+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Gamification Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2021 To 2029

  • PDF Icon

    Report

  • 119 Pages
  • November 2021
  • Region: Global
  • Acute Market Reports
  • ID: 5614495
Rising globalization of business worldwide has led to cut-throat competition amongst such organizations, over the period of time. Enterprises are now more focused towards optimizing their output with significant reduction in overheads. Thus, optimal efficiency of business processes (internal as well as external) becomes a major concern for business enterprises. Gamification refers to application of game mechanics and design techniques by integrating them in internal business processes, portals, websites as well as marketing campaigns. The chief motive behind ‘gamifying’ given processes is to drive active employee/consumer participation and engagement. Employee motivation is one of the key aspects responsible for carrying out effective business processes, thereby leading to better output and profitability. Subsequently, with the growing awareness towards motivating employees and better consumer engagement, the demand for gamification solutions is expected to witness remarkable growth in the coming years.

The report titled analyzes the global gamification market in terms of solution types, deployment model, application, industry vertical and geography. On the basis of solution type, the market is segmented into consumer-driven and enterprise-driven solutions. Based on the deployment models, the market is further segmented into cloud-based and on-premise gamification. The applications of gamification considered under the scope include marketing, sales & support, education & training, human resource, research & product development and others. On the basis of industry verticals, the gamification market is further classified into banks, financial services & insurance (BFSI), entertainment, media & publishing, corporate enterprises (IT, ITeS, telecom etc.), retail, education, healthcare and others. The geographical distribution of the global gamification market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, Middle East & Africa and Latin America.

1.1 Report Description


1.1.1 Purpose of the Report


The purpose of this strategic research study titled “Global Gamification Market- Growth, Share, Opportunities and Competitive Analysis, 2021 - 2029” is to offer industry investors, company executives and industry participants with in-depth insights to enable them make informed strategic decisions related to the opportunities in the global gamification industry.

1.1.2 Target Audience

  • Industry Investors
  • Software Developers
  • Cloud Service Providers
  • Business Organizations
  • Government and Federal Agencies
  • Other End-users

1.1.3 USP and Key Offerings


The report titled “Global Gamification Market- Growth, Share, Opportunities and Competitive Analysis, 2021 - 2029” offers strategic insights into the global gamification market along with the market size and estimates for the duration 2019 to 2029. The said research study covers in-depth analysis of multiple market segments based on solution type, deployment model, applications, industry vertical and cross-sectional study across different geographies. In order to help strategic decision makers, the report also includes competitive profiling of the leading gamification solution vendors, their business strategy analysis, market positioning and key developments. Other in-depth analysis provided in the report includes:

  • Current and future market trends to justify the forthcoming attractive markets within the gamification market
  • Market fuelers, market impediments and their impact on the market growth
  • In-depth competitive environment analysis
  • Ecosystem Analysis
  • Two Year Trailing Data (2017 - 2014)
  • SRC (Segment-Region-Country) Analysis
Overall, the research study provides a holistic view of the global gamification market, offering market size and estimates for the period from 2021 to 2029, keeping in mind the above mentioned factors.

On the basis of application, the global gamification market is categorized into following categories:

  • Marketing
  • Sales & Support
  • Education & Training
  • Human Resource
  • Research & Product Development
  • Lifestyle
The overall gamification market is led collectively by marketing and sales & support segments. As of 2019, the segments jointly contributed to a market share, in terms of revenue, of more than fifty percent. With growing penetration internet services and influence of social media, internet marketing has become one of the most crucial modes for businesses in terms of both sales as well as marketing. Users are now becoming familiar to the kind of content being online. With most of them being able to differentiate between online advertisements and actual useful content, it becomes difficult to achieve consumer engagement. Thus, gamification plays an important role in digital marketing and related sales & support applications.

Further, the education & training segment along with lifestyle is anticipated to register high growth in the overall gamification market in the coming years. The segment is strongly supported by the extensive proliferation of mobile apps. Education and healthcare (especially personal fitness) have been warmly welcomed in the form of mobile apps and other dedicated websites. As a result, gamification stands a lucrative chance for further penetration across the segments.

On the basis of geography, the global gamification market is segmented as per following regions and countries.
  • North America
  • U.S.
  • Canada
  • Europe
  • U.K.
  • Germany
  • France
  • Rest of Europe
  • Asia Pacific
  • Japan
  • China
  • South Asia
  • Rest of Asia Pacific
  • Middle East & Africa (MEA)
  • GCC countries
  • South Africa
  • Rest of MEA
  • Latin America
  • Brazil
  • Rest of Latin America
In 2019, the global gamification market was dominated by the North America region accounting for more than forty percent of the total market revenue. The high market share is in the lieu of strong technology acceptance coupled with robust adoption portrayed by various organizations across the region. The most significant factor responsible for high market share is high awareness among the business enterprises towards optimum business process efficiency and 100% consumer engagement.

Another major factor influencing the market growth is the increasing shift towards digital advertisement here. The overall market growth is also supported by the penetration of internet services. In addition, presence of major companies in the region too supports the market evolution. The region is followed by Europe having fairly strong adoption of gamification solutions. Nevertheless, Asia Pacific is projected to demonstrate the highest growth during the forecast period.

On the basis of industry vertical, the gamification market is classified into following categories:

  • Banks, Financial Services & Insurance (BFSI)
  • Entertainment
  • Media & Publishing
  • Corporate Enterprises (IT, ITeS, Telecom etc.)
  • Retail
  • Education
  • Healthcare
  • Others
As of 2019, the overall gamification market is dominated by the corporate enterprises segment accounting for nearly 30% of the total market revenue. Corporate enterprises segment comprises business organizations across different industry verticals such as IT and telecommunication, ITeS, telecommunication, business process outsourcing (BPO) organizations and several others. Rising globalization of business enterprises has substantially increased the need for higher efficiency and better consumer engagement. With further growing competition among the enterprises, the segment is projected to retain its dominant position in the market throughout the forecast period.

The corporate enterprises segment is closely followed by entertainment and media & publishing segment. Being among the earliest adopters of gamification solutions, the segments are expected to maintain their leading position in the market throughout the forecast period. Nevertheless, segments such as healthcare and education are estimated to poise the highest growth in the market during the forecast period. These are expected to emerge among the most promising segments owing to factors such as rising health awareness and usage of internet services (especially mobile apps) for education and personal fitness.


This product will be delivered within 2 business days.

Table of Contents

Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I - Secondary Research
1.4.2 Phase II - Primary Research
1.4.3 Phase III - Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted
Chapter 2 Executive Summary
2.1 Market Snapshot: Global Gamification Market
2.2 Global Gamification Market, By Solution Type
2.3 Global Gamification Market, By Deployment Model
2.4 Global Gamification Market, By Application
2.5 Global Gamification Market, By Industry Vertical
2.6 Global Gamification Market, By Geography
Chapter 3 Market Dynamics
3.1 Introduction
3.1.1 Global Gamification Market Revenue, 2019 - 2029, (US$ Mn)
3.2 Market Dynamics
3.2.1 Market Drivers
3.2.2 Market Growth Inhibitors
3.2.3 Impact Analysis of Market Drivers and Restraints
3.3 Attractive Investment Proposition
Chapter 4 Market Inclination Insights: Gamification Market
4.1 Overview
4.1.1 Evolution of Gamification
4.1.2 Key Trends Analysis
Chapter 5 Global Gamification Market Analysis, By Solution Type
5.1 Market Analysis
5.2 Consumer-driven Gamification
5.3 Enterprise-driven Gamification
Chapter 6 Global Gamification Market Analysis, By Deployment Model
6.1 Market Analysis
6.2 Cloud-based Gamification
6.3 On-premise Gamification
Chapter 7 Global Gamification Market Analysis, By Application
7.1 Market Analysis
7.2 Marketing
7.3 Sales & Support
7.4 Education & Training
7.5 Human Resource
7.6 Research & Product Development
7.7 Lifestyle
Chapter 8 Global Gamification Market Analysis, By Industry Vertical
8.1 Market Analysis
8.2 Banks, Financial Services & Insurance (BFSI)
8.3 Entertainment
8.4 Media & Publishing
8.5 Corporate Enterprises
8.6 Retail
8.7 Education
8.8 Healthcare
8.9 Others
Chapter 9 North America Gamification Market Analysis
9.1 Overview
9.2 North America Gamification Market Analysis, By Solution Type, 2019 - 2029
9.2.1 Comparative Analysis
9.3 North America Gamification Market Analysis, By Deployment Model, 2019 - 2029
9.3.1 Comparative Analysis
9.4 North America Gamification Market Analysis, By Application, 2019 - 2029
9.4.1 Comparative Analysis
9.5 North America Gamification Market Analysis, By Industry Vertical, 2019 - 2029
9.5.1 Comparative Analysis
9.6 North America Gamification Market Analysis, By Region, 2019 - 2029
9.6.1 Comparative Analysis
Chapter 10 Europe Gamification Market Analysis
10.1 Overview
10.2 Europe Gamification Market Analysis, By Solution Type, 2019 - 2029
10.2.1 Comparative Analysis
10.3 Europe Gamification Market Analysis, By Deployment Model, 2019 - 2029
10.3.1 Comparative Analysis
10.4 Europe Gamification Market Analysis, By Application, 2019 - 2029
10.4.1 Comparative Analysis
10.5 Europe Gamification Market Analysis, By Industry Vertical, 2019 - 2029
10.5.1 Comparative Analysis
10.6 Europe Gamification Market Analysis, By Region, 2019 - 2029
10.6.1 Comparative Analysis
Chapter 11 Asia Pacific Gamification Market Analysis
11.1 Overview
11.2 Asia Pacific Gamification Market Analysis, By Solution Type, 2019 - 2029
11.2.1 Comparative Analysis
11.3 Asia Pacific Gamification Market Analysis, By Deployment Model, 2019 - 2029
11.3.1 Comparative Analysis
11.4 Asia Pacific Gamification Market Analysis, By Application, 2019 - 2029
11.4.1 Comparative Analysis
11.5 Asia Pacific Gamification Market Analysis, By Industry Vertical, 2019 - 2029
11.5.1 Comparative Analysis
11.6 Asia Pacific Gamification Market Analysis, By Region, 2019 - 2029
11.6.1 Comparative Analysis
Chapter 12 Middle East & Africa (MEA) Gamification Market Analysis
12.1 Overview
12.2 MEA Gamification Market Analysis, By Solution Type, 2019 - 2029
12.2.1 Comparative Analysis
12.3 MEA Gamification Market Analysis, By Deployment Model, 2019 - 2029
12.3.1 Comparative Analysis
12.4 MEA Gamification Market Analysis, By Application, 2019 - 2029
12.4.1 Comparative Analysis
12.5 MEA Gamification Market Analysis, By Industry Vertical, 2019 - 2029
12.5.1 Comparative Analysis
12.6 MEA Gamification Market Analysis, By Region, 2019 - 2029
12.6.1 Comparative Analysis
Chapter 13 Latin America Gamification Market Analysis
13.1 Overview
13.2 Latin America Gamification Market Analysis, By Solution Type, 2019 - 2029
13.2.1 Comparative Analysis
13.3 Latin America Gamification Market Analysis, By Deployment Model, 2019 - 2029
13.3.1 Comparative Analysis
13.4 Latin America Gamification Market Analysis, By Application, 2019 - 2029
13.4.1 Comparative Analysis
13.5 Latin America Gamification Market Analysis, By Industry Vertical, 2019 - 2029
13.5.1 Comparative Analysis
13.6 Latin America Gamification Market Analysis, By Region, 2019 - 2029
13.6.1 Comparative Analysis
Chapter 14 Competitive Landscape
14.1 Competitive Analysis
14.1.1 Market Positioning of Key Vendors
14.1.2 Key Strategies Adopted by the Leading Players
Chapter 15 Company Profiles
15.1 Microsoft Corporation
15.1.1 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.2 Salesforce.com, Inc.
15.2.1 Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.3 Bunchball, Inc.
15.3.1 Bunchball, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.4 Badgeville, Inc.
15.4.1 Badgeville, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.5 GamEffective
15.5.1 GamEffective: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.6 SAP SE
15.6.1 SAP SE: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.7 Gigya, Inc.
15.7.1 Gigya, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.8 Tata Interactive Systems
15.8.1 Tata Interactive Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.9 Bigdoor, Inc.
15.9.1 Bigdoor, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.10 Arcaris, Inc.
15.10.1 Arcaris, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.11 LevelEleven LLC
15.11.1 LevelEleven LLC: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Applications Served, SCOT Analysis, Recent Developments)
15.12 Faya Corporation

Companies Mentioned

  • Microsoft Corporation
  • Salesforce.com Inc.
  • Bunchball Inc.
  • Badgeville Inc.
  • GamEffective
  • SAP SE
  • Gigya Inc.
  • Tata Interactive Systems
  • Bigdoor Inc.
  • Arcaris Inc.
  • LevelEleven LLC
  • Faya Corporation.