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Global Gamification Market Share, Size, Growth, Analysis, Forecast: By Component: Solution, Service; By Deployment Model: On-premises, Cloud; By Enterprise Size: Large Enterprises, SME’s; By Industry Vertical: Retail, Education, IT and Telecom, BFSI, Others; Regional Analysis; Competitive Landscape; Industry Events and Developments; 2023-2028

Global Gamification Market Outlook

The global gamification market size reached a value of about USD 13.84 million in 2021. The market is further estimated to grow at a CAGR of 23.60% in the forecast period of 2023-2028 to reach a value of around USD 49.9 million by 2027.

 

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, the Asia Pacific, Latin America, and the 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 EMR report provides an extensive assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2022
Historical Period 2018-2022
Forecast Period 2023-2028
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Component
  • Deployment Model
  • Enterprise Size
  • Industry Vertical
  • Region
Breakup by Component
  • Solution
  • Service
Breakup by Deployment Model
  • On-premises
  • Cloud
Breakup by Enterprise Size
  • Large Enterprises
  • SME’s
Breakup by Industry Vertical
  • Retail
  • Education
  • IT and Telecom
  • BFSI
  • Manufacturing
  • Media and Entertainment
  • Others
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT
  • Porter's Five Forces
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Microsoft Corporation
  • Cognizant Technology Solutions Corporation
  • BI WORLDWIDE
  • G-Cube
  • Ambition
  • Others

 

*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.

1    Preface 
2    Report Coverage – Key Segmentation and Scope
3    Report Description

    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions   
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments  
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Market Snapshot
    6.1    Global
    6.2    Region
7    Industry Opportunities and Challenges  
8    Global Gamification Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Gamification Historical Market (2018-2022) 
    8.3    Global Gamification Market Forecast (2023-2028)
    8.4    Global Gamification Market by Component
        8.4.1    Solution
            8.4.1.1    Market Share
            8.4.1.2    Historical Trend (2018-2022)
            8.4.1.3    Forecast Trend (2023-2028)
        8.4.2    Service
            8.4.2.1    Market Share
            8.4.2.2    Historical Trend (2018-2022)
            8.4.2.3    Forecast Trend (2023-2028)
    8.5    Global Gamification Market by Deployment Model
        8.5.1    On-premises
            8.5.1.1    Market Share
            8.5.1.2    Historical Trend (2018-2022)
            8.5.1.3    Forecast Trend (2023-2028)
        8.5.2    Cloud
            8.5.2.1    Market Share
            8.5.2.2    Historical Trend (2018-2022)
            8.5.2.3    Forecast Trend (2023-2028)
    8.6    Global Gamification Market by Enterprise Size
        8.6.1    Large Enterprises
            8.6.1.1    Market Share
            8.6.1.2    Historical Trend (2018-2022)
            8.6.1.3    Forecast Trend (2023-2028)
        8.6.2    SME’s
            8.6.2.1    Market Share
            8.6.2.2    Historical Trend (2018-2022)
            8.6.2.3    Forecast Trend (2023-2028)
    8.7    Global Gamification Market by Industry Vertical
        8.7.1    Retail
            8.7.1.1    Market Share
            8.7.1.2    Historical Trend (2018-2022)
            8.7.1.3    Forecast Trend (2023-2028)
        8.7.2    Education
            8.7.2.1    Market Share
            8.7.2.2    Historical Trend (2018-2022)
            8.7.2.3    Forecast Trend (2023-2028)
        8.7.3    IT and Telecom
            8.7.3.1    Market Share
            8.7.3.2    Historical Trend (2018-2022)
            8.7.3.3    Forecast Trend (2023-2028)
        8.7.4    BFSI
            8.7.4.1    Market Share
            8.7.4.2    Historical Trend (2018-2022)
            8.7.4.3    Forecast Trend (2023-2028)
        8.7.5    Manufacturing
            8.7.5.1    Market Share
            8.7.5.2    Historical Trend (2018-2022)
            8.7.5.3    Forecast Trend (2023-2028)
        8.7.6    Media and Entertainment
            8.7.6.1    Market Share
            8.7.6.2    Historical Trend (2018-2022)
            8.7.6.3    Forecast Trend (2023-2028)
        8.7.7    Others
    8.8    Global Gamification Market by Region
        8.8.1    Market Share
            8.8.1.1    North America
            8.8.1.2    Europe
            8.8.1.3    Asia Pacific
            8.8.1.4    Latin America
            8.8.1.5    Middle East and Africa
9    Regional Analysis
    9.1    North America
        9.1.1    Historical Trend (2018-2022)
        9.1.2    Forecast Trend (2023-2028)
        9.1.3    Breakup by Country
            9.1.3.1    United States of America 
            9.1.3.2    Canada
    9.2    Europe
        9.2.1    Historical Trend (2018-2022)
        9.2.2    Forecast Trend (2023-2028)
        9.2.3    Breakup by Country 
            9.2.3.1    United Kingdom
            9.2.3.2    Germany
            9.2.3.3    France
            9.2.3.4    Italy
            9.2.3.5    Others
    9.3    Asia Pacific
        9.3.1    Historical Trend (2018-2022)
        9.3.2    Forecast Trend (2023-2028)
        9.3.3    Breakup by Country
            9.3.3.1    China
            9.3.3.2    Japan
            9.3.3.3    India
            9.3.3.4    ASEAN
            9.3.3.5    Australia
            9.3.3.6    Others
    9.4    Latin America
        9.4.1    Historical Trend (2018-2022)
        9.4.2    Forecast Trend (2023-2028)
        9.4.3    Breakup by Country
            9.4.3.1    Brazil
            9.4.3.2    Argentina
            9.4.3.3    Mexico
            9.4.3.4    Others
    9.5    Middle East and Africa
        9.5.1    Historical Trend (2018-2022)
        9.5.2    Forecast Trend (2023-2028)
        9.5.3    Breakup by Country
            9.5.3.1    Saudi Arabia
            9.5.3.2    United Arab Emirates
            9.5.3.3    Nigeria
            9.5.3.4    South Africa
            9.5.3.5    Others
10    Market Dynamics
    10.1    SWOT Analysis
        10.1.1    Strengths
        10.1.2    Weaknesses
        10.1.3    Opportunities
        10.1.4    Threats
    10.2    Porter’s Five Forces Analysis
        10.2.1    Supplier’s Power
        10.2.2    Buyer’s Power
        10.2.3    Threat of New Entrants
        10.2.4    Degree of Rivalry
        10.2.5    Threat of Substitutes
    10.3    Key Indicators for Demand
    10.4    Key Indicators for Price
11    Competitive Landscape
    11.1    Market Structure
    11.2    Company Profiles
        11.2.1    Microsoft Corporation
            11.2.1.1    Company Overview
            11.2.1.2    Product Portfolio
            11.2.1.3    Demographic Reach and Achievements
            11.2.1.4    Certifications
        11.2.2    Cognizant Technology Solutions Corporation
            11.2.2.1    Company Overview
            11.2.2.2    Product Portfolio
            11.2.2.3    Demographic Reach and Achievements
            11.2.2.4    Certifications
        11.2.3    BI WORLDWIDE
            11.2.3.1    Company Overview
            11.2.3.2    Product Portfolio
            11.2.3.3    Demographic Reach and Achievements
            11.2.3.4    Certifications
        11.2.4    G-Cube
            11.2.4.1    Company Overview
            11.2.4.2    Product Portfolio
            11.2.4.3    Demographic Reach and Achievements
            11.2.4.4    Certifications
        11.2.5    Ambition
            11.2.5.1    Company Overview
            11.2.5.2    Product Portfolio
            11.2.5.3    Demographic Reach and Achievements
            11.2.5.4    Certifications
        11.2.6    Others
12    Industry Events and Developments

 

List of Figures and Tables

1.    Global Gamification Market: Key Industry Highlights, 2018 and 2028
2.    Global Gamification Historical Market: Breakup by Component (USD Million), 2018-2022
3.    Global Gamification Market Forecast: Breakup by Component (USD Million), 2023-2028
4.    Global Gamification Historical Market: Breakup by Deployment Model (USD Million), 2018-2022
5.    Global Gamification Market Forecast: Breakup by Deployment Model (USD Million), 2023-2028
6.    Global Gamification Historical Market: Breakup by Enterprise Size (USD Million), 2018-2022
7.    Global Gamification Market Forecast: Breakup by Enterprise Size (USD Million), 2023-2028
8.    Global Gamification Historical Market: Breakup by Industry Vertical (USD Million), 2018-2022
9.    Global Gamification Market Forecast: Breakup by Industry Vertical (USD Million), 2023-2028
10.    Global Gamification Historical Market: Breakup by Region (USD Million), 2018-2022
11.    Global Gamification Market Forecast: Breakup by Region (USD Million), 2023-2028
12.    North America Gamification Historical Market: Breakup by Country (USD Million), 2018-2022
13.    North America Gamification Market Forecast: Breakup by Country (USD Million), 2023-2028
14.    Europe Gamification Historical Market: Breakup by Country (USD Million), 2018-2022
15.    Europe Gamification Market Forecast: Breakup by Country (USD Million), 2023-2028
16.    Asia Pacific Gamification Historical Market: Breakup by Country (USD Million), 2018-2022
17.    Asia Pacific Gamification Market Forecast: Breakup by Country (USD Million), 2023-2028
18.    Latin America Gamification Historical Market: Breakup by Country (USD Million), 2018-2022
19.    Latin America Gamification Market Forecast: Breakup by Country (USD Million), 2023-2028
20.    Middle East and Africa Gamification Historical Market: Breakup by Country (USD Million), 2018-2022
21.    Middle East and Africa Gamification Market Forecast: Breakup by Country (USD Million), 2023-2028
22.    Global Gamification Market Structure.

Key Questions Answered in the Report

In 2021, the market attained a value of nearly USD 13.84 million.

The market is assessed to grow at a CAGR of 23.60% between 2023 and 2028.

The major market drivers include the expanding use of gamification in the education sector, expanding internet network, increasing penetration of smartphones, popularity of digital games, and integration with social media platforms.

Gamification plays a critical role in cognitive development, physical development, and bolsters the engagement in classrooms. In case of employees, gamification aids in improving productivity and participation in workplaces.

In gamification, game elements are added to any content to enhance the understanding of concepts and ideas and enhances user engagement.

The key market trends guiding the growth of the market include the rising popularity of gamification in online learning and remote workspace for enhanced productivity, favourable government initiatives, rapid advancements in information technology, and strong foothold of market players.

The significant components of gamification include solution and service.

The various deployment models of gamification include on-premises and cloud.

The major enterprise sizes in the market include large enterprises and SME’s.

The different industry verticals of gamification include retail, education, IT and telecom, BFSI, manufacturing, and media and entertainment, among others.

The major players in the market are Microsoft Corporation, Cognizant Technology Solutions Corporation, BI WORLDWIDE, G-Cube, and Ambition, among others.

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