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Gamification Global Market Report 2024

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    Report

  • 200 Pages
  • December 2023
  • Region: Global
  • The Business Research Company
  • ID: 5767632
Gamification is a method that helps 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 in the cloud. The several types of end-user verticals include retail, banking, government, healthcare, education and research, IT, telecom, and others.

The gamification market research report is one of a series of new reports 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.

The gamification market size has grown exponentially in recent years. It will grow from $18.05 billion in 2023 to $22.45 billion in 2024 at a compound annual growth rate (CAGR) of 24.4%. The growth in the historic period can be attributed to increased use of gamification in marketing, growth in the gaming industry, rise of mobile gaming, employee engagement and training needs,
.

The gamification market size is expected to see exponential growth in the next few years. It will grow to $56.7 billion in 2028 at a compound annual growth rate (CAGR) of 26.1%. The growth in the forecast period can be attributed to integration of gamification in education, adoption of gamification in health and wellness, expansion of gamification in customer loyalty programs, increased use of gamification in virtual events, emphasis on data-driven gamification strategies. Major trends in the forecast period include advances in technology for gamification, gamification for remote and hybrid work environments, personalization and customization in gamified experiences, integration with augmented reality (AR) and virtual reality (VR), blockchain integration for transparent gamification.

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, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, mobile connections in the UK reached 71.8 million, showing a 3.8% increase from the previous year, totaling approximately 2.6 million additional connections. Furthermore, it is projected that the UK's population will expand to 68.3 million by 2025, with an estimated 95% of the population, or around 65 million individuals, owning a smartphone. Therefore, the increase in smartphone penetration is driving the gamification market growth.

The growing trend of interactive learning is expected to propel the growth of the gamification market going forward. Interactive learning is a teaching technique that seeks to get students actively engaged in the learning process, often through the use of technology. Interactive learning methodologies, such as gamification, actively involve learners in the educational process. Gamified elements, such as quizzes, challenges, and simulations, make the learning experience more engaging, encouraging active participation. Further, Gamification incorporates interactive elements that require learners to apply their knowledge and skills in real-time scenarios, leading to better retention of the material. For instance, according to Prosperityforall, a US-based innovative organization that provides free tools and resources to make learning accessible to all students, the number of people who take an online course will rise to as many as 57 million people by 2027. Therefore, the growing trend of interactive learning 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.

Major companies operating in gamification market are focused on developing innovative solution such as gamified finance app to gain the competitive advantages in the market. Gamified finance apps use game-like elements and mechanics to enhance the user experience and drive better financial outcomes. For instance, in May 2023, Truist Financial Corporation, a US-based bank holding company launched a gamified finance app through Long Game that rewards clients for building financial wellness. The mobile app serves as a remarkable illustration of how our Truist Foundry group's distinctive startup approach seamlessly integrates cutting-edge technology and a human touch to enhance clients' financial experiences. Upon installation, users are greeted with the 'daily game' as the initial feature when they open the Long Game app. This feature allows customers to accumulate coins for participation in various other games.

In August 2022, Nazara Technologies Limited, an India-based diversified gaming and sports media company acquired WildWorks for an undisclosed amount. With this acquisition, WildWorks will position Nazara Technologies to strengthen leadership in the gamified learning sector for children. WildWorks is a US-based game development company.

Major companies operating in the in the gamification market report are MPS Interactive Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc., IActionable Inc., SAP SE, Indusgeeks Solutions Pvt. Ltd., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize, Gamify, Salesforce. com Inc., FAYA Corporation, Cognizant Technology Solution Corp., Verint, Hoopla, Centrical, Mambo. IO, Influitive, LevelEleven, Ambition, Gamifier, Khoros, Scrimmage, Xoxoday, Tango Card, National Institute of Information Technology, Google LLC, Cisco Systems Inc., Umbel Corporation

North America was the largest region in the gamification market in 2023. 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, Africa

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

The gamification market consists of revenues earned by entities by providing structural gamification and content gamification. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified)).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.


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Table of Contents

1. Executive Summary2. Gamification Market Characteristics3. Gamification Market Trends And Strategies
4. Gamification Market - Macro Economic Scenario
4.1. Impact Of High Inflation On The Market
4.2. Ukraine-Russia War Impact On The Market
4.3. COVID-19 Impact On The Market
5. Global Gamification Market Size and Growth
5.1. Global Gamification Market Drivers and Restraints
5.1.1. Drivers Of The Market
5.1.2. Restraints Of The Market
5.2. Global Gamification Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
5.3. Global Gamification Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)
6. Gamification Market Segmentation
6.1. Global Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
Open Platform
Closed or Enterprise Platform
6.2. Global Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
Small And Medium Enterprises
Large Enterprises
6.3. Global Gamification Market, Segmentation By Deployment, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
On-Premise
On-Cloud
6.4. Global Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
7.2. Global Gamification Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
8.3. Asia-Pacific Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
8.4. Asia-Pacific Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
9. China Gamification Market
9.1. China Gamification Market Overview
9.2. China Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.3. China Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
9.4. China Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
10. India Gamification Market
10.1. India Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.2. India Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
10.3. India Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11. Japan Gamification Market
11.1. Japan Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.2. Japan Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
11.3. Japan Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12. Australia Gamification Market
12.1. Australia Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.2. Australia Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
12.3. Australia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13. Indonesia Gamification Market
13.1. Indonesia Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.2. Indonesia Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
13.3. Indonesia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14. South Korea Gamification Market
14.1. South Korea Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.2. South Korea Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
14.3. South Korea Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
15.3. Western Europe Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
15.4. Western Europe Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16. UK Gamification Market
16.1. UK Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.2. UK Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
16.3. UK Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17. Germany Gamification Market
17.1. Germany Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.2. Germany Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
17.3. Germany Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18. France Gamification Market
18.5. France Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.6. France Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
18.7. France Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19. Italy Gamification Market
19.9. Italy Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.10. Italy Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
19.11. Italy Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20. Spain Gamification Market
20.13. Spain Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.14. Spain Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
20.15. Spain Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21. Eastern Europe Gamification Market
21.1. Eastern Europe Gamification Market Overview
21.2. Eastern Europe Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.3. Eastern Europe Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
21.4. Eastern Europe Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22. Russia Gamification Market
22.1. Russia Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.2. Russia Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
22.3. Russia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23. North America Gamification Market
23.1. North America Gamification Market Overview
23.2. North America Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.3. North America Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
23.4. North America Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24. USA Gamification Market
24.1. USA Gamification Market Overview
24.2. USA Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.3. USA Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
24.4. USA Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25. Canada Gamification Market
25.1. Canada Gamification Market Overview
25.2. Canada Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.3. Canada Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
25.4. Canada Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26. South America Gamification Market
26.1. South America Gamification Market Overview
26.2. South America Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.3. South America Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
26.4. South America Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27. Brazil Gamification Market
27.1. Brazil Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.2. Brazil Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
27.3. Brazil Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28. Middle East Gamification Market
28.1. Middle East Gamification Market Overview
28.2. Middle East Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.3. Middle East Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
28.4. Middle East Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29. Africa Gamification Market
29.1. Africa Gamification Market Overview
29.2. Africa Gamification Market, Segmentation By Platform, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.3. Africa Gamification Market, Segmentation By Size, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
29.4. Africa Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
30. Gamification Market Competitive Landscape And Company Profiles
30.1. Gamification Market Competitive Landscape
30.2. Gamification Market Company Profiles
30.2.1. MPS Interactive Systems Limited
30.2.1.1. Overview
30.2.1.2. Products and Services
30.2.1.3. Strategy
30.2.1.4. Financial Performance
30.2.2. Microsoft Corporation
30.2.2.1. Overview
30.2.2.2. Products and Services
30.2.2.3. Strategy
30.2.2.4. Financial Performance
30.2.3. AON PLC
30.2.3.1. Overview
30.2.3.2. Products and Services
30.2.3.3. Strategy
30.2.3.4. Financial Performance
30.2.4. Axonify Inc.
30.2. 4.1. Overview
30.2. 4.2. Products and Services
30.2. 4.3. Strategy
30.2.4.4. Financial Performance
30.2.5. IActionable Inc
30.2. 5.1. Overview
30.2. 5.2. Products and Services
30.2. 5.3. Strategy
30.2.5.4. Financial Performance
31. Global Gamification Market Competitive Benchmarking32. Global Gamification Market Competitive Dashboard33. Key Mergers And Acquisitions In The Gamification Market
34. Gamification Market Future Outlook and Potential Analysis
34.1 Gamification Market In 2028 - Countries Offering Most New Opportunities
34.2 Gamification Market In 2028 - Segments Offering Most New Opportunities
34.3. Gamification Market In 2028 - Growth Strategies
34.3.1 Market Trend Based Strategies
34.3.2 Competitor Strategies
35. Appendix
35.1. Abbreviations
35.2. Currencies
35.3. Historic And Forecast Inflation Rates
35.4. Research Inquiries
35.5. The Business Research Company
35.6. Copyright And Disclaimer

Executive Summary

Gamification Global Market Report 2024 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war’s impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the 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 shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • All data from the report will also be delivered in an excel dashboard format.

Description:

Where is the largest and fastest growing market for gamification? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? This report 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.

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; Canada; Italy; Spain
  • 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.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • MPS Interactive Systems Limited
  • Microsoft Corporation
  • AON PLC
  • Axonify Inc.
  • IActionable Inc.
  • SAP SE
  • Indusgeeks Solutions Pvt. Ltd.
  • BI WORLDWIDE
  • TGC Technologies Pvt. Ltd.
  • Gametize
  • Gamify
  • Salesforce. com Inc.
  • FAYA Corporation
  • Cognizant Technology Solution Corp.
  • Verint
  • Hoopla
  • Centrical
  • Mambo. IO
  • Influitive
  • LevelEleven
  • Ambition
  • Gamifier
  • Khoros
  • Scrimmage
  • Xoxoday
  • Tango Card
  • National Institute of Information Technology
  • Google LLC
  • Cisco Systems Inc.
  • Umbel Corporation

Methodology

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