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市場調査レポート
商品コード
1650272

ゲーミフィケーションの世界市場レポート 2025年

Gamification Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10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=143.57円
ゲーミフィケーションの世界市場レポート 2025年
出版日: 2025年02月04日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

ゲーミフィケーションの市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は28.4%で、736億6,000万米ドルに成長します。予測期間の成長は、教育におけるゲーミフィケーションの統合、健康とウェルネスにおけるゲーミフィケーションの採用、顧客ロイヤルティプログラムにおけるゲーミフィケーションの拡大、バーチャルイベントにおけるゲーミフィケーションの使用増加、データ駆動型ゲーミフィケーション戦略の重視などに起因しています。予測期間における主な動向としては、ゲーミフィケーションの技術の進歩、リモートワークやハイブリッドワーク環境向けのゲーミフィケーション、ゲーム化された体験における個別化とカスタマイズ、拡張現実(AR)や仮想現実(VR)との統合、透明性の高いゲーミフィケーションのためのブロックチェーン統合などが挙げられます。

スマートフォンの普及拡大が、ゲーミフィケーション市場の今後の成長を促進すると予想されます。スマートフォンとは、コンピューティング機能も実行できる携帯電話の一種を指します。これらのスマートフォンによって、ユーザーはいつでもどこでもゲーミフィケーションモバイルアプリにアクセスできるようになり、他のユーザーと競い合ったり、学習や勝利の目標を達成したりできるようになります。例えば、2023年2月、英国の金融行為当局であるUswitch Limitedによると、英国のモバイル接続数は7,180万件に達し、前年から3.8%増加し、約260万件の追加接続がありました。さらに、2025年までに英国の人口は6,830万人に増加すると予測されており、そのうち95%、つまり約6,500万人がスマートフォンを所有する見込みです。そのため、スマートフォンの普及がゲーミフィケーション市場の成長を牽引しています。

対話型学習の動向は、ゲーミフィケーション市場の今後の成長を促進すると予想されます。対話型学習とは、生徒が学習プロセスに積極的に参加することを目指す教育手法であり、多くの場合テクノロジーを利用します。ゲーミフィケーションのような対話型学習手法は、学習者を教育プロセスに積極的に参加させます。クイズ、課題、シミュレーションなどのゲーム化された要素は、学習体験をより魅力的なものにし、積極的な参加を促します。さらに、ゲーミフィケーションは双方向な要素を取り入れており、学習者はリアルタイムのシナリオの中で知識やスキルを応用する必要があるため、教材の定着率が向上します。例えば、米国を拠点とする革新的な団体で、すべての学習者が学習しやすいように無料のツールやリソースを提供しているProsperityforallによると、オンラインコースを受講する人の数は、2027年までに5,700万人にも上るといいます。したがって、対話型学習の動向の高まりが、ゲーミフィケーション市場の成長を牽引しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- 金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のゲーミフィケーション市場のPESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のゲーミフィケーション市場の成長率分析
  • 世界のゲーミフィケーション市場の実績:規模と成長、2019~2024年
  • 世界のゲーミフィケーション市場の予測:規模と成長、2024~2029年、2034年
  • 世界のゲーミフィケーション総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のゲーミフィケーション市場:プラットフォーム別、実績と予測、2019~2024年、2024~2029年、2034年
  • オープンプラットフォーム
  • クローズドまたはエンタープライズプラットフォーム
  • 世界のゲーミフィケーション市場:サイズ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 中小企業
  • 大企業
  • 世界のゲーミフィケーション市場:展開別、実績と予測、2019~2024年、2024~2029年、2034年
  • オンプレミス
  • クラウド上
  • 世界のゲーミフィケーション市場:エンドユーザー別、実績と予測、2019~2024年、2024~2029年、2034年
  • 小売
  • 銀行
  • 政府
  • ヘルスケア
  • 教育・調査
  • IT・通信
  • その他のエンドユーザー
  • 世界のゲーミフィケーション市場:オープンプラットフォームのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ウェブベースオープンプラットフォーム
  • モバイルオープンプラットフォーム
  • コミュニティ主導オープンプラットフォーム
  • 世界のゲーミフィケーション市場:クローズドまたはエンタープライズプラットフォームのサブセグメンテーション:タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 独自エンタープライズソリューション
  • カスタマイズ可能エンタープライズプラットフォーム
  • 業界特化型エンタープライズプラットフォーム

第7章 地域別・国別分析

  • 世界のゲーミフィケーション市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界のゲーミフィケーション市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲーミフィケーション市場:競合情勢
  • ゲーミフィケーション市場:企業プロファイル
    • MPS Interactive Systems Limited Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Axonify Inc. Overview, Products and Services, Strategy and Financial Analysis
    • IActionable Inc. Overview, Products and Services, Strategy and Financial Analysis
    • SAP SE Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Indusgeeks Solutions Pvt. Ltd.
  • BI WORLDWIDE
  • TGC Technologies Pvt. Ltd.
  • Gametize
  • Gamify
  • Salesforce. com Inc.
  • Cognizant Technology Solution Corp.
  • Verint
  • Hoopla
  • Centrical
  • Mambo. IO
  • Influitive
  • LevelEleven
  • Ambition
  • Khoros

第32章 世界市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 市場の最近の動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲーミフィケーション市場2029年-最も新しい機会を提供する国
  • ゲーミフィケーション市場2029年-最も新しい機会を提供するセグメント
  • ゲーミフィケーション市場2029年-成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r21527

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.

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 in the cloud. The several types of end-user verticals include retail, banking, government, healthcare, education and research, IT, telecom, and others.

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.

The gamification market size has grown exponentially in recent years. It will grow from $22.01 billion in 2024 to $27.11 billion in 2025 at a compound annual growth rate (CAGR) of 23.2%. The growth in the historic period can be attributed to increased use of gamification in marketing, growth inThe gaming industry, rise of mobile gaming, employee engagement and training needs.

The gamification market size is expected to see exponential growth in the next few years. It will grow to $73.66 billion in 2029 at a compound annual growth rate (CAGR) of 28.4%. The growth in the forecast period can be attributed to integration of gamification in education, adoption of gamification in health and wellness, expansion of gamification in customer loyalty programs, increased use of gamification in virtual events, emphasis on data-driven gamification strategies. Major trends in the forecast period include advances in technology for gamification, gamification for remote and hybrid work environments, personalization and customization in gamified experiences, integration with augmented reality (AR) and virtual reality (VR), blockchain integration for transparent gamification.

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, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, mobile connections in the UK reached 71. 8 million, showing a 3. 8% increase from the previous year, totaling approximately 2. 6 million additional connections. Furthermore, it is projected that the UK's population will expand to 68. 3 million by 2025, with an estimated 95% of the population, or around 65 million individuals, owning a smartphone. Therefore, the increase in smartphone penetration is driving the gamification market growth.

The growing trend of interactive learning is expected to propel the growth of the gamification market going forward. Interactive learning is a teaching technique that seeks to get students actively engaged in the learning process, often through the use of technology. Interactive learning methodologies, such as gamification, actively involve learners in the educational process. Gamified elements, such as quizzes, challenges, and simulations, make the learning experience more engaging, encouraging active participation. Further, Gamification incorporates interactive elements that require learners to apply their knowledge and skills in real-time scenarios, leading to better retention of the material. For instance, according to Prosperityforall, a US-based innovative organization that provides free tools and resources to make learning accessible to all students, the number of people who take an online course will rise to as many as 57 million people by 2027. Therefore, the growing trend of interactive learning 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.

Major companies operating in gamification market are focused on developing innovative solution such as gamified finance app to gain the competitive advantages in the market. Gamified finance apps use game-like elements and mechanics to enhance the user experience and drive better financial outcomes. For instance, in May 2023, Truist Financial Corporation, a US-based bank holding company launched a gamified finance app through Long Game that rewards clients for building financial wellness. The mobile app serves as a remarkable illustration of how our Truist Foundry group's distinctive startup approach seamlessly integrates cutting-edge technology and a human touch to enhance clients' financial experiences. Upon installation, users are greeted with the 'daily game' as the initial feature when they open the Long Game app. This feature allows customers to accumulate coins for participation in various other games.

In August 2022, Nazara Technologies Limited, an India-based diversified gaming and sports media company acquired WildWorks for an undisclosed amount. With this acquisition, WildWorks will position Nazara Technologies to strengthen leadership in the gamified learning sector for children. WildWorks is a US-based game development company.

Major companies operating in the gamification market include MPS Interactive Systems Limited, Microsoft Corporation, Axonify Inc., IActionable Inc., SAP SE, Indusgeeks Solutions Pvt. Ltd., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize, Gamify, Salesforce. com Inc., Cognizant Technology Solution Corp., Verint, Hoopla, Centrical, Mambo. IO, Influitive, LevelEleven, Ambition, Khoros, Scrimmage, Xoxoday, Tango Card, Google LLC

North America was the largest region in the gamification market in 2024. 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, Africa

The countries covered in the gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.

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.

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.

Gamification Global Market Report 2025 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.

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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.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

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
  • Subsegments:
  • 1) By Open Platform: Web-Based Open Platforms; Mobile Open Platforms; Community-Driven Open Platforms
  • 2) By Closed Or Enterprise Platform: Proprietary Enterprise Solutions; Customizable Enterprise Platforms; Industry-Specific Enterprise Platforms
  • Companies Mentioned: MPS Interactive Systems Limited; Microsoft Corporation; Axonify Inc.; IActionable Inc.; SAP SE
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • 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.

Table of Contents

1. Executive Summary

2. Gamification Market Characteristics

3. Gamification Market Trends And Strategies

4. Gamification Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Gamification Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gamification PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gamification Market Growth Rate Analysis
  • 5.4. Global Gamification Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gamification Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gamification Total Addressable Market (TAM)

6. Gamification Market Segmentation

  • 6.1. Global Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Open Platform
  • Closed or Enterprise Platform
  • 6.2. Global Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Small And Medium Enterprises
  • Large Enterprises
  • 6.3. Global Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • On-Premise
  • On-Cloud
  • 6.4. Global Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Retail
  • Banking
  • Government
  • Healthcare
  • Education And Research
  • IT And Telecom
  • Other End-User Verticals
  • 6.5. Global Gamification Market, Sub-Segmentation Of Open Platform, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Web-Based Open Platforms
  • Mobile Open Platforms
  • Community-Driven Open Platforms
  • 6.6. Global Gamification Market, Sub-Segmentation Of Closed Or Enterprise Platform, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Proprietary Enterprise Solutions
  • Customizable Enterprise Platforms
  • Industry-Specific Enterprise Platforms

7. Gamification Market Regional And Country Analysis

  • 7.1. Global Gamification Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gamification Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gamification Market

  • 8.1. Asia-Pacific Gamification Market Overview
  • Region Information, 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification Market

  • 9.1. China Gamification Market Overview
  • 9.2. China Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification Market

  • 10.1. India Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification Market

  • 11.1. Japan Gamification Market Overview
  • 11.2. Japan Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification Market

  • 12.1. Australia Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification Market

  • 13.1. Indonesia Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification Market

  • 14.1. South Korea Gamification Market Overview
  • 14.2. South Korea Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ 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, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification Market

  • 16.1. UK Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification Market

  • 17.1. Germany Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification Market

  • 18.1. France Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification Market

  • 19.1. Italy Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification Market

  • 20.1. Spain Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification Market

  • 21.1. Eastern Europe Gamification Market Overview
  • 21.2. Eastern Europe Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification Market

  • 22.1. Russia Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification Market

  • 23.1. North America Gamification Market Overview
  • 23.2. North America Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification Market

  • 24.1. USA Gamification Market Overview
  • 24.2. USA Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification Market

  • 25.1. Canada Gamification Market Overview
  • 25.2. Canada Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification Market

  • 26.1. South America Gamification Market Overview
  • 26.2. South America Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification Market

  • 27.1. Brazil Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification Market

  • 28.1. Middle East Gamification Market Overview
  • 28.2. Middle East Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification Market

  • 29.1. Africa Gamification Market Overview
  • 29.2. Africa Gamification Market, Segmentation By Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification Market, Segmentation By Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification Market Competitive Landscape And Company Profiles

  • 30.1. Gamification Market Competitive Landscape
  • 30.2. Gamification Market Company Profiles
    • 30.2.1. MPS Interactive Systems Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Axonify Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. IActionable Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. SAP SE Overview, Products and Services, Strategy and Financial Analysis

31. Gamification Market Other Major And Innovative Companies

  • 31.1. Indusgeeks Solutions Pvt. Ltd.
  • 31.2. BI WORLDWIDE
  • 31.3. TGC Technologies Pvt. Ltd.
  • 31.4. Gametize
  • 31.5. Gamify
  • 31.6. Salesforce. com Inc.
  • 31.7. Cognizant Technology Solution Corp.
  • 31.8. Verint
  • 31.9. Hoopla
  • 31.10. Centrical
  • 31.11. Mambo. IO
  • 31.12. Influitive
  • 31.13. LevelEleven
  • 31.14. Ambition
  • 31.15. Khoros

32. Global Gamification Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification Market

34. Recent Developments In The Gamification Market

35. Gamification Market High Potential Countries, Segments and Strategies

  • 35.1 Gamification Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer