Global Gamification Market

Gamification Market Size, Share, Growth Analysis, By Component(Solution, Services), By Deployment(On‑premise, Cloud), By Organization Size(SMEs, large enterprise), By Application(Marketing, Sales, Product Development, Human Resource), By End users(Enterprise‑Driven, Consumer‑driven), By Vertical(Education, Healthcare, Retail, Manufacturing), By Solution(Open Platform, Closed/Enterprise Platform), By Region - Industry Forecast 2024-2031


Report ID: SQMIG50I2004 | Region: Global | Published Date: February, 2024
Pages: 157 | Tables: 199 | Figures: 80

Gamification Market News

  • In September 2022, the award-winning sports gamification startup Low6 established new content relationship with BET99, a Canadian sports betting and iGaming firm. Through the collaboration, Low6 will launch its free-to-play Pick'em games designed for the next NFL season.
  • In June 2022, Fredrik Osterberg, the developer of Evolution Gaming, led a USD 4.57 million investment round through Fros Ventures and other investors in Insert Coin, a Scandinavian B2B SaaS provider of gamification technology, expertise, and engagement statistics. By using digital products, Insert Coin aims to help businesses retain and increase consumer engagement.
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FAQs

Gamification Market size was valued at USD 10.5 billion in 2019 and is poised to grow from USD 13.44 billion in 2023 to USD 123.87 billion by 2031, growing at a CAGR of 27.99% in the forecast period (2024-2031).

Gamification Market is moderately competitive and fairly fragmented due to the presence of several players. To maintain a competitive edge, the major industry participants are continually implementing various growth strategies. Innovations, mergers, and acquisitions, collaborations and partnerships are adopted by these players to thrive in the competitive gamification market. Major players include Microsoft, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd. and Influitive among others. In order to provide industries with the most effective and economical solutions, the major market players are also continually concentrating on R&D. 'Microsoft Corporation', 'Salesforce.com, Inc.', 'Bunchball, Inc. (A part of BI WORLDWIDE)', 'Badgeville, Inc. (A part of CallidusCloud)', 'SAP SE', 'Gigya, Inc. (A part of SAP SE)', 'BigDoor, Inc. (A part of 500friends)', 'Arcaris, Inc. (A part of Tango Card)', 'Cognizant Technology Solutions Corporation', 'LevelEleven, LLC (A part of Accent Technologies)', 'Mambo.IO, Inc.', 'Faya Corporation', 'Ambition, Inc.', 'GamEffective', 'Playlyfe', 'Scrimmage', 'Swift Shift', 'PugPharm Productions, Inc.', 'Kuato Studios', 'Classcraft Studios Inc.'

The market's rising revenue is being driven by an increase in enterprise gamification use. Enterprise gamification is the application of gaming concepts and game mechanics to company procedures in order to increase employee engagement and make operations more enjoyable for customers. Gamification is becoming an increasingly significant tool for firms to use to provide staff with intrinsic sense of drive at work. Gamification makes employees extremely productive and happy, which in turn is driving market growth.

Recently, investments have increased and the blockchain gaming (GameFi) sector has been gradually developing. GameFi is a term used to describe a financial system in which users may make money playing video games. GameFi's basis is "money" and the financial prospects offered by gaming, whereas the majority of play-to-earn ventures emphasise the "game" component. Previously, many blockchain game projects only launched their games with the intention of marketing them to crypto-natives, releasing games of poor quality that served players primarily as vehicles for profit extraction with limited long-term sustainability, especially during bear markets when hype and liquidity are low.

North America dominated the gamification market in 2021. Gamification in marketing has a developed market in North America. Systems, however, are also being used in a variety of ways throughout the region to innovate and develop new products. The region's strong internet and smartphone adoption rates have also increased the use of gamification for marketing, particularly when employing social media integration tools. Numerous businesses have launched significant gamification projects since the gamification industry's inception. These include, among others, consumer companies like Adobe, NBC, Walgreens, eBay, Panera, and Threadless. Gamification has been a crucial component of B2B firm such Oracle, Cisco, and Salesforce consumerization of the enterprise strategies in the region.

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Global Gamification Market

Report ID: SQMIG50I2004

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