Blueweave
Global Gamification Market Forecast Report

Global Gamification Market Forecast Report

Global Gamification Market, By Company size (Small and Medium Enterprise, Large Enterprise); By Deployment (On-premise, On-cloud); By Application (Marketing, Sales, Product Development, Human Resource, Others); By End-User (Retail, Banking, Healthcare, Government, Education and Research, IT and Telecom, others); By Region (North America, Europe, Asia-Pacific (APAC), Latin America (LATAM), Middle-East & Africa (MEA), 2021-2027

  • Published Date: April 2021
  • Report ID: BWC20306
  • Available Format: PDF
  • Page: 178

Report Overview

Global Gamification Market- Industry Trends & Forecast Report 2027

The global gamification market was worth USD 8.73 Billion in 2020 and is further projected to reach USD 35.12 Billion by 2027, at a CAGR of 21.7% during 2021-2027 (forecast period). The rapid growth of smartphones, handheld smart devices, along with the pervasive adoption of internet-based services has specifically generated a wide demand for gamification. Other factors favoring the growth of the global gamification market include employee incentives and appreciation for boosting employee engagement, and the provision of providing consumers with lucrative incentives. Furthermore, the rapid growth of gamification technologies and solutions in enterprises and consumer products is propelling the global market forward. Additionally, as a result of the effects of COVID-19, people are investing more and more time on their devices and they are more likely to shift to whatever has a better user interface. These factors together will help the growth of the gamification market in the forecast period. 

Source: BlueWeave Consulting

 

Global Gamification Market Overview

Gamification involves the use of game-based elements in non-game environments such as a learning management system, an online community, or a website. It can also be described as a sequence of activities and processes that solve problems by adding or implementing game elements. Gamification seeks to engage customers, workers, and stakeholders in order to encourage them to cooperate, communicate, and connect. Games have high engagements due to various reasons like points, bonuses, rewards, badges, leaderboard, etc., which give a sense of achievement besides promoting healthy competition. Through the application of gamification solutions, companies are seeking to increase their user interaction. According to the Harvard Business Review, gamification increases customer attention to a product or service by 5%, resulting in several-fold profits in earnings, ranging from 25% to 95%.

Global Gamification Market Forecast and Trends

Growth Drivers

Technological Advancements and Increasing Use of Internet-Based Devices is Driving the Market Growth

Gamification solutions are witnessing a tremendous surge in their market owing to technological advancements. People nowadays spend a significant amount of time on the internet. As a result, businesses are making significant investments in this sector. Market giants such as Amazon and Walmart are providing AR and VR technologies to enhance customers’ shopping experience. Amazon is also implementing gamified solutions for the management of their warehouse employees to increase their efficiency.

Application of Gamification Solutions in all Industries Driving the Market Forward

Gamification solutions are constantly being used in almost all industries. Organizations with a larger workforce are implementing gamification to improve their employees’ efficiency and motivate them. Now, even SMEs are starting to use gamification solutions. Gamification has applications in various sectors like sales, marketing, product development, etc. It assists companies in engaging prospective consumers and enhancing their experience, as well as growing brand recognition and favoring loyalty. These factors will help the gamification market grow in the forecast period.

Restraints

Lack of Learning Environment Will Affect Gamification Market in the Long Run

Gamification aims at increasing user engagement. Its aim in the workplace is to inspire workers by rewarding them and encouraging healthy competition among them. However, its purpose seems to be lacking when it comes to learning. Gamification instills a sense of achievement into its users’ minds by offering them rewards. It fails to offer a learning environment and would be counterproductive, especially for the purpose-driven next generation, who are constantly seeking purpose in what they do rather than winning incentives, points, and rewards.

Impact of COVID-19 on Global Gamification Market

The coronavirus pandemic has caused turmoil in all industries. As soon as the lockdown was imposed by the governments of different countries across the world, people were forced to work from home to adhere to the social distancing norms and to prevent the spread of the virus. Also, due to pay-cuts, the working class had to face financial restraints. All this has taken a huge toll on their mental health and they are struggling to find the energy to continue working. This has become another challenge for companies to keep their employees motivated and engaged in their work.

Therefore, through the application of gamified solutions, companies are constantly working on increasing their employees’ engagement. Furthermore, as a result of COVID-19, a greater population is continuously accessing the internet through different devices. This has provided service providing companies the ability to introduce advanced gamified technologies to improve customer satisfaction and participation.

Global Gamification Market - By Company Size

Based on company size, the gamification market is segmented into small & medium enterprises, and large enterprises. The larger enterprise segment is going to lead the market in terms of revenue and is expected to grow exponentially in the forecast period. This is because large enterprises are more open and have more resources to adopt new technologies. Market giants such as Google, LLC, Oracle Corporation, are investing huge amounts into gamification. Since gamification solutions help larger enterprises handle their huge workforce more efficiently, it is the driving factor for the growth of the gamification market.

Global Gamification Market - By Deployment

Based on deployment, the market is categorized into on-cloud and on-premise. The on-cloud segment held the bigger share of market revenue and is likely to maintain its dominance during the forecast period. The widespread usage of Internet-based applications, combined with rapid technical advances, is accelerating the rise of cloud-based deployment. Moreover, cloud-based gamification provides greater security as compared to on-premise solutions. The on-cloud segment will lead the industry because end-users in industries such as hospitality, education, and banking favor cloud gamification because it is more technologically sophisticated and offers improved services such as fast download, app updates, and so on.

Global Gamification Market - By Application

Based on application, the gamification market is segmented into sales & marketing, product development, human resource, support, and others. It is expected that gamification in sales and marketing will increase during the forecast period due to its increasing acceptance in organizations for employee engagement practices. This segment's growth can be attributed to improved sales & marketing events that allow the use of ranks, virtual products, credits, leaderboards, and points for promoting healthy competition amongst employees. Furthermore, the use of gamification in sales and marketing is on the rise as a way to generate leads and target potential customers by applying an engaging user-interface. These factors will support the development of the gamification market during the forecast period.

Global Gamification Market - By End-User

Based on end-user, the market is segregated into retail, banking, healthcare, government, education and research, IT and Telecom, and others. The retail sector was the leading segment for the gamification market in 2020 and it is expected to maintain its dominance during the forecast period. Businesses, especially the e-commerce sector are implementing advanced gamification methods to increase customer interaction, which will eventually lead to higher profits. Following the retail sector, the use of gamification methods is also increasing in IT and Telecom, which will further push the market during the forecast period.

Global Gamification Market - By Region

Based on region, the global gamification market is segmented into North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa. It is estimated that North America held the largest market share in the global gamification market and is poised for impressive growth even during the forecast period. The reason for this dominance is the tremendous surge in the usage of the internet, smartphones, and other devices. Companies in the North American region are also increasing their investments in numerous technologies that use technologically innovative gamification methods to enhance and increase consumer integration. However, other regions like Europe or the Asia-Pacific are also coming out as leading markets for gamification.

 

Source: Blueweave Consulting

 

Competitive Landscape

The leading players dominating the global gamification market are Microsoft Corporation, Influitive Corporation, Khoros, LLC., SAP, SE, Verint Systems, Hoopla Software, Inc., Cognizant, Callidus Software, Inc., Aon plc. (CUT-E GMBH), Mambo Solutions Ltd., MPS Interactive Systems Ltd., BI Worldwide, G-Cube, IActionable Inc, Axonify Inc., Bunchball Inc., and other prominent players.

The market's major players are merging and forming alliances in order to spread into new countries for the sole purpose of increasing their profitability. This will create huge growth opportunities for the gamification market, especially in developing countries like India, China, South Korea, etc. Furthermore, the gamification market is tough for new entrants. This is mainly because the market is highly competitive and a large share of revenues are covered by the giants.

Recent Developments

l  In March 2021, Amazon declared the expansion of its gamification program for workhouses in around 20 states in the country. This decision of expansion was made to increase the productivity of the warehouse employees by applying gamification methods. The gamification of warehouses will help improve employee productivity besides promoting healthy competition as they compete with each other for virtual rewards.

l  In March 2021, an Austin-based Startup called Living Security has earned a sizable funding to expand its gamified cybersecurity training. The investment was made by Updata partners based in Washington D.C. This investment aims to enhance cyber-security training and make it much more interactive and interesting by adding live-action story-lines or role-based micro modules. 

Scope of Report

Attributes

Details

Years Considered

Historical data – 2017-2020

Base Year – 2021

Forecast – 2021 – 2027

Facts Covered

Revenue in USD Billion

 Market Coverage

North America, Europe, the Asia-Pacific, Latin America, and the Middle East and Africa

Product Service/Segmentation

By Company Size, By Deployment, By Application, By End-User, By Region

Key Players

Microsoft Corporation, Influitive Corporation, Khoros, LLC., SAP, SE, Verint Systems, Hoopla Software, Inc., Cognizent, Callidus Software, Inc., Aon plc. (CUT-E GMBH), Mambo Solutions Ltd., MPS Interactive Systems Ltd., BI Worldwide, G-Cube, IActionable Inc, Axonify Inc., Bunchball Inc., Ambition, Akili Interactive Labs, EveryMove Inc., and other prominent players

 

By Company size

Ø  Small and Medium Enterprise

Ø  Large Enterprise

Deployment

Ø  On-premise

Ø  On-cloud

By Application

Ø  Marketing

Ø  Sales

Ø  Product Development

Ø  Human Resource

Ø  Others

End-User

Ø  Retail

Ø  Banking

Ø  Healthcare

Ø  Government

Ø  Education and Research

Ø  IT and Telecom

Ø  others

By Region

Ø  North America

Ø  Europe

Ø  The Asia-Pacific (APAC)

Ø  Latin America (LATAM)

Ø  Middle-East & Africa (MEA)

 

FAQs:

1. What is the current size of the global gamification market?

Answer: The global gamification market reached USD 8.73 Billion in 2020.

2. What are the major factors driving the growth of the global gamification market?

Answer: The major factors driving the growth of the global gamification market are; technological advancements and increasing use of the internet as well as the practical implementation of gamified solutions in all the industries.

3. Who are the key players in the global gamification market?

Answer: The key players in the global gamification market are: Microsoft Corporation, Influitive Corporation, Khoros, LLC., SAP, SE, Verint Systems, Hoopla Software, Inc., Cognizent, Callidus Software, Inc., Aon plc. (CUT-E GMBH), Mambo Solutions Ltd., MPS Interactive Systems Ltd., BI Worldwide, G-Cube, IActionable Inc, Axonify Inc., Bunchball Inc., Ambition, Akili Interactive Labs, EveryMove Inc., other prominent players.

4. Which end-user segment accounted for the largest share in the global gamification market?

Answer: The retail segment accounted for the largest share in the global gamification market.

5. Which region is at the highest growth rate in the global gamification market?

 

Answer: The North America has the largest share in the global gamification market. 

1. Research Framework

1.1. Research Objective

1.2. Product Overview

1.3. Market Segmentation

2.    Research Methodology

2.1. Qualitative Research

2.1.1.   Primary and Secondary Sources

2.2. Quantitative Research

2.2.1.   Primary and Secondary Sources

2.3. Breakdown of Primary Research Respondents

2.3.1.   Secondary Research

2.3.2.   Primary Research

2.4. Breakdown of Primary Research Respondents, By Industry Participants

2.5. Key Questionnaire asked during Primary Interviews

2.6. Key Primary Responses

2.7. Market Size Estimation

2.8. Assumption for the Study

2.9. Market Breakdown & Data Triangulation

3.    Executive Summary

4.    Global Gamification Market – Industry Insights

4.1. DROC Analysis

4.1.1.   Growth Drivers

4.1.2.   Restraints

4.1.3.   Opportunity

4.1.4.   Challenges

4.2. Recent Developments / Technical Landscape

4.3. Regulatory Framework

4.4. Porter’s Five Forces Analysis

4.5. Value Chain Analysis

4.6. PESTEL Analysis

4.7. Strategic Outlook

5.    Global Gamification Market Overview

5.1. Market Estimates & Forecast by Value, 2017-2027

5.1.1.   By Value (USD Million)

5.2. Market Share & Forecast

5.2.1.   By Company size

5.2.1.1. Small and Medium Enterprise

5.2.1.2. Large Enterprise

5.2.2.   By Deployment

5.2.2.1. On-premise

5.2.2.2. On-cloud

5.2.3.   By Application

5.2.3.1. Marketing

5.2.3.2. Sales

5.2.3.3. Product Development

5.2.3.4. Human Resource

5.2.3.5. Others

5.2.4.   End-User

5.2.4.1. Retail

5.2.4.2. Banking

5.2.4.3. Healthcare

5.2.4.4. Government

5.2.4.5. Education and Research

5.2.4.6. IT and Telecom

5.2.4.7. others

5.2.5.   By Region

5.2.5.1. North America

5.2.5.2. Europe

5.2.5.3. Asia-Pacific (APAC)

5.2.5.4. Latin America (LATAM)

5.2.5.5. Middle-East & Africa (MEA)

6.    North America Gamification Market Overview

6.1. Market Size and Forecast

6.1.1.   By Value (USD Million), 2017-2027

6.2. Market Share and Forecast

6.2.1.   By Type

6.2.2.   By Application

6.2.3.   By End Use

6.2.4.   By Country

6.2.4.1. U.S.

6.2.4.2. Canada

7.    Europe Gamification Market Overview

7.1.     Market Size and Forecast

7.1.1.   By Value (USD Million), 2017-2027

7.2.     Market Share and Forecast

7.2.1.   By Type

7.2.2.   By Application

7.2.3.   By End Use

7.2.4.   By Country

7.2.4.1.   Germany

7.2.4.2.   U.K.

7.2.4.3.   France

7.2.4.4.   Italy

7.2.4.5.   Spain

7.2.4.6.   Russia

7.2.4.7.   Netherlands

7.2.4.8.   Rest of Europe

8.    APAC Gamification Market Overview

8.1.     Market Size and Forecast

8.1.1.   By Value (USD Million), 2017-2027

8.2.     Market Share and Forecast

8.2.1.   By Type

8.2.2.   By Application

8.2.3.   By End-Use

8.2.4.   By Country

8.2.4.1.   China

8.2.4.2.   India

8.2.4.3.   Japan

8.2.4.4.   South Korea

8.2.4.5.   Rest of APAC

9.    LATAM Gamification Market Overview

9.1.     Market Size and Forecast

9.1.1.   By Value (USD Million), 2017-2027

9.2.     Market Share and Forecast

9.2.1.   By Type

9.2.2.   By Application

9.2.3.   By End Use

9.2.4.   By Country

9.2.4.1.   Mexico

9.2.4.2.   Brazil

9.2.4.3.   Rest of LATAM

10.MEA Gamification Market Overview

10.1.   Market Size and Forecast

10.1.1.                By Value (USD Million), 2017-2027

10.2.   Market Share and Forecast

10.2.1.                By Type

10.2.2.                By Application

10.2.3.                By End Use

10.2.4.                By Country

10.2.4.1.              Saudi Arabia

10.2.4.2.              UAE

10.2.4.3.              South Africa

10.2.4.4.              Rest of Europe

11.Competitive Landscape

11.1.1.                List of Key Producers and Their Offerings

11.1.2.                Market Share / Ranking Analysis (2020)

11.1.3.                Competitive Benchmarking, By Operating Parameters

12.COVID-19 Impact

12.1.             Future Impact

12.2.             Key Developments during COVID-19

12.3.             Impact on Market

12.3.1.                Different Scenario

12.3.2.                Impact on Companies

12.4.             Regional Impact

13.Key Strategic Recommendations

14.Company Profiles (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Strategic Outlook) *

14.1.             Microsoft Corporation

14.2.             Influitive Corporation

14.3.             Khoros, LLC.

14.4.             SAP, SE

14.5.             Verint Systems

14.6.             Hoopla Software, Inc.

14.7.             Cognizent

14.8.             Callidus Software, Inc.

14.9.             Aon plc. (CUT-E GMBH)

14.10.          Mambo Solutions Ltd.

14.11.          MPS Interactive Systems Ltd.

14.12.          BI Worldwide

14.13.          G-Cube

14.14.          IActionable Inc

14.15.          Axonify Inc.

14.16.          Bunchball Inc.

14.17.          Ambition

14.18.          Akili Interactive Labs

14.19.          EveryMove Inc.

14.20.          Other prominent players

 

 

Market Segmentation

By Company size

  • Small and Medium Enterprise
  • Large Enterprise

Deployment

  • On-premise
  • On-cloud

By Application

  • Marketing
  • Sales
  • Product Development
  • Human Resource
  • Others

End-User

  • Retail
  • Banking
  • Healthcare
  • Government
  • Education and Research
  • IT and Telecom
  • others

By Region

  • North America
  • Europe
  • The Asia-Pacific (APAC)
  • Latin America (LATAM)
  • Middle-East & Africa (MEA)
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