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Gamification Market Growth Analysis Report - Market Size, Share, Forecast Trends and Outlook (2025-2034)

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    Report

  • 178 Pages
  • July 2025
  • Region: Global
  • Expert Market Research
  • ID: 6162385
The global gamification market size reached a value of D 13.55 Billion in 2024. The market is further estimated to grow at a CAGR of 19.80% in the forecast period of 2025-2034 to reach a value of around USD 82.51 Billion by 2034.

Rising Demand in the Education Sector, among other Industry Verticals, to Propel the Market Growth of Gamification

There is a surge in the demand for gamification in the education sector to provide efficient learning experience. The EdTech companies are increasingly adopting gamification to enhance the quality of education. The rising application of immersive technologies such as AR and VR in gamification helps offer an improved strategy to deliver curriculum, unlike the traditional model. This is significantly contributing to the gamification market growth globally.

The use of gamification in education offers multiple advantages, such as more engagement with the content, real-time feedback, the opportunity to see real-world applications, and making the learning process fun and interactive. Additionally, the idea of rewards in gamification motivates students and provides them with an internal sense of achievement, thus fulfilling their psychological needs. The growing trend of online learning and distance education is resulting in the increasing need to engage learners, which is likely to be one of the major gamification market trends in the forecast period.

Market Segmentation

Gamification refers to the involvement of game elements to enhance and navigate educative and work experiences. The new process is gaining popularity because it influences human behaviours and has positive effects on individuals. Gamification is widely applied in fields such as marketing, businesses, education, public governance, and media and entertainment, among others.

The market for gamification, by component, is divided into:

  • Solution
  • Service

Based on deployment model, the market is segmented into:

  • On-premises
  • Cloud

On the basis of enterprise size, the market is divided into:

  • Large Enterprises
  • SME’s

Based on industry vertical, the market is classified into:

  • Retail
  • Education
  • IT and Telecom
  • BFSI
  • Manufacturing
  • Media and Entertainment
  • Others

The regional markets for gamification can be divided into:

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Shift Towards Remote Work to Drive the Gamification Market Growth

The market for gamification is being driven by the growing popularity of gamification in remote workspaces to engage and motivate employees by offering the idea of rewards to drive action. The influence of gamification on human behaviour leads to improved employee productivity and increased sales, resulting in the development of their skills. This is leading to the wider adoption of gamification to increase revenues in large and small enterprises.

The popularity of digital games is also leading to the wide utilisation of gamification elements in many Internet pursuits. The expanding internet network, integration of various sectors with social media platforms, and the rising use of smartphones are proving to be the major gamification market drivers.

The increasing government initiatives to incorporate gamification in public governance are playing a crucial role in the market expansion. The games provide a platform that sparks new ideas and interaction between government and people. For instance, the Government of India utilised gamification in the app, NaMo to foster greater democratic participation through the use of activity points and provide users with real-time visibility of their contributions to the political process.

The advancements in information technology and the increasing penetration of leading gamification market players in developing regions are expected to further augment the market growth.

Key Players in the Global Market for Gamification

The report gives an in-depth analysis of the following key players in the global gamification market, covering their competitive landscape and latest developments like mergers and acquisitions, investments, and plant turnarounds:
  • Microsoft Corporation
  • Cognizant Technology Solutions Corporation
  • BI WORLDWIDE
  • G-Cube
  • Ambition
  • Others
The comprehensive report provides an extensive assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.

Table of Contents

1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 Global Gamification Market Analysis
5.1 Key Industry Highlights
5.2 Global Gamification Historical Market (2018-2024)
5.3 Global Gamification Market Forecast (2025-2034)
5.4 Global Gamification Market by Component
5.4.1 Solution
5.4.1.1 Historical Trend (2018-2024)
5.4.1.2 Forecast Trend (2025-2034)
5.4.2 Service
5.4.2.1 Historical Trend (2018-2024)
5.4.2.2 Forecast Trend (2025-2034)
5.5 Global Gamification Market by Deployment Model
5.5.1 On-premises
5.5.1.1 Historical Trend (2018-2024)
5.5.1.2 Forecast Trend (2025-2034)
5.5.2 Cloud
5.5.2.1 Historical Trend (2018-2024)
5.5.2.2 Forecast Trend (2025-2034)
5.6 Global Gamification Market by Enterprise Size
5.6.1 Large Enterprises
5.6.1.1 Historical Trend (2018-2024)
5.6.1.2 Forecast Trend (2025-2034)
5.6.2 SME’s
5.6.2.1 Historical Trend (2018-2024)
5.6.2.2 Forecast Trend (2025-2034)
5.7 Global Gamification Market by Industry Vertical
5.7.1 Retail
5.7.1.1 Historical Trend (2018-2024)
5.7.1.2 Forecast Trend (2025-2034)
5.7.2 Education
5.7.2.1 Historical Trend (2018-2024)
5.7.2.2 Forecast Trend (2025-2034)
5.7.3 IT and Telecom
5.7.3.1 Historical Trend (2018-2024)
5.7.3.2 Forecast Trend (2025-2034)
5.7.4 BFSI
5.7.4.1 Historical Trend (2018-2024)
5.7.4.2 Forecast Trend (2025-2034)
5.7.5 Manufacturing
5.7.5.1 Historical Trend (2018-2024)
5.7.5.2 Forecast Trend (2025-2034)
5.7.6 Media and Entertainment
5.7.6.1 Historical Trend (2018-2024)
5.7.6.2 Forecast Trend (2025-2034)
5.7.7 Others
5.8 Global Gamification Market by Region
5.8.1 North America
5.8.2 Europe
5.8.3 Asia Pacific
5.8.4 Latin America
5.8.5 Middle East and Africa
6 Regional Analysis
6.1 North America
6.1.1 Historical Trend (2018-2024)
6.1.2 Forecast Trend (2025-2034)
6.1.3 Breakup by Country
6.1.3.1 United States of America
6.1.3.2 Canada
6.2 Europe
6.2.1 Historical Trend (2018-2024)
6.2.2 Forecast Trend (2025-2034)
6.2.3 Breakup by Country
6.2.3.1 United Kingdom
6.2.3.2 Germany
6.2.3.3 France
6.2.3.4 Italy
6.2.3.5 Others
6.3 Asia Pacific
6.3.1 Historical Trend (2018-2024)
6.3.2 Forecast Trend (2025-2034)
6.3.3 Breakup by Country
6.3.3.1 China
6.3.3.2 Japan
6.3.3.3 India
6.3.3.4 ASEAN
6.3.3.5 Australia
6.3.3.6 Others
6.4 Latin America
6.4.1 Historical Trend (2018-2024)
6.4.2 Forecast Trend (2025-2034)
6.4.3 Breakup by Country
6.4.3.1 Brazil
6.4.3.2 Argentina
6.4.3.3 Mexico
6.4.3.4 Others
6.5 Middle East and Africa
6.5.1 Historical Trend (2018-2024)
6.5.2 Forecast Trend (2025-2034)
6.5.3 Breakup by Country
6.5.3.1 Saudi Arabia
6.5.3.2 United Arab Emirates
6.5.3.3 Nigeria
6.5.3.4 South Africa
6.5.3.5 Others
7 Market Dynamics
7.1 SWOT Analysis
7.1.1 Strengths
7.1.2 Weaknesses
7.1.3 Opportunities
7.1.4 Threats
7.2 Porter’s Five Forces Analysis
7.2.1 Supplier’s Power
7.2.2 Buyer’s Power
7.2.3 Threat of New Entrants
7.2.4 Degree of Rivalry
7.2.5 Threat of Substitutes
7.3 Key Indicators for Demand
7.4 Key Indicators for Price
8 Competitive Landscape
8.1 Supplier Selection
8.2 Key Global Players
8.3 Key Regional Players
8.4 Key Player Strategies
8.5 Company Profiles
8.5.1 Microsoft Corporation
8.5.1.1 Company Overview
8.5.1.2 Product Portfolio
8.5.1.3 Demographic Reach and Achievements
8.5.1.4 Certifications
8.5.2 Cognizant Technology Solutions Corporation
8.5.2.1 Company Overview
8.5.2.2 Product Portfolio
8.5.2.3 Demographic Reach and Achievements
8.5.2.4 Certifications
8.5.3 BI WORLDWIDE
8.5.3.1 Company Overview
8.5.3.2 Product Portfolio
8.5.3.3 Demographic Reach and Achievements
8.5.3.4 Certifications
8.5.4 G-Cube
8.5.4.1 Company Overview
8.5.4.2 Product Portfolio
8.5.4.3 Demographic Reach and Achievements
8.5.4.4 Certifications
8.5.5 Ambition
8.5.5.1 Company Overview
8.5.5.2 Product Portfolio
8.5.5.3 Demographic Reach and Achievements
8.5.5.4 Certifications
8.5.6 Others

Companies Mentioned

  • Microsoft Corporation
  • Cognizant Technology Solutions Corporation
  • BI WORLDWIDE
  • G-Cube
  • Ambition

Table Information