- Report
- August 2025
- 79 Pages
From €3010EUR$3,450USD£2,614GBP
- Report
- June 2025
- 79 Pages
South Korea
From €2138EUR$2,450USD£1,856GBP
- Report
- May 2022
- 303 Pages
Global
From €3141EUR$3,600USD£2,728GBP
- Report
- May 2022
- 109 Pages
Asia Pacific
From €1309EUR$1,500USD£1,137GBP
- Report
- May 2022
- 108 Pages
Europe
From €1309EUR$1,500USD£1,137GBP
- Report
- February 2022
- 277 Pages
Global
From €3141EUR$3,600USD£2,728GBP
- Report
- February 2022
- 83 Pages
North America
From €1309EUR$1,500USD£1,137GBP
- Report
- June 2024
- 61 Pages
Global
From €868EUR$995USD£754GBP
- Report
- September 2023
- 69 Pages
Global
From €868EUR$995USD£754GBP
- Report
- October 2025
- 84 Pages
Saudi Arabia
From €4232EUR$4,850USD£3,675GBP
- Report
- October 2025
- 98 Pages
Qatar
From €4232EUR$4,850USD£3,675GBP
- Report
- October 2025
- 89 Pages
South Africa
From €4232EUR$4,850USD£3,675GBP
- Report
- October 2025
- 96 Pages
Turkey
From €4232EUR$4,850USD£3,675GBP
- Report
- September 2025
- 89 Pages
Germany
From €4232EUR$4,850USD£3,675GBP
- Report
- September 2025
- 98 Pages
India
From €4232EUR$4,850USD£3,675GBP
- Report
- July 2023
- 140 Pages
Global
From €4318EUR$4,949USD£3,750GBP
- Report
- October 2025
- 150 Pages
Germany
From €3359EUR$3,850USD£2,917GBP
€4232EUR$4,850USD£3,675GBP
- Report
- September 2025
- 150 Pages
China
From €3359EUR$3,850USD£2,917GBP
€4232EUR$4,850USD£3,675GBP
- Report
- September 2025
- 150 Pages
Canada
From €3359EUR$3,850USD£2,917GBP
€4232EUR$4,850USD£3,675GBP
- Report
- January 2024
- 150 Pages
Global
From €3359EUR$3,850USD£2,917GBP
€4232EUR$4,850USD£3,675GBP

The Gamification market is a subset of the gaming industry that focuses on the use of game-like elements and mechanics to engage users and motivate them to complete tasks. Gamification is used in a variety of contexts, from marketing and education to employee training and customer loyalty programs. It is based on the idea that people are more likely to complete tasks if they are presented in a fun and engaging way.
Gamification can be used to increase user engagement, improve customer loyalty, and motivate employees. It can also be used to create a more immersive gaming experience. Companies in the Gamification market include Badgeville, Bunchball, Big Door, and Playlyfe. Show Less Read more