市場調査レポート
商品コード
1615384

ゲーミフィケーション市場:提供サービス別、組織規模別、エンドユーズ別、展開別-2025-2030年の世界予測

Gamification Market by Offering (Services, Solution), Organization Size (Large Enterprises, Small & Medium Enterprises), End-Use, Deployment - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 190 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=150.69円
ゲーミフィケーション市場:提供サービス別、組織規模別、エンドユーズ別、展開別-2025-2030年の世界予測
出版日: 2024年12月01日
発行: 360iResearch
ページ情報: 英文 190 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ゲーミフィケーション市場の2023年の市場規模は149億2,000万米ドルで、2024年には186億5,000万米ドルに達すると予測され、CAGR 26.86%で成長し、2030年には789億4,000万米ドルに達すると予測されています。

ゲーミフィケーションとは、ゲーム以外の文脈でゲームデザインの要素を適用し、ユーザーを巻き込んで問題を解決することを指します。ポイント、バッジ、リーダーボードなどの要素を用いて、教育、ヘルスケア、マーケティング、社員研修など、さまざまな分野で競争、エンゲージメント、ロイヤリティを促進します。ゲーミフィケーションのニーズは、ユーザー・エンゲージメントの向上と競合他社との差別化に対する需要の高まりに後押しされています。企業は、ユーザー体験の最適化、顧客維持率の向上、インタラクティブでやりがいのあるプロセスによる従業員の動機付けのために、ゲーミフィケーションを活用しています。最終用途の範囲は、企業トレーニング、eラーニング、ヘルスケアアプリ、顧客エンゲージメントなどの分野に及び、いずれも参加率を高め、モチベーションを効果的に高めることを目的としています。

主な市場の統計
基準年[2023] 149億2,000万米ドル
推定年[2024] 186億5,000万米ドル
予測年[2030] 789億4,000万米ドル
CAGR(%) 26.86%

ゲーミフィケーションの市場成長は、拡張現実(AR)や仮想現実(VR)のような技術の進歩や、ユーザーエクスペリエンスの向上を重視する傾向が強まっていることが後押ししています。また、モバイルの普及とインターネットアクセスの増加もゲーミフィケーションの普及を後押ししています。最新のビジネスチャンスは、教育におけるパーソナライズされた学習体験にあり、そこでは適応性の高いゲーム化されたツールが従来の学習方法を再構築します。ヘルスケアでは、ゲーミフィケーションは患者の一貫したエンゲージメントとセルフケアを促進することにより、慢性疾患管理とメンタルヘルスにおける機会を提供します。このような見通しはあるもの、初期開発コストの高さ、ユーザー行動分析の複雑さ、表面的なエンゲージメントにつながる報酬の偏重といった課題が、市場の普及を妨げています。広範なデータ使用によるプライバシーへの懸念も、大きな後退要因となっています。

イノベーションは、個々のユーザーのニーズや嗜好に対応し、シームレスな統合のためのユーザー・ジャーニーを予測する、AI主導の適応的なゲーミフィケーション戦略を開発することで繁栄します。ロイヤルティプログラムの安全でやりがいのある実装のためにブロックチェーン技術を探求することは、マーケティングにおけるゲーミフィケーションに革命を起こすことができます。企業は、開発コストを相殺し、競争優位性を得るために、テクノロジープロバイダーとのコラボレーションを模索すべきです。持続的な成長のためには、ユーザー行動分析を継続的に調査することで、パーソナライズされたエンゲージメントを提供するインサイトを発掘することができます。ゲーミフィケーション市場は、急速な技術進化と熾烈な競争を特徴としているため、企業は技術動向やユーザーの嗜好を常に把握し、その潜在能力を最大限に活用する必要があります。

市場力学:急速に進化するゲーミフィケーション市場の主要市場インサイトを公開

ゲーミフィケーション市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • オンライン教育やリモートワークへのシフトの高まりと、顧客エンゲージメントのための効果的なゲームツールの必要性
    • モバイル技術の急成長とゲームフィールドシステムにおけるIoTの台頭
  • 市場抑制要因
    • ゲーミフィケーションに関連するデータプライバシーとセキュリティの懸念
  • 市場機会
    • デジタル技術の継続的改善と没入体験のためのVRとARのイントロダクション
    • 高度なゲーミフィケーションプラットフォームのためのテクノロジー企業とヘルスケア機関の共同開発
  • 市場の課題
    • ゲーミフィケーションと既存システムとの統合や互換性に伴う複雑性

ポーターのファイブフォース:ゲーミフィケーション市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、ゲーミフィケーション市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:ゲーミフィケーション市場における外部からの影響の把握

外部マクロ環境要因は、ゲーミフィケーション市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析ゲーミフィケーション市場における競合情勢の把握

ゲーミフィケーション市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的な意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスゲーミフィケーション市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、ゲーミフィケーション市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨ゲーミフィケーション市場における成功への道筋を描く

ゲーミフィケーション市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を見直すことで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • オンライン教育とリモートワークへの移行の高まりと、顧客エンゲージメントのための効果的なゲームツールの必要性
      • モバイル技術の急速な成長とゲームフィールドシステムにおけるIoTの台頭
    • 抑制要因
      • ゲーミフィケーションに関連するデータのプライバシーとセキュリティに関する懸念
    • 機会
      • デジタル技術の継続的な改善と没入型体験のためのVRとARのイントロダクション
      • 高度なゲーミフィケーションプラットフォームのためのテクノロジー企業とヘルスケア機関の共同開発
    • 課題
      • ゲーミフィケーションと既存システムの統合および互換性に関連する複雑さ
  • 市場セグメンテーション分析
    • 提供内容:組織全体でゲーミフィケーションの取り組みを設計、展開、測定するための高度なソフトウェアソリューションの統合
    • 組織規模:中小企業におけるゲーミフィケーションの導入により、意欲的な労働力を育成し、顧客エンゲージメントを向上させる
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 ゲーミフィケーション市場:提供別

  • サービス
    • マネージドサービス
    • プロフェッショナルサービス
      • コンサルティング
      • サポートとメンテナンス
      • システム統合と展開
  • ソリューション

第7章 ゲーミフィケーション市場:組織規模別

  • 大企業
  • 中小企業

第8章 ゲーミフィケーション市場:最終用途別

  • BFSI
  • 教育
  • 政府および公共部門
  • ヘルスケア
  • ITおよび通信
  • 小売り

第9章 ゲーミフィケーション市場:展開別

  • クラウド上
  • オンプレミス

第10章 南北アメリカのゲーミフィケーション市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第11章 アジア太平洋地域のゲーミフィケーション市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第12章 欧州・中東・アフリカのゲーミフィケーション市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第13章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
    • 革新的なアドボカシーゲーミフィケーション従業員エンゲージメントの変革エンジン
    • ユーロリーグバスケットボール、SportPassとの提携でゲーミフィケーションイニシアチブを拡大
    • SalesRabbitのゲーミフィケーションソフトウェアはチームのパフォーマンスとエンゲージメントを強化します
  • 戦略分析と提言

企業一覧

  • Ambition Inc.
  • Axonify Inc.
  • BI Worldwide, Ltd.
  • Centrical by Biz-Effective Ltd.
  • Classcraft Studios by Houghton Mifflin Harcourt
  • Dogu SalesScreen AS
  • Gametize
  • Gamified Labs
  • IActionable, Inc.
  • Influitive Corporation
  • Kazm
  • Kevuru Games
  • Luducrafts, s.r.o.
  • Macrobian Games
  • Mambo Solutions Ltd.
  • Microsoft Corporation
  • Nudge Technologies Inc.
  • OnMobile Global Limited
  • Ozemio
  • PlayGen Ltd.
  • PUG Interactive Inc.
  • PurpleTalk, Inc.
  • SAP SE
  • Skillzcafe Learning Solutions Pvt. Ltd.
  • StriveCloud
図表

LIST OF FIGURES

  • FIGURE 1. GAMIFICATION MARKET RESEARCH PROCESS
  • FIGURE 2. GAMIFICATION MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAMIFICATION MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAMIFICATION MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAMIFICATION MARKET SIZE, BY OFFERING, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAMIFICATION MARKET SIZE, BY OFFERING, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAMIFICATION MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAMIFICATION MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2023 VS 2030 (%)
  • FIGURE 13. GLOBAL GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. AMERICAS GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. AMERICAS GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. UNITED STATES GAMIFICATION MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 17. UNITED STATES GAMIFICATION MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 21. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 22. GAMIFICATION MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 23. GAMIFICATION MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAMIFICATION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAMIFICATION MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAMIFICATION MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAMIFICATION MARKET DYNAMICS
  • TABLE 7. GLOBAL GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAMIFICATION MARKET SIZE, BY SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAMIFICATION MARKET SIZE, BY MANAGED SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAMIFICATION MARKET SIZE, BY CONSULTING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAMIFICATION MARKET SIZE, BY SUPPORT & MAINTENANCE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAMIFICATION MARKET SIZE, BY SYSTEM INTEGRATION & DEPLOYMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAMIFICATION MARKET SIZE, BY SOLUTION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL GAMIFICATION MARKET SIZE, BY LARGE ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL GAMIFICATION MARKET SIZE, BY SMALL & MEDIUM ENTERPRISES, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL GAMIFICATION MARKET SIZE, BY BFSI, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL GAMIFICATION MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL GAMIFICATION MARKET SIZE, BY GOVERNMENT & PUBLIC SECTOR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL GAMIFICATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL GAMIFICATION MARKET SIZE, BY IT & TELECOMMUNICATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL GAMIFICATION MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL GAMIFICATION MARKET SIZE, BY ON-CLOUD, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL GAMIFICATION MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. AMERICAS GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 31. AMERICAS GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 32. AMERICAS GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 33. AMERICAS GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 35. AMERICAS GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 36. AMERICAS GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 37. ARGENTINA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 38. ARGENTINA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 39. ARGENTINA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 40. ARGENTINA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 41. ARGENTINA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 42. ARGENTINA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 43. BRAZIL GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 44. BRAZIL GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 45. BRAZIL GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 46. BRAZIL GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 47. BRAZIL GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 48. BRAZIL GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 49. CANADA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 50. CANADA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 51. CANADA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 52. CANADA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 53. CANADA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 54. CANADA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 55. MEXICO GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 56. MEXICO GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 57. MEXICO GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 58. MEXICO GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 59. MEXICO GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 60. MEXICO GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 61. UNITED STATES GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 62. UNITED STATES GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 63. UNITED STATES GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 64. UNITED STATES GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 65. UNITED STATES GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 66. UNITED STATES GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 67. UNITED STATES GAMIFICATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 68. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 69. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 70. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 71. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 72. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 73. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 74. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 75. AUSTRALIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 76. AUSTRALIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 77. AUSTRALIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 78. AUSTRALIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 79. AUSTRALIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 80. AUSTRALIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 81. CHINA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 82. CHINA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 83. CHINA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 84. CHINA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 85. CHINA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 86. CHINA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 87. INDIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 88. INDIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 89. INDIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 90. INDIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 91. INDIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 92. INDIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 93. INDONESIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 94. INDONESIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 95. INDONESIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 96. INDONESIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 97. INDONESIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 98. INDONESIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 99. JAPAN GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 100. JAPAN GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 101. JAPAN GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 102. JAPAN GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 103. JAPAN GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 104. JAPAN GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 105. MALAYSIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 106. MALAYSIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 107. MALAYSIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 108. MALAYSIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 109. MALAYSIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 110. MALAYSIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 111. PHILIPPINES GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 112. PHILIPPINES GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 113. PHILIPPINES GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 114. PHILIPPINES GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 115. PHILIPPINES GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 116. PHILIPPINES GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 117. SINGAPORE GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 118. SINGAPORE GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 119. SINGAPORE GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 120. SINGAPORE GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 121. SINGAPORE GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 122. SINGAPORE GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH KOREA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH KOREA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 125. SOUTH KOREA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 126. SOUTH KOREA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 127. SOUTH KOREA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 128. SOUTH KOREA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 129. TAIWAN GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 130. TAIWAN GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 131. TAIWAN GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 132. TAIWAN GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 133. TAIWAN GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 134. TAIWAN GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 135. THAILAND GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 136. THAILAND GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 137. THAILAND GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 138. THAILAND GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 139. THAILAND GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 140. THAILAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 141. VIETNAM GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 142. VIETNAM GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 143. VIETNAM GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 144. VIETNAM GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 145. VIETNAM GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 146. VIETNAM GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 147. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 148. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 149. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 150. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 151. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 152. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 153. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 154. DENMARK GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 155. DENMARK GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 156. DENMARK GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 157. DENMARK GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 158. DENMARK GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 159. DENMARK GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 160. EGYPT GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 161. EGYPT GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 162. EGYPT GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 163. EGYPT GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 164. EGYPT GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 165. EGYPT GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 166. FINLAND GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 167. FINLAND GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 168. FINLAND GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 169. FINLAND GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 170. FINLAND GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 171. FINLAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 172. FRANCE GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 173. FRANCE GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 174. FRANCE GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 175. FRANCE GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 176. FRANCE GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 177. FRANCE GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 178. GERMANY GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 179. GERMANY GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 180. GERMANY GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 181. GERMANY GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 182. GERMANY GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 183. GERMANY GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 184. ISRAEL GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 185. ISRAEL GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 186. ISRAEL GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 187. ISRAEL GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 188. ISRAEL GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 189. ISRAEL GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 190. ITALY GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 191. ITALY GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 192. ITALY GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 193. ITALY GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 194. ITALY GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 195. ITALY GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 196. NETHERLANDS GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 197. NETHERLANDS GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 198. NETHERLANDS GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 199. NETHERLANDS GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 200. NETHERLANDS GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 201. NETHERLANDS GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 202. NIGERIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 203. NIGERIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 204. NIGERIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 205. NIGERIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 206. NIGERIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 207. NIGERIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 208. NORWAY GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 209. NORWAY GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 210. NORWAY GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 211. NORWAY GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 212. NORWAY GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 213. NORWAY GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 214. POLAND GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 215. POLAND GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 216. POLAND GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 217. POLAND GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 218. POLAND GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 219. POLAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 220. QATAR GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 221. QATAR GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 222. QATAR GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 223. QATAR GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 224. QATAR GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 225. QATAR GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 226. RUSSIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 227. RUSSIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 228. RUSSIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 229. RUSSIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 230. RUSSIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 231. RUSSIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 232. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 233. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 234. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 235. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 236. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 237. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 238. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 239. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 240. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 241. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 242. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 243. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 244. SPAIN GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 245. SPAIN GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 246. SPAIN GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 247. SPAIN GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 248. SPAIN GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 249. SPAIN GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 250. SWEDEN GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 251. SWEDEN GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 252. SWEDEN GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 253. SWEDEN GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 254. SWEDEN GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 255. SWEDEN GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 256. SWITZERLAND GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 257. SWITZERLAND GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 258. SWITZERLAND GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 259. SWITZERLAND GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 260. SWITZERLAND GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 261. SWITZERLAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 262. TURKEY GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 263. TURKEY GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 264. TURKEY GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 265. TURKEY GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 266. TURKEY GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 267. TURKEY GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 268. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 269. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 270. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 271. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 272. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 273. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 274. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY OFFERING, 2018-2030 (USD MILLION)
  • TABLE 275. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY SERVICES, 2018-2030 (USD MILLION)
  • TABLE 276. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY PROFESSIONAL SERVICES, 2018-2030 (USD MILLION)
  • TABLE 277. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY ORGANIZATION SIZE, 2018-2030 (USD MILLION)
  • TABLE 278. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 279. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY DEPLOYMENT, 2018-2030 (USD MILLION)
  • TABLE 280. GAMIFICATION MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 281. GAMIFICATION MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-3A68B83977EF

The Gamification Market was valued at USD 14.92 billion in 2023, expected to reach USD 18.65 billion in 2024, and is projected to grow at a CAGR of 26.86%, to USD 78.94 billion by 2030.

Gamification refers to the application of game-design elements in non-game contexts to engage users and solve problems. It uses components like points, badges, and leaderboards to foster competition, engagement, and loyalty across various sectors, including education, healthcare, marketing, and employee training. The need for gamification is driven by the increasing demand for enhanced user engagement and competitive differentiation. Businesses are leveraging it to optimize user experience, increase customer retention, and motivate employees through interactive and rewarding processes. The end-use scope spans sectors like corporate training, e-learning, healthcare apps, and customer engagement, all aiming to increase participation and motivational outcomes effectively.

KEY MARKET STATISTICS
Base Year [2023] USD 14.92 billion
Estimated Year [2024] USD 18.65 billion
Forecast Year [2030] USD 78.94 billion
CAGR (%) 26.86%

Market growth in gamification is propelled by technological advancements like augmented reality (AR) and virtual reality (VR) and an increasing emphasis on improving the user experience. The rise of mobile penetration and internet access also fuels gamification adoption. Latest opportunities lie in personalized learning experiences in education, where adaptive gamified tools can reshape traditional learning methods. In healthcare, gamification presents opportunities in chronic disease management and mental health by encouraging consistent patient engagement and self-care. Despite these prospects, challenges such as high initial development costs, the complexity of user behavior analysis, and an overemphasis on rewards leading to superficial engagement hinder market proliferation. Privacy concerns due to extensive data usage also pose significant setbacks.

Innovation thrives in developing AI-driven, adaptive gamification strategies that cater to individual user needs and preferences, predicting user journeys for seamless integration. Exploring blockchain technology for secure and rewarding implementations of loyalty programs can revolutionize gamification in marketing. Businesses should explore collaborations with technology providers to offset development costs and gain competitive advantage. For sustained growth, continuous research into user behavior analytics can unearth insights offering personalized engagement. The gamification market is characterized by rapid technological evolution and fierce competition, necessitating businesses to stay abreast of tech trends and user preferences to harness its potential fully.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Gamification Market

The Gamification Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Rising shift towards online education and remote work and the need for effective gaming tools for customer engagement
    • Exponential growth of mobile technology and the rise of IoT for game field system
  • Market Restraints
    • Data privacy and security concerns associated with gamification
  • Market Opportunities
    • Continuous improvements in digital technology and the introduction of VR and AR for immersive experience
    • Collaborative development between tech companies and healthcare institutions for sophisticated gamification platforms
  • Market Challenges
    • Complexities associated with the integration and compatibility of gamification with existing system

Porter's Five Forces: A Strategic Tool for Navigating the Gamification Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Gamification Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Gamification Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Gamification Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Gamification Market

A detailed market share analysis in the Gamification Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Gamification Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Gamification Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Gamification Market

A strategic analysis of the Gamification Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Gamification Market, highlighting leading vendors and their innovative profiles. These include Ambition Inc., Axonify Inc., BI Worldwide, Ltd., Centrical by Biz-Effective Ltd., Classcraft Studios by Houghton Mifflin Harcourt, Dogu SalesScreen AS, Gametize, Gamified Labs, IActionable, Inc., Influitive Corporation, Kazm, Kevuru Games, Luducrafts, s.r.o., Macrobian Games, Mambo Solutions Ltd., Microsoft Corporation, Nudge Technologies Inc., OnMobile Global Limited, Ozemio, PlayGen Ltd., PUG Interactive Inc., PurpleTalk, Inc., SAP SE, Skillzcafe Learning Solutions Pvt. Ltd., and StriveCloud.

Market Segmentation & Coverage

This research report categorizes the Gamification Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Offering, market is studied across Services and Solution. The Services is further studied across Managed Services and Professional Services. The Professional Services is further studied across Consulting, Support & Maintenance, and System Integration & Deployment.
  • Based on Organization Size, market is studied across Large Enterprises and Small & Medium Enterprises.
  • Based on End-Use, market is studied across BFSI, Education, Government & Public Sector, Healthcare, IT & Telecommunication, and Retail.
  • Based on Deployment, market is studied across On-cloud and On-premise.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising shift towards online education and remote work and the need for effective gaming tools for customer engagement
      • 5.1.1.2. Exponential growth of mobile technology and the rise of IoT for game field system
    • 5.1.2. Restraints
      • 5.1.2.1. Data privacy and security concerns associated with gamification
    • 5.1.3. Opportunities
      • 5.1.3.1. Continuous improvements in digital technology and the introduction of VR and AR for immersive experience
      • 5.1.3.2. Collaborative development between tech companies and healthcare institutions for sophisticated gamification platforms
    • 5.1.4. Challenges
      • 5.1.4.1. Complexities associated with the integration and compatibility of gamification with existing system
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Offering: Integration of advanced software solution to design, deploy, and measure gamification efforts across an organization
    • 5.2.2. Organization Size: Implementation of gamification in SMEs to foster a motivated workforce and improve customer engagement
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Gamification Market, by Offering

  • 6.1. Introduction
  • 6.2. Services
    • 6.2.1. Managed Services
    • 6.2.2. Professional Services
      • 6.2.2.1. Consulting
      • 6.2.2.2. Support & Maintenance
      • 6.2.2.3. System Integration & Deployment
  • 6.3. Solution

7. Gamification Market, by Organization Size

  • 7.1. Introduction
  • 7.2. Large Enterprises
  • 7.3. Small & Medium Enterprises

8. Gamification Market, by End-Use

  • 8.1. Introduction
  • 8.2. BFSI
  • 8.3. Education
  • 8.4. Government & Public Sector
  • 8.5. Healthcare
  • 8.6. IT & Telecommunication
  • 8.7. Retail

9. Gamification Market, by Deployment

  • 9.1. Introduction
  • 9.2. On-cloud
  • 9.3. On-premise

10. Americas Gamification Market

  • 10.1. Introduction
  • 10.2. Argentina
  • 10.3. Brazil
  • 10.4. Canada
  • 10.5. Mexico
  • 10.6. United States

11. Asia-Pacific Gamification Market

  • 11.1. Introduction
  • 11.2. Australia
  • 11.3. China
  • 11.4. India
  • 11.5. Indonesia
  • 11.6. Japan
  • 11.7. Malaysia
  • 11.8. Philippines
  • 11.9. Singapore
  • 11.10. South Korea
  • 11.11. Taiwan
  • 11.12. Thailand
  • 11.13. Vietnam

12. Europe, Middle East & Africa Gamification Market

  • 12.1. Introduction
  • 12.2. Denmark
  • 12.3. Egypt
  • 12.4. Finland
  • 12.5. France
  • 12.6. Germany
  • 12.7. Israel
  • 12.8. Italy
  • 12.9. Netherlands
  • 12.10. Nigeria
  • 12.11. Norway
  • 12.12. Poland
  • 12.13. Qatar
  • 12.14. Russia
  • 12.15. Saudi Arabia
  • 12.16. South Africa
  • 12.17. Spain
  • 12.18. Sweden
  • 12.19. Switzerland
  • 12.20. Turkey
  • 12.21. United Arab Emirates
  • 12.22. United Kingdom

13. Competitive Landscape

  • 13.1. Market Share Analysis, 2023
  • 13.2. FPNV Positioning Matrix, 2023
  • 13.3. Competitive Scenario Analysis
    • 13.3.1. Innovative Advocacy Gamification Engine Transforming Employee Engagement
    • 13.3.2. Euroleague Basketball Expands Gamification Initiatives with SportPass Partnership
    • 13.3.3. SalesRabbit's Gamification Software Enhances Team Performance and Engagement
  • 13.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Ambition Inc.
  • 2. Axonify Inc.
  • 3. BI Worldwide, Ltd.
  • 4. Centrical by Biz-Effective Ltd.
  • 5. Classcraft Studios by Houghton Mifflin Harcourt
  • 6. Dogu SalesScreen AS
  • 7. Gametize
  • 8. Gamified Labs
  • 9. IActionable, Inc.
  • 10. Influitive Corporation
  • 11. Kazm
  • 12. Kevuru Games
  • 13. Luducrafts, s.r.o.
  • 14. Macrobian Games
  • 15. Mambo Solutions Ltd.
  • 16. Microsoft Corporation
  • 17. Nudge Technologies Inc.
  • 18. OnMobile Global Limited
  • 19. Ozemio
  • 20. PlayGen Ltd.
  • 21. PUG Interactive Inc.
  • 22. PurpleTalk, Inc.
  • 23. SAP SE
  • 24. Skillzcafe Learning Solutions Pvt. Ltd.
  • 25. StriveCloud