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PUBLISHER: The Business Research Company | PRODUCT CODE: 1169550

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1169550

Gamification Global Market Report 2022: Ukraine-Russia War Impact

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PAGES: 175 Pages
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“Gamification Global Market Report 2022: Ukraine-Russia War Impact ” from The Business Research Company provides the strategists, marketers and senior management with the critical information they need to assess the global gamification market.

This report focuses on gamification market which is experiencing strong growth. The report gives a guide to the gamification market which will be shaping and changing our lives over the next ten years and beyond, including the markets response to the challenge of the global pandemic.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 12+ geographies.
  • Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
  • Assessment of Russia - War Impact on agriculture, energy and mineral commodities supply and their direct and indirect impact on the market analyzed in the report.
  • Impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market research findings.
  • Benchmark performance against key competitors.
  • Utilize the relationships between key data sets for superior strategizing.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel format.

Where is the largest and fastest growing market for the gamification? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The Gamification market global report ” from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography. It places the market within the context of the wider gamification market, and compares it with other markets.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, the influence of the COVID-19 virus and forecasting its growth.
  • Our forecasts are made after considering the major factors currently impacting the market. These include:
    • The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
    • The impact of higher inflation in many countries and the resulting spike in interest rates.
    • The continued but declining impact of COVID-19 on supply chains and consumption patterns.
  • Market segmentations break down market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
  • The gamification market section of the report gives context. It compares the gamification market with other segments of the gamification market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, gamification indicators comparison.

Scope

Markets Covered:

  • 1) By Platform: Open Platform; Closed or Enterprise Platform
  • 2) By Size: Small And Medium Enterprises; Large Enterprises
  • 3) By Deployment: On-Premise; On-Cloud
  • 4) By End-User Vertical: Retail; Banking; Government; Healthcare; Education And Research; IT And Telecom; Other End-User Verticals
  • Companies Mentioned: MPS Interactive Systems Limited; Microsoft Corporation; AON PLC; Axonify Inc.; IActionable Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Executive Summary

Major players in the gamification market are: MPS Interactive Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc, IActionable Inc, Bunchball Inc, Ambition, G-Cube, Verint, Hoopla, Centrical, Mambo Solutions, Influitive, Khoros, Scrimmage, and Badgeville.

The global gamification market is expected to grow from $ 11.76 billion in 2021 to $ 14.84 billion in 2022 at a compound annual growth rate (CAGR) of 26.3%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, surge in commodity prices, and supply chain disruptions, effecting many markets across the globe. The gamification market is expected to reach $ 36.08 billion in 2026 at a CAGR of 24.9%.

The gamification market consists of sales of gamification products and related services by entities (organizations, sole traders, and partnerships) that help to engage users by applying game mechanics, elements, and principles to non-game contexts in a better way. Gamification uses a sequence of functions and methods to solve problems by utilizing or applying game element characteristics. The primary aim of using gamification is to improve and enhance the learning experience by incorporating a competitive element into it.

The main types of gamification market platforms are open platforms and closed or enterprise platforms. An open platform refers to a system that co-evolves with the environment and has a high level of uncertainty. The on-platform system used in the learning or education industry provides players or users with the autonomy to make discoveries on their own. It is used by small and medium enterprises and large enterprises and is deployed in various modes, such as on-premise and on-cloud. The several types of end-user verticals include retail, banking, government, healthcare, education and research, IT, telecom, and others.

North America was the largest region in the gamification market in 2021. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The growing penetration of smartphones is expected to propel the growth of the gamification market going forward. Smartphones refer to a type of cellular telephone that can also perform computing functions. These smartphones enable the user to access gamifying mobile apps anytime, anywhere, allowing them to compete with others and achieve their learning and winning objectives. For instance, according to the GSM Association, a UK-based mobile network association, in 2019, there were 67% of smartphone connections in Asia Pacific, and they are expected to reach 84% by 2025. Therefore, the increase in smartphone penetration is driving the growth of the gamification market.

Technological advancements have emerged as a key trend gaining popularity in the gamification market. Major companies operating in the gamification sector are focused on introducing new technologies to sustain their position in the market. For instance, in January 2022, Soffos, a UK-based technology company, launched TestMe, an AI-powered quiz-based training tool for corporate training managers and student exam preparation. It generates quiz-style open-ended tests that are uploaded onto the platform for users from any resource, where the users can speak or type answers in natural language. This gamification element will help to keep the user engaged in exploring trending topics and sharing their progress with others throughout the study journey.

In March 2020, Genesys, a US-based software company, acquired nGUVU for an undisclosed amount. With this acquisition, Genesys aimed to add AI and machine learning-based gamification to its workforce engagement management suite. nGUVU is a Canada-based cloud-based provider of gamified solutions.

The countries covered in the gamification market report are: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

The gamification market research report is one of a series of new reports from The Business Research Company that provides gamification market statistics, including gamification industry global market size, regional shares, competitors with a gamification market share, detailed gamification market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification industry. This gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

Product Code: h3105

Table of Contents

1. Executive Summary

2. Gamification Market Characteristics

3. Gamification Market Trends And Strategies

4. Gamification Market - Macro Economic Scenario

  • 4.1. COVID-19 Impact On Gamification Market
  • 4.2. Ukraine-Russia War Impact On Gamification Market
  • 4.3. Impact Of High Inflation On Gamification Market

5. Gamification Market Size And Growth

  • 5.1. Global Gamification Historic Market, 2016-2021, $ Billion
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints On The Market
  • 5.2. Global Gamification Forecast Market, 2021-2026F, 2031F, $ Billion
    • 5.2.1. Drivers Of The Market
    • 5.2.2. Restraints On the Market

6. Gamification Market Segmentation

  • 6.1. Global Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Open Platform
  • Closed or Enterprise Platform
  • 6.2. Global Gamification Market, Segmentation By Size, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Small And Medium Enterprises
  • Large Enterprises
  • 6.3. Global Gamification Market, Segmentation By Deployment, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • On-Premise
  • On-Cloud
  • 6.4. Global Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Retail
  • Banking
  • Government
  • Healthcare
  • Education And Research
  • IT And Telecom
  • Other End-User Verticals

7. Gamification Market Regional And Country Analysis

  • 7.1. Global Gamification Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 7.2. Global Gamification Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

8. Asia-Pacific Gamification Market

  • 8.1. Asia-Pacific Gamification Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 8.3. Asia-Pacific Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

9. China Gamification Market

  • 9.1. China Gamification Market Overview
  • 9.2. China Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion
  • 9.3. China Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion

10. India Gamification Market

  • 10.1. India Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 10.2. India Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

11. Japan Gamification Market

  • 11.1. Japan Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 11.2. Japan Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

12. Australia Gamification Market

  • 12.1. Australia Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 12.2. Australia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

13. Indonesia Gamification Market

  • 13.1. Indonesia Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 13.2. Indonesia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

14. South Korea Gamification Market

  • 14.1. South Korea Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 14.2. South Korea Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

15. Western Europe Gamification Market

  • 15.1. Western Europe Gamification Market Overview
  • 15.2. Western Europe Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 15.3. Western Europe Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

16. UK Gamification Market

  • 16.1. UK Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 16.2. UK Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

17. Germany Gamification Market

  • 17.1. Germany Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 17.2. Germany Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

18. France Gamification Market

  • 18.1. France Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 18.2. France Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

19. Eastern Europe Gamification Market

  • 19.1. Eastern Europe Gamification Market Overview
  • 19.2. Eastern Europe Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 19.3. Eastern Europe Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

20. Russia Gamification Market

  • 20.1. Russia Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 20.2. Russia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

21. North America Gamification Market

  • 21.1. North America Gamification Market Overview
  • 21.2. North America Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 21.3. North America Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

22. USA Gamification Market

  • 22.1. USA Gamification Market Overview
  • 22.2. USA Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 22.3. USA Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

23. South America Gamification Market

  • 23.1. South America Gamification Market Overview
  • 23.2. South America Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 23.3. South America Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

24. Brazil Gamification Market

  • 24.1. Brazil Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 24.2. Brazil Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

25. Middle East Gamification Market

  • 25.1. Middle East Gamification Market Overview
  • 25.2. Middle East Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 25.3. Middle East Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

26. Africa Gamification Market

  • 26.1. Africa Gamification Market Overview
  • 26.2. Africa Gamification Market, Segmentation By Platform, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • 26.3. Africa Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

27. Gamification Market Competitive Landscape And Company Profiles

  • 27.1. Gamification Market Competitive Landscape
  • 27.2. Gamification Market Company Profiles
    • 27.2.1. MPS Interactive Systems Limited
  • 27.2.1.1. Overview
  • 27.2.1.2. Products and Services
  • 27.2.1.3. Strategy
  • 27.2.1.4. Financial Performance
    • 27.2.2. Microsoft Corporation
  • 27.2.2.1. Overview
  • 27.2.2.2. Products and Services
  • 27.2.2.3. Strategy
  • 27.2.2.4. Financial Performance
    • 27.2.3. AON PLC
  • 27.2.3.1. Overview
  • 27.2.3.2. Products and Services
  • 27.2.3.3. Strategy
  • 27.2.3.4. Financial Performance
    • 27.2.4. Axonify Inc
  • 27.2.4.1. Overview
  • 27.2.4.2. Products and Services
  • 27.2.4.3. Strategy
  • 27.2.4.4. Financial Performance
    • 27.2.5. IActionable Inc
  • 27.2.5.1. Overview
  • 27.2.5.2. Products and Services
  • 27.2.5.3. Strategy
  • 27.2.5.4. Financial Performance

28. Key Mergers And Acquisitions In The Gamification Market

29. Gamification Market Future Outlook and Potential Analysis

30. Appendix

  • 30.1. Abbreviations
  • 30.2. Currencies
  • 30.3. Historic And Forecast Inflation Rates
  • 30.4. Research Inquiries
  • 30.5. The Business Research Company
  • 30.6. Copyright And Disclaimer
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