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1111309

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

Published: | IMARC Services Private Limited | 145 Pages | Delivery time: 2-3 business days

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Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027
Published: August 4, 2022
IMARC Services Private Limited
Content info: 145 Pages
Delivery time: 2-3 business days
  • Description
  • Table of Contents
  • List of Tables

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.

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?
Product Code: SR0822A07_Report

Table of Contents

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