Global Gamification Market to Reach US$ 94.1 Billion by 2032, Fueled by Rising Need for Improved Consumer Engagement Strategies

September 18, 2023 | Technology & Media

According to the latest report by IMARC Group, titled “­­ Gamification Market Report by Component (Solution, Service), Deployment Mode (On-premises, On-Cloud), Enterprise Size (Small and Medium-sized Enterprises, Large Enterprises), Industry Vertical (BFSI, Retail, Education, IT and Telecom, Manufacturing, Media and Entertainment, and Others), and Region 2024-2032,” the global gamification market size reached US$ 18.6 Billion in 2023. Gamification is a strategic approach that leverages game-like elements, mechanics, and principles to engage users and drive desired behaviors in non-game contexts. By infusing activities with elements such as challenges, rewards, competition, and achievement tracking, gamification transforms routine tasks into interactive experiences. This technique taps into the innate human desire for achievement and recognition, fostering higher levels of engagement, motivation, and participation. In various industries, from education and employee training to marketing and customer engagement, gamification is harnessed to enhance user experiences, promote learning, and achieve specific objectives. It capitalizes on the power of playfulness and competition to stimulate interest and create lasting connections with users, making it a dynamic tool in the business arsenal for driving meaningful interactions and achieving strategic goals.

Global Gamification Market Trends:

The global gamification market is primarily driven by the pursuit of enhanced customer engagement and loyalty. Businesses across various industrial verticals recognize that gamification offers a potent avenue for captivating consumers and forging lasting brand relationships. By integrating game mechanics into marketing campaigns, loyalty programs, and digital platforms, companies can foster immersive interactions, encourage repeat interactions, and establish strong emotional connections with their audience. In addition to this, the surge in gamification of employee training and development as organizations turn to gamified training modules to enhance learning outcomes and retention rates is contributing to the market growth. Moreover, the expanding digitalization and proliferation of mobile technology such as smartphones and tablets in integral parts of everyday life, is prompting businesses to seize this opportunity to deliver gamified experiences directly to users' fingertips, creating a positive outlook for market expansion. In line with this, the widespread deployment of gamification strategies across various mobile apps, augmented reality games, and interactive platforms to gain user attention is propelling the market forward. Furthermore, the global shift toward remote and virtual interactions has heightened the importance of engagement and collaboration, fueling the need for gamification to combat isolation and enhance virtual teamwork by creating shared experiences and friendly competition among distributed teams. Looking forward, the market value is projected to reach US$ 94.1 Billion by 2032, expanding at a CAGR of 19.3% during 2024-2032.

Market Summary:

  • On the basis of the component, the market has been divided into solution and service.
  • Based on the deployment mode, the market is bifurcated into on-premises and on-cloud.
  • On the basis of the enterprise size, the market has been segregated into small and medium-sized, and large enterprises.
  • Based on the industry vertical, the market is categorized into BFSI, retail, education, IT and telecom, manufacturing, media and entertainment, and others.
  • On a regional basis, the market has been segmented into North America (the United States and Canada), Asia-Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others), Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others), Latin America (Brazil, Mexico, and others), and the Middle East and Africa.
  • The competitive landscape of the market has also been examined, with some 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 2023
Historical Period 2018-2023
Forecast Period 2024-2032
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
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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)

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Global Gamification Market to Reach US$ 94.1 Billion by 2032, Fueled by Rising Need for Improved Consumer Engagement Strategies
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