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Gamification - Global Market Trajectory & Analytics

  • ID: 5028111
  • Report
  • April 2021
  • Region: Global
  • 176 pages
  • Global Industry Analysts, Inc
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Global Gamification Market to Reach $80.2 Billion by 2027

Amid the COVID-19 crisis, the global market for Gamification estimated at US$7.4 Billion in the year 2020, is projected to reach a revised size of US$80.2 Billion by 2027, growing at a CAGR of 40.7% over the period 2020-2027. Consumer Driven, one of the segments analyzed in the report, is projected to record 42.8% CAGR and reach US$27.5 Billion by the end of the analysis period. After an early analysis of the business implications of the pandemic and its induced economic crisis, growth in the Enterprise Driven segment is readjusted to a revised 39.7% CAGR for the next 7-year period.



The U.S. Market is Estimated at $2.2 Billion, While China is Forecast to Grow at 38.4% CAGR

The Gamification market in the U.S. is estimated at US$2.2 Billion in the year 2020. China, the world's second largest economy, is forecast to reach a projected market size of US$12.7 Billion by the year 2027 trailing a CAGR of 38.3% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 36.9% and 34.5% respectively over the 2020-2027 period. Within Europe, Germany is forecast to grow at approximately 27.6% CAGR.

Select Competitors (Total 38 Featured):
  • Bigdoor, Inc.
  • Bunchball Inc.
  • Callidus Software Inc.
  • Faya Corp.
  • Gigya, Inc.
  • LevelEleven LLC.
  • Microsoft Corporation
  • Playvox Inc.
  • Salesforce.com, Inc.
  • SAP SE
Note: Product cover images may vary from those shown
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I. METHODOLOGY

II. EXECUTIVE SUMMARY
  • Influencer Market Insights
  • Impact of Covid-19 and a Looming Global Recession
  • Table 1: World Current & Future Analysis for Gamification by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 2: World 7-Year Perspective for Gamification by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2020 & 2027
  • Table 3: World Current & Future Analysis for Consumer Driven by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 4: World 7-Year Perspective for Consumer Driven by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 5: World Current & Future Analysis for Enterprise Driven by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 6: World 7-Year Perspective for Enterprise Driven by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 7: World Current & Future Analysis for Sales by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 8: World 7-Year Perspective for Sales by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 9: World Current & Future Analysis for Human Resource by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 10: World 7-Year Perspective for Human Resource by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 11: World Current & Future Analysis for Marketing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 12: World 7-Year Perspective for Marketing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 13: World Current & Future Analysis for Product Development by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 14: World 7-Year Perspective for Product Development by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 15: World Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 16: World 7-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 17: World Current & Future Analysis for Retail & Consumer Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 18: World 7-Year Perspective for Retail & Consumer Goods by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 19: World Current & Future Analysis for Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 20: World 7-Year Perspective for Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 21: World Current & Future Analysis for Media & Publishing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 22: World 7-Year Perspective for Media & Publishing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 23: World Current & Future Analysis for E-Commerce by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 24: World 7-Year Perspective for E-Commerce by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
  • Table 25: World Current & Future Analysis for Other Verticals by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 26: World 7-Year Perspective for Other Verticals by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
III. MARKET ANALYSIS
  • Table 27: USA Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 28: USA 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 29: USA Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 30: USA 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 31: USA Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 32: USA 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 33: Canada Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 34: Canada 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 35: Canada Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 36: Canada 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 37: Canada Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 38: Canada 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 39: Japan Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 40: Japan 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 41: Japan Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 42: Japan 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 43: Japan Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 44: Japan 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 45: China Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 46: China 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 47: China Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 48: China 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 49: China Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 50: China 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 51: Europe Current & Future Analysis for Gamification by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
  • Table 52: Europe 7-Year Perspective for Gamification by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2020 & 2027
  • Table 53: Europe Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 54: Europe 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 55: Europe Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 56: Europe 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 57: Europe Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 58: Europe 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 59: France Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 60: France 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 61: France Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 62: France 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 63: France Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 64: France 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 65: Germany Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 66: Germany 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 67: Germany Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 68: Germany 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 69: Germany Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 70: Germany 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 71: Italy Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 72: Italy 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 73: Italy Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 74: Italy 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 75: Italy Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 76: Italy 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 77: UK Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 78: UK 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 79: UK Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 80: UK 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 81: UK Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 82: UK 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 83: Rest of Europe Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 84: Rest of Europe 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 85: Rest of Europe Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 86: Rest of Europe 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 87: Rest of Europe Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 88: Rest of Europe 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 89: Asia-Pacific Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 90: Asia-Pacific 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 91: Asia-Pacific Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 92: Asia-Pacific 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 93: Asia-Pacific Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 94: Asia-Pacific 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
  • Table 95: Rest of World Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 96: Rest of World 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
  • Table 97: Rest of World Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 98: Rest of World 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
  • Table 99: Rest of World Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
  • Table 100: Rest of World 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
IV. COMPETITION
  • Total Companies Profiled: 38
Note: Product cover images may vary from those shown
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