
        10.1.1 United States
           10.1.1.1 Market Trends
           10.1.1.2 Market Forecast
        10.1.2 Canada
           10.1.2.1 Market Trends
           10.1.2.2 Market Forecast
    10.2    Asia-Pacific
        10.2.1 China
           10.2.1.1 Market Trends
           10.2.1.2 Market Forecast
        10.2.2 Japan
           10.2.2.1 Market Trends
           10.2.2.2 Market Forecast
        10.2.3 India
           10.2.3.1 Market Trends
           10.2.3.2 Market Forecast
        10.2.4 South Korea
           10.2.4.1 Market Trends
           10.2.4.2 Market Forecast
        10.2.5 Australia
           10.2.5.1 Market Trends
           10.2.5.2 Market Forecast
        10.2.6 Indonesia
           10.2.6.1 Market Trends
           10.2.6.2 Market Forecast
        10.2.7 Others
           10.2.7.1 Market Trends
           10.2.7.2 Market Forecast
    10.3    Europe
        10.3.1 Germany
           10.3.1.1 Market Trends
           10.3.1.2 Market Forecast
        10.3.2 France
           10.3.2.1 Market Trends
           10.3.2.2 Market Forecast
        10.3.3 United Kingdom
           10.3.3.1 Market Trends
           10.3.3.2 Market Forecast
        10.3.4 Italy
           10.3.4.1 Market Trends
           10.3.4.2 Market Forecast
        10.3.5 Spain
           10.3.5.1 Market Trends
           10.3.5.2 Market Forecast
        10.3.6 Russia
           10.3.6.1 Market Trends
           10.3.6.2 Market Forecast
        10.3.7 Others
           10.3.7.1 Market Trends
           10.3.7.2 Market Forecast
    10.4    Latin America
        10.4.1 Brazil
           10.4.1.1 Market Trends
           10.4.1.2 Market Forecast
        10.4.2 Mexico
           10.4.2.1 Market Trends
           10.4.2.2 Market Forecast
        10.4.3 Others
           10.4.3.1 Market Trends
           10.4.3.2 Market Forecast
    10.5    Middle East and Africa
        10.5.1 Market Trends
        10.5.2 Market Breakup by Country
        10.5.3 Market Forecast
11    SWOT Analysis
    11.1    Overview
    11.2    Strengths
    11.3    Weaknesses
    11.4    Opportunities
    11.5    Threats
12    Value Chain Analysis
13    Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14    Price Analysis
15    Competitive Landscape

    15.1    Market Structure
    15.2    Key Players
    15.3    Profiles of Key Players
        15.3.1    Ambition
           15.3.1.1 Company Overview
           15.3.1.2 Product Portfolio
        15.3.2    Aon PLC
           15.3.2.1 Company Overview
           15.3.2.2 Product Portfolio
           15.3.2.3 Financials
           15.3.2.4 SWOT Analysis
        15.3.3    Axonify Inc.
           15.3.3.1 Company Overview
           15.3.3.2 Product Portfolio
        15.3.4    BI WORLDWIDE
           15.3.4.1 Company Overview
           15.3.4.2 Product Portfolio
        15.3.5    Cognizant
           15.3.5.1 Company Overview
           15.3.5.2 Product Portfolio
           15.3.5.3 Financials
           15.3.5.4 SWOT Analysis
        15.3.6    Iactionable
           15.3.6.1 Company Overview
           15.3.6.2 Product Portfolio
        15.3.7    Microsoft Corporation
           15.3.7.1 Company Overview
           15.3.7.2 Product Portfolio
           15.3.7.3 Financials
           15.3.7.4 SWOT Analysis
        15.3.8    MPS Limited
           15.3.8.1 Company Overview
           15.3.8.2 Product Portfolio
           15.3.8.3 Financials
        15.3.9    NIIT Limited
           15.3.9.1 Company Overview
           15.3.9.2 Product Portfolio
           15.3.9.3 Financials
        15.3.10    SAP SE
           15.3.10.1 Company Overview
           15.3.10.2 Product Portfolio
           15.3.10.3 Financials
           15.3.10.4 SWOT Analysis
        15.3.11    Verint Systems Inc.
           15.3.11.1 Company Overview
           15.3.11.2 Product Portfolio
           15.3.11.3 Financials
           15.3.11.4 SWOT Analysis

List of Figures

Figure 1: Global: Gamification Market: Major Drivers and Challenges
Figure 2: Global: Gamification Market: Sales Value (in Billion US$), 2016-2021
Figure 3: Global: Gamification Market Forecast: Sales Value (in Billion US$), 2022-2027
Figure 4: Global: Gamification Market: Breakup by Component (in %), 2021
Figure 5: Global: Gamification Market: Breakup by Deployment Mode (in %), 2021
Figure 6: Global: Gamification Market: Breakup by Enterprise Size (in %), 2021
Figure 7: Global: Gamification Market: Breakup by Industry Vertical (in %), 2021
Figure 8: Global: Gamification Market: Breakup by Region (in %), 2021
Figure 9: Global: Gamification (Solution) Market: Sales Value (in Million US$), 2016 & 2021
Figure 10: Global: Gamification (Solution) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 11: Global: Gamification (Service) Market: Sales Value (in Million US$), 2016 & 2021
Figure 12: Global: Gamification (Service) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 13: Global: Gamification (On-premises) Market: Sales Value (in Million US$), 2016 & 2021
Figure 14: Global: Gamification (On-premises) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 15: Global: Gamification (On-cloud) Market: Sales Value (in Million US$), 2016 & 2021
Figure 16: Global: Gamification (On-cloud) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 17: Global: Gamification (Small and Medium-sized Enterprises) Market: Sales Value (in Million US$), 2016 & 2021
Figure 18: Global: Gamification (Small and Medium-sized Enterprises) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 19: Global: Gamification (Large Enterprises) Market: Sales Value (in Million US$), 2016 & 2021
Figure 20: Global: Gamification (Large Enterprises) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 21: Global: Gamification (BFSI) Market: Sales Value (in Million US$), 2016 & 2021
Figure 22: Global: Gamification (BFSI) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 23: Global: Gamification (Retail) Market: Sales Value (in Million US$), 2016 & 2021
Figure 24: Global: Gamification (Retail) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 25: Global: Gamification (Education) Market: Sales Value (in Million US$), 2016 & 2021
Figure 26: Global: Gamification (Education) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 27: Global: Gamification (IT and Telecom) Market: Sales Value (in Million US$), 2016 & 2021
Figure 28: Global: Gamification (IT and Telecom) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 29: Global: Gamification (Manufacturing) Market: Sales Value (in Million US$), 2016 & 2021
Figure 30: Global: Gamification (Manufacturing) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 31: Global: Gamification (Media and Entertainment) Market: Sales Value (in Million US$), 2016 & 2021
Figure 32: Global: Gamification (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 33: Global: Gamification (Other Industry Verticals) Market: Sales Value (in Million US$), 2016 & 2021
Figure 34: Global: Gamification (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 35: North America: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 36: North America: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 37: United States: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 38: United States: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 39: Canada: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 40: Canada: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 41: Asia-Pacific: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 42: Asia-Pacific: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 43: China: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 44: China: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 45: Japan: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 46: Japan: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 47: India: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 48: India: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 49: South Korea: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 50: South Korea: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 51: Australia: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 52: Australia: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 53: Indonesia: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 54: Indonesia: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 55: Others: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 56: Others: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 57: Europe: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 58: Europe: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 59: Germany: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 60: Germany: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 61: France: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 62: France: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 63: United Kingdom: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 64: United Kingdom: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 65: Italy: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 66: Italy: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 67: Spain: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 68: Spain: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 69: Russia: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 70: Russia: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 71: Others: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 72: Others: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 73: Latin America: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 74: Latin America: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 75: Brazil: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 76: Brazil: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 77: Mexico: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 78: Mexico: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 79: Others: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 80: Others: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 81: Middle East and Africa: Gamification Market: Sales Value (in Million US$), 2016 & 2021
Figure 82: Middle East and Africa: Gamification Market: Breakup by Country (in %), 2021
Figure 83: Middle East and Africa: Gamification Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 84: Global: Gamification Industry: SWOT Analysis
Figure 85: Global: Gamification Industry: Value Chain Analysis
Figure 86: Global: Gamification Industry: Porter's Five Forces Analysis

List of Tables

Table 1: Global: Gamification Market: Key Industry Highlights, 2021 and 2027
Table 2: Global: Gamification Market Forecast: Breakup by Component (in Million US$), 2022-2027
Table 3: Global: Gamification Market Forecast: Breakup by Deployment Mode (in Million US$), 2022-2027
Table 4: Global: Gamification Market Forecast: Breakup by Enterprise Size (in Million US$), 2022-2027
Table 5: Global: Gamification Market Forecast: Breakup by Industry Vertical (in Million US$), 2022-2027
Table 6: Global: Gamification Market Forecast: Breakup by Region (in Million US$), 2022-2027
Table 7: Global: Gamification Market: Competitive Structure
Table 8: Global: Gamification Market: Key Players


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