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Global Gamification Market By Solution, By Deployment, By Organization Size, By Application, By End-User Vertical, By Region, Competition, Forecast & Opportunities, 2024

  • ID: 4761465
  • Report
  • Region: Global
  • 120 pages
  • TechSci Research
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Global Gamification Market Projected to Grow at an Impressive CAGR of 32% by 2024

FEATURED COMPANIES

  • Arcaris Inc
  • Badgeville, Inc.
  • BigDoor Media Inc
  • Bunchball inc.
  • G-Cube Solutions
  • Leveleleven LLC
  • MORE
"Global Gamification Market By Solution (Enterprise Driven & Consumer Driven), By Deployment (On-premise & Cloud), By Organization Size (SME & Large Enterprise), By Application (Human Resource, Marketing, Sales & Others), By End-User Vertical (Retail, Banking & Others), By Region, Competition, Forecast & Opportunities, 2024"

The global gamification market was valued at $6.8 billion in 2018 and is projected to grow at an impressive CAGR of 32% to reach $40 billion by 2024 on account of growing demand for customer experience enrichment and improved engagement of employees. In business context, gamification refers to the integration of game mechanics into an internal business process, website, or marketing campaign so as to encourage the participation of target audience. Increasing number of smartphones and mobile devices is positively influencing the growth of the market. Moreover, social media platforms are further contributing to the growth of gamification market as they allow users to share their experiences with friends and co-workers, thereby elevating the effectiveness of the platform.

The global gamification market can be categorized based on the solution, deployment, organization size, application, end-user vertical and regional analysis. In terms of solution, the market for gamification can be bifurcated into enterprise driven and consumer driven. The demand for consumer driven solution is increasing as companies catering to various field are introducing various gamification techniques such as discounts and loyalty point in order to retain consumers, due to which the segment is expected to witness fastest growth during forecast period. Based on the deployment, cloud segment is expected to grow at the fastest pace as it allows small and medium enterprises to implement gamification without incurring extra cost.

The market for gamification is gaining traction and expanding to various regions including Asia-Pacific, North America, Europe, South America and Middle East & Africa. North America and Europe are the leaders in the global gamification market owing to early adoption by economies such as US and UK to enrich their marketing activities with better customer interaction and advertising.

Major players operating in the global gamification market include Microsoft Corporation, SAP SE, Salesforce.com, Inc. Leveleleven LLC and Bunchball Inc., among others. Major companies are developing advanced technologies and launching new products in order to stay competitive in the market. For instance, Microsoft launched Microsoft Dynamics 365 that enables employees to participate in individual and team-based competitions that motivate them to achieve certain pre-defined KPIs (Key Performance Indicators) by offering prizes, awards, privileges, and recognition. Other competitive strategies include mergers & acquisitions and new product developments.

Years considered for this report:

Historical Years: 2014-2017
Base Year: 2018
Estimated Year: 2019
Forecast Period: 2020-2024

Objective of the Study:
  • To analyze and forecast the market size of the global gamification market.
  • To classify and forecast the global gamification market based on solution, deployment, organization size, end-user, application and regional distribution.
  • To identify drivers and challenges for the global gamification market.
  • To examine competitive developments such as expansions, new product launches, mergers & acquisitions, etc., in the global gamification market.
  • To identify and analyze the profile of leading players operating in the global gamification market.
The author performed both primary as well as exhaustive secondary research for this study. Initially, the author sourced a list of service providers across the globe. Subsequently, the author conducted primary research surveys with the identified companies. While interviewing, the respondents were also enquired about their competitors. Through this technique, the author could include the service providers which could not be identified due to the limitations of secondary research. The author analyzed the service offerings, distribution channels and presence of all major service providers across the globe.

The author calculated the market size of the global gamification market by using a bottom-up approach, wherein data for various end-user segments was recorded and forecast for the future years. The author sourced these values from the industry experts and company representatives and externally validated through analyzing historical data of these product types and applications for getting an appropriate, overall market size. Various secondary sources such as company websites, news articles, press releases, company annual reports, investor presentations and financial reports were also studied.

Key Target Audience:
  • Gamification solution providers
  • Research organizations and consulting companies
  • Government bodies such as regulating authorities and policy makers
  • Organizations, forums and alliances related to gamification
The study is useful in providing answers to several critical questions that are important for the industry stakeholders such as service providers and partners, end-users, etc., besides allowing them in strategizing investments and capitalizing on market opportunities.

Report Scope:

In this report, the global gamification market has been segmented into following categories, in addition to the industry trends which have also been detailed below:

Market, By Solution:
  • Enterprise Driven
  • Consumer Driven
Market, By Deployment:
  • Cloud
  • On-premise
Market, By Organization Size:
  • SME
  • Large Enterprise
Market, By Application:
  • Human Resources
  • Marketing
  • Sales
  • Product Development
  • Support
  • Others
Market, By End-User Vertical:
  • Retail
  • Healthcare
  • Government
  • Banking
  • IT and Telecom
  • Education
  • Others
Market, By Region:

North America
  • United States
  • Mexico
  • Canada
Europe
  • United Kingdom
  • Germany
  • Netherlands
  • Spain
  • France
  • Rest of Europe
Asia-Pacific
  • India
  • China
  • Malaysia
  • Japan
  • Australia
  • Rest of Asia-Pacific
South America
  • Brazil
  • Argentina
  • Colombia
  • Rest of South America
Middle East & Africa
  • Egypt
  • South Africa
  • Saudi Arabia
  • Nigeria
  • Rest of Middle East & Africa
Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the global gamification market.

Available Customizations

With the given market data, the author offers customizations according the company’s specific needs. The following customization options are available for the report:

Company Information
  • Detailed analysis and profiling of additional market players (up to five).
*Note - Custom Research License:

10% specific customization is available free of any additional cost, for both the single user and enterprise license, as above. However, alternatively, if you are looking for additional content data or insight related to the scope of the report, you may purchase the new “Custom Research License”. Please enquire for pricing.

The custom research will be delivered in printable PDF format along with the report’s data excel sheet. This license offers 80 analyst hours. It is strongly recommended for an organization which wants to execute short ‘bespoke’ research projects related to the scope of the purchased report.
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Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Arcaris Inc
  • Badgeville, Inc.
  • BigDoor Media Inc
  • Bunchball inc.
  • G-Cube Solutions
  • Leveleleven LLC
  • MORE
1. Product Overview

2. Research Methodology

3. Executive Summary

4. Voice of Customer

5. Global Gamification Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Solution (Enterprise Driven and Consumer Driven)
5.2.2. By Deployment (On-premise and Cloud)
5.2.3. By Organization Size (SME and Large Enterprise)
5.2.4. By Application (Human Resource, Marketing, Sales, Product Development, Support and Others)
5.2.5. By End-User Vertical (Retail, Healthcare, Government, Banking, IT & Telecom, Education and Others)
5.2.6. By Region (North America; Europe; Asia Pacific; South America and Middle East & Africa)
5.2.7. By Company (2018)
5.3. Market Attractiveness Index

6. North America Gamification Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Solution
6.2.2. By Deployment
6.2.3. By Application
6.2.4. By End-User Vertical
6.2.5. By Country (United States; Canada; Mexico)
6.3. North America: Country Analysis
6.3.1. United States Gamification Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By Deployment
6.3.1.2.2. By End User
6.3.2. Canada Gamification Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By Deployment
6.3.2.2.2. By End User
6.3.3. Mexico Gamification Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By Deployment
6.3.3.2.2. By End User

7. Europe Gamification Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Solution
7.2.2. By Deployment
7.2.3. By Application
7.2.4. By End-User Vertical
7.2.5. By Country (UK; Netherlands; Spain; Germany; France; and Rest of Europe)
7.3. Europe: Country Analysis
7.3.1. United Kingdom Gamification Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Deployment
7.3.1.2.2. By End User
7.3.2. Germany Gamification Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Deployment
7.3.2.2.2. By End User
7.3.3. Netherlands Gamification Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Deployment
7.3.3.2.2. By End User
7.3.4. Spain Gamification Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By Deployment
7.3.4.2.2. By End User
7.3.5. France Gamification Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By Deployment
7.3.5.2.2. By End User

8. Asia-Pacific Gamification Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Solution
8.2.2. By Deployment
8.2.3. By Application
8.2.4. By End-User Vertical
8.2.5. By Country (India, China, Malaysia, Japan, Australia and Rest of Asia Pacific)
8.3. Asia-Pacific: Country Analysis
8.3.1. India Gamification Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Deployment
8.3.1.2.2. By Application
8.3.2. China Gamification Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Deployment
8.3.2.2.2. By End User
8.3.3. Malaysia Gamification Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Deployment
8.3.3.2.2. By End User
8.3.4. Japan Gamification Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Deployment
8.3.4.2.2. By End User
8.3.5. Australia Gamification Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Deployment
8.3.5.2.2. By End User

9. South America Gamification Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Solution
9.2.2. By Deployment
9.2.3. By Application
9.2.4. By End-User Vertical
9.2.5. By Country (Brazil; Argentina; Colombia; and Rest of South America)
9.3. South America: Country Analysis
9.3.1. Brazil Gamification Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Deployment
9.3.1.2.2. By End User
9.3.2. Argentina Gamification Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Deployment
9.3.2.2.2. By End User
9.3.3. Colombia Gamification Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Deployment
9.3.3.2.2. By End User

10. Middle East and Africa Gamification Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Solution
10.2.2. By Deployment
10.2.3. By Application
10.2.4. By End-User Vertical
10.2.5. By Country (Egypt, South Africa, Saudi Arabia, Nigeria and Rest of Middle East & Africa)
10.3. MEA: Country Analysis
10.3.1. Egypt Gamification Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Deployment
10.3.1.2.2. By End User
10.3.2. South Africa Gamification Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Deployment
10.3.2.2.2. By End User
10.3.3. Saudi Arabia Gamification Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Deployment
10.3.3.2.2. By End User
10.3.4. Nigeria Gamification Market Outlook
10.3.4.1. Market Size & Forecast
10.3.4.1.1. By Value
10.3.4.2. Market Share & Forecast
10.3.4.2.1. By Deployment
10.3.4.2.2. By End User

11. Market Dynamics
11.1. Drivers
11.2. Challenges

12. Market Trends & Developments

13. Competitive Landscape
13.1. Competition Outlook
13.2. Company Profiles (Partial List of Leading Companies)
13.2.1. Microsoft Corporation
13.2.2. SAP SE
13.2.3. Salesforce.com, Inc.
13.2.4. Leveleleven LLC
13.2.5. Quickspin AB
13.2.6. Badgeville, Inc.
13.2.7. G-Cube Solutions
13.2.8. BigDoor Media Inc
13.2.9. Bunchball inc.
13.2.10. Arcaris Inc

14. Strategic Recommendations

(Note: The companies list can be customized based on the client requirements.)

*Full List of Figures and Tables Available on Enquiry.
Note: Product cover images may vary from those shown
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  • Microsoft Corporation
  • SAP SE
  • Salesforce.com, Inc.
  • Leveleleven LLC
  • Quickspin AB
  • Badgeville, Inc.
  • G-Cube Solutions
  • BigDoor Media Inc
  • Bunchball inc.
  • Arcaris Inc
Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown
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