Product Code: r4745
“Gamification Global Market Report 2023 ” from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market has been affected by the COVID-19 and how it is responding as the impact of the virus abates.
- Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
- Measure the impact of high global inflation on market growth.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on the latest market shares.
- Benchmark performance against key competitors.
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- Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Where is the largest and fastest growing market for gamification? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The gamification market global report ” from The Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
Scope
Markets Covered:
- 1) By Platform: Open Platform; Closed or Enterprise Platform
- 2) By Size: Small And Medium Enterprises; Large Enterprises
- 3) By Deployment: On-Premise; On-Cloud
- 4) By End-User Vertical: Retail; Banking; Government; Healthcare; Education And Research; IT And Telecom; Other End-User Verticals
- Companies Mentioned: MPS Interactive Systems Limited; Microsoft Corporation; AON PLC; Axonify Inc; IActionable Inc
- Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA
- Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
- Time series: Five years historic and ten years forecast.
- Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
- Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
- Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
- Delivery format: PDF, Word and Excel Data Dashboard.
Executive Summary
Major players in the gamification market are: MPS Interactive Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc., IActionable Inc., Bunchball Inc., Ambition, G-Cube, Verint, Hoopla, Centrical, Mambo Solutions, Influitive, Khoros, Scrimmage, and Badgeville.
The global gamification market grew from $14.87 billion in 2022 to $18.63 billion in 2023 at a compound annual growth rate (CAGR) of 25.3%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The gamification market is expected to grow to $46.44 billion in 2027 at a CAGR of 25.6%.
The gamification market consists of revenues earned by entities by providing structural gamification and content gamification. Values in this market are: 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
Gamification is a method that helps to engage users by applying game mechanics, elements, and principles to non-game contexts in a better way. Gamification uses a sequence of functions and methods to solve problems by utilizing or applying game element characteristics. The primary aim of using gamification is to improve and enhance the learning experience by incorporating a competitive element into it.
North America was the largest region in the gamification market in 2022. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The main types of gamification market platforms are open platforms and closed or enterprise platforms. An open platform refers to a system that co-evolves with the environment and has a high level of uncertainty. The on-platform system used in the learning or education industry provides players or users with the autonomy to make discoveries on their own. It is used by small and medium enterprises and large enterprises and is deployed in various modes, such as on-premise and on-cloud. The several types of end-user verticals include retail, banking, government, healthcare, education and research, IT, telecom, and others.
The growing penetration of smartphones is expected to propel the growth of the gamification market going forward. Smartphones refer to a type of cellular telephone that can also perform computing functions. These smartphones enable the user to access gamifying mobile apps anytime, anywhere, allowing them to compete with others and achieve their learning and winning objectives. For instance, according to the GSM Association, a UK-based mobile network association, in 2020, there were 68% of smartphone connections in Asia-Pacific, and they are expected to reach 83% by 2025 . Therefore, the increase in smartphone penetration is driving the growth of the gamification market.
Technological advancements have emerged as a key trend gaining popularity in the gamification market. Major companies operating in the gamification sector are focused on introducing new technologies to sustain their position in the market. For instance, in January 2022, Soffos, a UK-based technology company, launched TestMe, an AI-powered quiz-based training tool for corporate training managers and student exam preparation. It generates quiz-style open-ended tests that are uploaded onto the platform for users from any resource, where the users can speak or type answers in natural language. This gamification element will help to keep the user engaged in exploring trending topics and sharing their progress with others throughout the study journey.
In March 2020, Genesys, a US-based software company, acquired nGUVU for an undisclosed amount. With this acquisition, Genesys aimed to add AI and machine learning-based gamification to its workforce engagement management suite. nGUVU is a Canada-based cloud-based provider of gamified solutions.
The countries covered in the gamification market report are: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
The gamification market research report is one of a series of new reports from The Business Research Company that provides gamification market statistics, including gamification industry global market size, regional shares, competitors with a gamification market share, detailed gamification market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification industry. This gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
Table of Contents
1. Executive Summary
2. Gamification Market Characteristics
3. Gamification Market Trends And Strategies
4. Gamification Market - Macro Economic Scenario
- 4.1. COVID-19 Impact On Gamification Market
- 4.2. Ukraine-Russia War Impact On Gamification Market
- 4.3. Impact Of High Inflation On Gamification Market
5. Gamification Market Size And Growth
- 5.1. Global Gamification Historic Market, 2017-2022, $ Billion
- 5.1.1. Drivers Of The Market
- 5.1.2. Restraints On The Market
- 5.2. Global Gamification Forecast Market, 2022-2027F, 2032F, $ Billion
- 5.2.1. Drivers Of The Market
- 5.2.2. Restraints On the Market
6. Gamification Market Segmentation
- 6.1. Global Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- Open Platform
- Closed or Enterprise Platform
- 6.2. Global Gamification Market, Segmentation By Size, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- Small And Medium Enterprises
- Large Enterprises
- 6.3. Global Gamification Market, Segmentation By Deployment, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- On-Premise
- On-Cloud
- 6.4. Global Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- Retail
- Banking
- Government
- Healthcare
- Education And Research
- IT And Telecom
- Other End-User Verticals
7. Gamification Market Regional And Country Analysis
- 7.1. Global Gamification Market, Split By Region, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 7.2. Global Gamification Market, Split By Country, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
8. Asia-Pacific Gamification Market
- 8.1. Asia-Pacific Gamification Market Overview
- Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
- 8.2. Asia-Pacific Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 8.3. Asia-Pacific Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
9. China Gamification Market
- 9.1. China Gamification Market Overview
- 9.2. China Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F,$ Billion
- 9.3. China Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F,$ Billion
10. India Gamification Market
- 10.1. India Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 10.2. India Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
11. Japan Gamification Market
- 11.1. Japan Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 11.2. Japan Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
12. Australia Gamification Market
- 12.1. Australia Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 12.2. Australia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
13. Indonesia Gamification Market
- 13.1. Indonesia Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 13.2. Indonesia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
14. South Korea Gamification Market
- 14.1. South Korea Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 14.2. South Korea Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
15. Western Europe Gamification Market
- 15.1. Western Europe Gamification Market Overview
- 15.2. Western Europe Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 15.3. Western Europe Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
16. UK Gamification Market
- 16.1. UK Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 16.2. UK Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
17. Germany Gamification Market
- 17.1. Germany Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 17.2. Germany Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
18. France Gamification Market
- 18.1. France Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 18.2. France Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
19. Eastern Europe Gamification Market
- 19.1. Eastern Europe Gamification Market Overview
- 19.2. Eastern Europe Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 19.3. Eastern Europe Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
20. Russia Gamification Market
- 20.1. Russia Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 20.2. Russia Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
21. North America Gamification Market
- 21.1. North America Gamification Market Overview
- 21.2. North America Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 21.3. North America Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
22. USA Gamification Market
- 22.1. USA Gamification Market Overview
- 22.2. USA Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 22.3. USA Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
23. South America Gamification Market
- 23.1. South America Gamification Market Overview
- 23.2. South America Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 23.3. South America Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
24. Brazil Gamification Market
- 24.1. Brazil Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 24.2. Brazil Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
25. Middle East Gamification Market
- 25.1. Middle East Gamification Market Overview
- 25.2. Middle East Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 25.3. Middle East Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
26. Africa Gamification Market
- 26.1. Africa Gamification Market Overview
- 26.2. Africa Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
- 26.3. Africa Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
27. Gamification Market Competitive Landscape And Company Profiles
- 27.1. Gamification Market Competitive Landscape
- 27.2. Gamification Market Company Profiles
- 27.2.1. MPS Interactive Systems Limited
- 27.2.1.1. Overview
- 27.2.1.2. Products and Services
- 27.2.1.3. Strategy
- 27.2.1.4. Financial Performance
- 27.2.2. Microsoft Corporation
- 27.2.2.1. Overview
- 27.2.2.2. Products and Services
- 27.2.2.3. Strategy
- 27.2.2.4. Financial Performance
- 27.2.3. AON PLC
- 27.2.3.1. Overview
- 27.2.3.2. Products and Services
- 27.2.3.3. Strategy
- 27.2.3.4. Financial Performance
- 27.2.4. Axonify Inc
- 27.2.4.1. Overview
- 27.2.4.2. Products and Services
- 27.2.4.3. Strategy
- 27.2.4.4. Financial Performance
- 27.2.5. IActionable Inc
- 27.2.5.1. Overview
- 27.2.5.2. Products and Services
- 27.2.5.3. Strategy
- 27.2.5.4. Financial Performance
28. Key Mergers And Acquisitions In The Gamification Market
29. Gamification Market Future Outlook and Potential Analysis
30. Appendix
- 30.1. Abbreviations
- 30.2. Currencies
- 30.3. Historic And Forecast Inflation Rates
- 30.4. Research Inquiries
- 30.5. The Business Research Company
- 30.6. Copyright And Disclaimer