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Gamification Market Research Report: By Solution, Deployment, Application, End User - Global Industry Analysis and Growth Forecast to 2030

  • ID: 5128903
  • Report
  • April 2020
  • Region: Global
  • 148 Pages
  • Prescient & Strategic Intelligence Private Limited

FEATURED COMPANIES

  • Axonify Inc.
  • BI WORLDWIDE
  • FAYA Corporation
  • Infosys Limited
  • Khoros LLC
  • Microsoft Corporation
Around the globe, companies are increasing focus on improving the engagement of customers, with regard to product exploration, loyalty programs, interactive communication, and game-based marketing. Businesses are now utilizing gaming solutions, such as quizzes and games that offer personalized recommendations, to make the process of exploring the various products offered by them fun and enjoyable for users.

Thus, with companies looking at interactive ways to engage customers with their brand, the gamification market share is projected to witness a substantial increase in its revenue, from $7,841.5 million in 2019 to $76,298.9 million by 2030, at a CAGR of 24.2% between 2020 and 2030 (forecast period).

Human Resources to Witness Fastest Growth during Forecast Period
During the forecast period, the human resources category is expected to witness the highest gamification market CAGR, of 27.8%, on account of the increasing adoption of gaming solutions in recruitment, training and development, and employee motivation, for company growth.

By 2030, the consumer-driven bifurcation will dominate the market, owing to the steps being taken by organizations to raise the customer engagement rate, with the ultimate aim to make them loyal to the brand.

Cloud was the larger bifurcation in the gamification market during the historical period (2014–2019), as the adoption of cloud computing is rising due to the need for configurable gaming platforms, which helps extract as much return on investment (RoI) as possible.

In 2019, the retail division generated the highest revenue in the market, as retailers are quickly embracing the concept to increase their brand loyalty and sales, by better engaging with customers.

North America dominated the gamification market during the historical period, due to the growing IT spending, increasing number of startups, surging demand for artificial intelligence (AI)-powered gamification solutions, and surging efforts of businesses on better employee productivity and customer engagement. In the coming years, the fastest advance in the market would be experienced by Asia-Pacific (APAC), driven by the escalating smartphone penetration and digitization rate.

Market Players Leveraging Opportunities Created by Mergers and Acquisitions

In recent years, the gamification market players have entered into various mergers and acquisitions, as these moves give them the opportunity to:

Improve their gamification solutions
Drastically increase their customer base
Leverage each other’s technology
Deploy their solutions on the cloud
Expand their offering portfolio

The major players in the global gamification market are SAP SE, BI WORLDWIDE, Indusgeeks USA Inc., Gametize Pte. Ltd., TGC Technologies Pvt. Ltd., Axonify Inc., Gamify, Faya Corporation, Microsoft Corporation, Khoros LLC, Verint Systems Inc., Salesforce.com Inc., MPS Interactive Systems Limited, Juego Studio Private Limited, IActionable Inc., EASYPROMOS S.L., Infosys Limited, Ikipixel Information Technologies Inc. (Motivacraft), nGUVU Technologies Inc., Mindspace LLC, Torry Harris Business Solutions Private Limited, XLPro Training Solutions Pvt. Ltd., Program-Ace, Diantum Sociedad Limitada, MJV Technology and Innovation, Bigtincan Holdings Limited, Centigrade GmbH, and CRMGamified.

FEATURED COMPANIES

  • Axonify Inc.
  • BI WORLDWIDE
  • FAYA Corporation
  • Infosys Limited
  • Khoros LLC
  • Microsoft Corporation

Chapter 1. Research Background
1.1 Research Objectives
1.2 Market Definition
1.3 Research Scope
1.3.1 Market Segmentation by Solution
1.3.2 Market Segmentation by Deployment
1.3.3 Market Segmentation by Application
1.3.4 Market Segmentation by End User
1.3.5 Market Segmentation by Region
1.3.6 Analysis Period
1.3.7 Market Data Reporting Unit
1.3.7.1 Value
1.4 Key Stakeholders
Chapter 2. Research Methodology
2.1 Secondary Research
2.2 Primary Research
2.2.1 Breakdown of Primary Research Respondents
2.2.1.1 By region
2.2.1.2 By industry participant
2.2.1.3 By company type
2.3 Market Size Estimation
2.4 Data Triangulation
2.5 Assumptions for the Study
Chapter 3. Executive Summary
Chapter 4. Introduction
4.1 Definition of Market Segments
4.1.1 By Solution
4.1.1.1 Enterprise-driven
4.1.1.2 Consumer-driven
4.1.2 By Deployment
4.1.2.1 Cloud
4.1.2.2 On-premises
4.1.3 By Application
4.1.3.1 Marketing
4.1.3.2 Sales
4.1.3.3 Product development
4.1.3.4 Human resources
4.1.3.5 Analytics
4.1.3.6 E-commerce
4.1.3.7 Others
4.1.4 By End User
4.1.4.1 BFSI
4.1.4.2 Retail
4.1.4.3 Healthcare
4.1.4.4 Media and entertainment
4.1.4.5 Education
4.1.4.6 IT and telecom
4.1.4.7 Government
4.1.4.8 Others
4.2 Value Chain Analysis
4.3 Market Dynamics
4.3.1 Trends
4.3.1.1 Growing focus on level-progression monitoring
4.3.2 Drivers
4.3.2.1 Adoption of gamification solutions by corporate sector
4.3.2.2 Integration of social media with gamification
4.3.2.3 Rising focus on enhanced customer experience
4.3.2.4 Impact analysis of drivers on market forecast
4.3.3 Restraints
4.3.3.1 Lack of awareness about advantages of gamification
4.3.3.2 Impact analysis of restraints on market forecast
4.3.4 Opportunities
4.3.4.1 Integration of advanced technologies, such as AI and ML, in gamification solutions
4.4 Porter’s Five Forces Analysis
Chapter 5. Global Market Size and Forecast
5.1 By Solution
5.2 By Deployment
5.3 By Application
5.4 By End User
5.5 By Region
Chapter 6. North America Market Size and Forecast
6.1 By Solution
6.2 By Deployment
6.3 By Application
6.4 By End User
6.5 By Country
Chapter 7. Europe Market Size and Forecast
7.1 By Solution
7.2 By Deployment
7.3 By Application
7.4 By End User
7.5 By Country
Chapter 8. APAC Market Size and Forecast
8.1 By Solution
8.2 By Deployment
8.3 By Application
8.4 By End User
8.5 By Country
Chapter 9. MEA Market Size and Forecast
9.1 By Solution
9.2 By Deployment
9.3 By Application
9.4 By End User
9.5 By Country
Chapter 10. LATAM Market Size and Forecast
10.1 By Solution
10.2 By Deployment
10.3 By Application
10.4 By End User
10.5 By Country
Chapter 11. Competitive Landscape
11.1 List of Players and Their Offerings
11.2 Competitive Analysis of Key Players
11.3 Competitive Benchmarking of Key Players
11.4 Strategic Developments of Key Players
11.4.1 Product Launches
11.4.2 Mergers and Acquisitions
11.4.3 Partnerships
11.4.4 Client Wins
Chapter 12. Company Profiles
12.1 BI WORLDWIDE
12.1.1 Business Overview
12.1.2 Product and Service Offerings
12.2 Microsoft Corporation
12.2.1 Business Overview
12.2.2 Product and Service offerings
12.2.3 Key Financial Summary
12.3 SAP SE
12.3.1 Business Overview
12.3.2 Product and Service Offerings
12.3.3 Key Financial Summary
12.4 Salesforce.com Inc.
12.4.1 Business Overview
12.4.2 Product and Service Offerings
12.4.3 Key Financial Summary
12.5 Verint Systems Inc.
12.5.1 Business Overview
12.5.2 Product and Service Offerings
12.5.3 Key Financial Summary
12.6 FAYA Corporation
12.6.1 Business Overview
12.6.2 Product and Service Offerings
12.7 Axonify Inc.
12.7.1 Business Overview
12.7.2 Product and Service Offerings
12.8 MPS Interactive Systems Limited
12.8.1 Business Overview
12.8.2 Product and Service Offerings
12.9 Infosys Limited
12.9.1 Business Overview
12.9.2 Product and Service Offerings
12.9.3 Key Financial Summary
12.10 Khoros LLC
12.10.1 Business Overview
12.10.2 Product and Service Offerings
Chapter 13. Appendix
13.1 Abbreviations
13.2 Sources and References
13.3 Related Reports
List of Tables
TABLE 1 ANALYSIS PERIOD OF THE STUDY
TABLE 2 DRIVERS FOR THE MARKET: IMPACT ANALYSIS
TABLE 3 RESTRAINTS FOR THE MARKET: IMPACT ANALYSIS
TABLE 4 GLOBAL GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
TABLE 5 GLOBAL GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
TABLE 6 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
TABLE 7 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
TABLE 8 GLOBAL GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
TABLE 9 GLOBAL GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
TABLE 10 GLOBAL GAMIFICATION MARKET, BY END USER, $M (2014-2019)
TABLE 11 GLOBAL GAMIFICATION MARKET, BY END USER, $M (2020-2030)
TABLE 12 GLOBAL GAMIFICATION MARKET, BY REGION, $M (2014-2019)
TABLE 13 GLOBAL GAMIFICATION MARKET, BY REGION, $M (2020-2030)
TABLE 14 NORTH AMERICA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
TABLE 15 NORTH AMERICA GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
TABLE 16 NORTH AMERICA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
TABLE 17 NORTH AMERICA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
TABLE 18 NORTH AMERICA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
TABLE 19 NORTH AMERICA GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
TABLE 20 NORTH AMERICA GAMIFICATION MARKET, BY END USER, $M (2014-2019)
TABLE 21 NORTH AMERICA GAMIFICATION MARKET, BY END USER, $M (2020-2030)
TABLE 22 NORTH AMERICA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
TABLE 23 NORTH AMERICA GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
TABLE 24 EUROPE GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
TABLE 25 EUROPE GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
TABLE 26 EUROPE GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
TABLE 27 EUROPE GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
TABLE 28 EUROPE GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
TABLE 29 EUROPE GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
TABLE 30 EUROPE GAMIFICATION MARKET, BY END USER, $M (2014-2019)
TABLE 31 EUROPE GAMIFICATION MARKET, BY END USER, $M (2020-2030)
TABLE 32 EUROPE GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
TABLE 33 EUROPE GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
TABLE 34 APAC GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
TABLE 35 APAC GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
TABLE 36 APAC GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
TABLE 37 APAC GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
TABLE 38 APAC GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
TABLE 39 APAC GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
TABLE 40 APAC GAMIFICATION MARKET, BY END USER, $M (2014-2019)
TABLE 41 APAC GAMIFICATION MARKET, BY END USER, $M (2020-2030)
TABLE 42 APAC GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
TABLE 43 APAC GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
TABLE 44 MEA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
TABLE 45 MEA GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
TABLE 46 MEA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
TABLE 47 MEA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
TABLE 48 MEA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
TABLE 49 MEA GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
TABLE 50 MEA GAMIFICATION MARKET, BY END USER, $M (2014-2019)
TABLE 51 MEA GAMIFICATION MARKET, BY END USER, $M (2020-2030)
TABLE 52 MEA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
TABLE 53 MEA GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
TABLE 54 LATAM GAMIFICATION MARKET, BY SOLUTION, $M (2014-2019)
TABLE 55 LATAM GAMIFICATION MARKET, BY SOLUTION, $M (2020-2030)
TABLE 56 LATAM GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2019)
TABLE 57 LATAM GAMIFICATION MARKET, BY DEPLOYMENT, $M (2020-2030)
TABLE 58 LATAM GAMIFICATION MARKET, BY APPLICATION, $M (2014-2019)
TABLE 59 LATAM GAMIFICATION MARKET, BY APPLICATION, $M (2020-2030)
TABLE 60 LATAM GAMIFICATION MARKET, BY END USER, $M (2014-2019)
TABLE 61 LATAM GAMIFICATION MARKET, BY END USER, $M (2020-2030)
TABLE 62 LATAM GAMIFICATION MARKET, BY COUNTRY, $M (2014-2019)
TABLE 63 LATAM GAMIFICATION MARKET, BY COUNTRY, $M (2020-2030)
TABLE 64 LIST OF PLAYERS AND THEIR OFFERINGS
TABLE 65 COMPETITIVE BENCHMARKING OF KEY PLAYERS
TABLE 66 BI WORLDWIDE - AT A GLANCE
TABLE 67 MICROSOFT CORPORATION - AT A GLANCE
TABLE 68 MICROSOFT CORPORATION - KEY FINANCIAL SUMMARY
TABLE 69 SAP SE - AT A GLANCE
TABLE 70 SAP SE - KEY FINANCIAL SUMMARY
TABLE 71 SALESFORCE.COM INC. - AT A GLANCE
TABLE 72 SALESFORCE.COM INC. - KEY FINANCIAL SUMMARY
TABLE 73 VERINT SYSTEMS INC. - AT A GLANCE
TABLE 74 VERINT SYSTEMS INC. - KEY FINANCIAL SUMMARY
TABLE 75 FAYA CORPORATION - AT A GLANCE
TABLE 76 AXONIFY INC. - AT A GLANCE
TABLE 77 MPS INTERACTIVE SYSTEMS LIMITED - AT A GLANCE
TABLE 78 INFOSYS LIMITED - AT A GLANCE
TABLE 79 INFOSYS LIMITED - KEY FINANCIAL SUMMARY
TABLE 80 KHOROS LLC - AT A GLANCE
List of Figures
FIG 1 RESEARCH SCOPE
FIG 2 RESEARCH METHODOLOGY
FIG 3 REGIONAL SPLIT OF PRIMARY AND SECONDARY RESEARCH
FIG 4 BREAKDOWN OF PRIMARY RESEARCH BY REGION
FIG 5 BREAKDOWN OF PRIMARY RESEARCH BY INDUSTRY PARTICIPANT
FIG 6 BREAKDOWN OF PRIMARY RESEARCH BY COMPANY TYPE
FIG 7 DATA TRIANGULATION APPROACH
FIG 8 GLOBAL GAMIFICATION MARKET SUMMARY
FIG 9 VALUE CHAIN ANALYSIS
FIG 10 BARGAINING POWER OF BUYERS
FIG 11 BARGAINING POWER OF SUPPLIERS
FIG 12 THREAT OF NEW ENTRANTS
FIG 13 INTENSITY OF RIVALRY
FIG 14 THREAT OF SUBSTITUTES
FIG 15 GLOBAL GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
FIG 16 GLOBAL GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
FIG 17 GLOBAL GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
FIG 18 GLOBAL GAMIFICATION MARKET, BY END USER, $M (2014-2030)
FIG 19 WORLDWIDE MAJOR MARKETS FOR GAMIFICATION SOLUTIONS
FIG 20 GLOBAL GAMIFICATION MARKET, BY REGION, $M (2014-2030)
FIG 21 NORTH AMERICA GAMIFICATION MARKET SNAPSHOT
FIG 22 NORTH AMERICA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
FIG 23 NORTH AMERICA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
FIG 24 NORTH AMERICA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
FIG 25 NORTH AMERICA GAMIFICATION MARKET, BY END USER, $M (2014-2030)
FIG 26 NORTH AMERICA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
FIG 27 EUROPE GAMIFICATION MARKET SNAPSHOT
FIG 28 EUROPE GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
FIG 29 EUROPE GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
FIG 30 EUROPE GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
FIG 31 EUROPE GAMIFICATION MARKET, BY END USER, $M (2014-2030)
FIG 32 EUROPE GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
FIG 33 APAC GAMIFICATION MARKET SNAPSHOT
FIG 34 APAC GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
FIG 35 APAC GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
FIG 36 APAC GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
FIG 37 APAC GAMIFICATION MARKET, BY END USER, $M (2014-2030)
FIG 38 APAC GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
FIG 39 MEA GAMIFICATION MARKET SNAPSHOT
FIG 40 MEA GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
FIG 41 MEA GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
FIG 42 MEA GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
FIG 43 MEA GAMIFICATION MARKET, BY END USER, $M (2014-2030)
FIG 44 MEA GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
FIG 45 LATAM GAMIFICATION MARKET SNAPSHOT
FIG 46 LATAM GAMIFICATION MARKET, BY SOLUTION, $M (2014-2030)
FIG 47 LATAM GAMIFICATION MARKET, BY DEPLOYMENT, $M (2014-2030)
FIG 48 LATAM GAMIFICATION MARKET, BY APPLICATION, $M (2014-2030)
FIG 49 LATAM GAMIFICATION MARKET, BY END USER, $M (2014-2030)
FIG 50 LATAM GAMIFICATION MARKET, BY COUNTRY, $M (2014-2030)
FIG 51 RANKING OF KEY PLAYERS IN GLOBAL GAMIFICATION MARKET (2019)
FIG 52 MICROSOFT CORPORATION - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 53 SAP SE - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 54 SALESFORCE.COM INC. - REVENUE SPLIT BY GEOGRAPHY (2020)
FIG 55 VERINT SYSTEMS INC. - REVENUE SPLIT BY SEGMENT AND GEOGRAPHY (2019)
FIG 56 INFOSYS LIMITED - REVENUE SPLIT BY SEGMENT AND BY GEOGRAPHY (2019)
  • BI WORLDWIDE
  • Microsoft Corporation
  • SAP SE
  • Salesforce.com Inc.
  • Verint Systems Inc.
  • FAYA Corporation
  • Axonify Inc.
  • MPS Interactive Systems Limited
  • Infosys Limited
  • Khoros LLC

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