Market Research Report
Global Gamification Market 2022-2026
|Global Gamification Market 2022-2026|
Published: April 5, 2022
TechNavio (Infiniti Research Ltd.)
Content info: 120 Pages
Delivery time: 1-2 business days
Technavio has been monitoring the gamification market and it is poised to grow by $ 27.77 bn during 2022-2026 progressing at a CAGR of 29.15% during the forecast period. Our report on the gamification market provides a holistic analysis, of market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current global market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing adoption of gamification in e-learning, increased adoption of gamification-based corporate training, and increasing implementation of a customer-centric business model.
The gamification market analysis includes application and end-user segments and geographic landscape.
Technavio's gamification market is segmented as below:
By Geographical Landscape
This study identifies the rise in mergers and acquisitions as one of the prime reasons driving the gamification market growth during the next few years. Also, the integration of advanced technologies in gamification solutions, and increasing use of AR and VR in educational gamification solutions will lead to sizable demand in the market.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on the gamification market covers the following areas:
Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading gamification market vendors that include Allen Interactions Inc., Ambition, Aon Plc, Ascent Cloud LLC, Axonify Inc., BI WORLDWIDE, Classcraft Studios Inc., Cognizant Technology Solutions Corp., Designing Digitally Inc., Gamification Ltd., ImmersionOne Inc., Influitive Corp., Learning Technologies Group Plc, Microsoft Corp., MPS Interactive Systems Ltd., MRCC Group, Paradigm Learning Inc., PUG Interactive Inc., Raydiant Inc., and SAP SE. Also, the gamification market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.