Gamification Market, By Deployment (On-premise and On-cloud), By Size (Small and Medium Enterprises and Large Enterprises), By Platform (Open Platform and Closed/ Enterprise Platform), By End-user Vertical (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, and Other End-user Verticals), and By Region (North America, Europe, Asia Pacific, Latin America, and Middle East & Africa) - Trends, Analysis and Forecast till 2030

Report Code: PMI388620 | Publish Date: May 2023 | No. of Pages: 168

Global Gamification Market By Deployment Overview

Gamification deals with applications of design techniques and game mechanics in various business processes, to proliferate the overall productivity of employees. In terms of business perspective, gamification involves the integration of game mechanics into an internal business portal, process, marketing campaign or website, to boost active participation of employees/target audiences. The reason behind executing gamification is to achieve deeper engagement with partners, employees, and also consumers to achieve better results.Global Gamification Market accounted for US$ 10.04 billion in 2020 and is estimated to be US$ 137.51 billion by 2030 and is anticipated to register a CAGR of 30.2%. 

Global Gamification Market By Deployment Dynamics

Adoption of gamification

The major factor driving the adoption of gamification is the enormous advantages offered by these solutions driving the overall enterprise productivity. Active employee participation is typically skilled using mechanics such as leaderboards, badges, score points, achievement levels, and others. The thought behind using these mechanics is to improve a sense of healthy competition among the employees, thereby boosting the higher level of dedication. Furthermore, the rising shift towards digital advertisement and internet services penetration worldwide is also driving the growth of the target market. Moreover, growing efforts by business organizations globally towards achieving high productivity are also propelling the growth of the target market. Business organizations are willing to invest in such solutions that can effectively enhance their internal processes as well as drive consumer engagement. Subsequently, increasing competition among the business enterprise across the globe would significantly fuel the global gamification market growth over the forecast period. However, low awareness among the end-users may hamper the global market growth over the forecast period.

Global Gamification Market By Deployment Segmentation

The global gamification market is segmented based on deployment, size, platform, end-user vertical, and region.

Based on deployment, the global gamification market is segmented into on-premise and on-cloud. Based on the size, the global market is segmented into small and medium enterprises and large enterprises. Based on the platform, the target market is segmented into an open platform and closed/ enterprise platform. Based on end-user vertical, the target market is classified into retail, banking, government, healthcare, education and research, it and telecom, and other end-user verticals.

Regional Insights:

 

On the region, the global gamification market is segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. North America and Europe account for maximum gross revenue at present. This is mainly attributed due to a growing degree of awareness about the method among companies in the region alongside the high degree of digitization. Moreover, the regions are projected to maintain dominant markets on account of the abovementioned reasons and also because of the presence of many key players in the region. At present, the North America market is mainly being driven by the U.S. where enterprise-based gamification solutions are much sought after because of a well-developed gamification ecosystem.

Attribute

Details

Base year for estimation

2020

Forecast period

2020 – 2029

Market representation

Revenue in USD Million & CAGR from 2020 – 2029

Market Segmentation

By Deployment - On-premise and On-cloud

By Size Small and Medium Enterprises and Large Enterprises

By Platform – Open Platform and Closed/ Enterprise Platform

By End-User – Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, and Other End-user Verticals

Regional scope

North America - U.S., Canada

Europe - UK, Germany, Spain, France, Italy, Russia, Rest of Europe

Asia Pacific - Japan, India, China, South Korea, Australia, Rest of Asia-Pacific

Latin America - Brazil, Mexico, Argentina, Rest of Latin America

Middle East & Africa - South Africa, Saudi Arabia, UAE, Rest of Middle East & Africa

Report coverage

Revenue forecast, company share, competitive landscape, growth factors, and trends

Segments Covered in the Report:

This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2019 to 2029. For the purpose of this study, has segmented the Global Gamification Market report based on Deployment, Size, Platform, End-User and Region.

Global Gamification Market, By Region:

  • North America
          • U.S.
          • Canada
      • Europe
          • Germany
          • UK
          • France
          • Russia
          • Italy
          • Rest of Europe
      • Asia Pacific
          • China
          • India
          • Japan
          • South Korea
          • Rest of Asia Pacific
      • Latin America
          • Brazil
          • Mexico
          • Rest of Latin America
      • Middle East & Africa
          • GCC
          • Israel
          • South Africa
          • Rest of Middle East & Africa

Global Gamification Market By Deployment Key Players

The key players operating the global gamification market Microsoft Corporation, Cognizant Technology Solution Corp., Callidus Software Inc., MPS Interactive Systems Limited, cut-e GmbH (AON, PLC), Axonify Inc., IActionable Inc., Bunchball Inc., Ambition, Centrical, and G-Cube. Prominent players operating in the target market are focusing on strategic partnerships as well as the launching of the types to gain a competitive edge in the target market. For instance, in March 2017, Cognizant declared the acquisition of Brilliant Service Co. Ltd, an intelligent products and solutions company. It's headquartered is in Japan, specializing in digital strategy, the Internet of Things (IoT), product design and engineering, and enterprise mobility

Global Gamification Market By Deployment Company Profile

  • Microsoft Corporation
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Cognizant Technology Solution Corp.
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Callidus Software Inc.
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • MPS Interactive Systems Limited
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • cut-e GmbH (AON, PLC)
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Axonify Inc.
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • IActionable Inc.
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Bunchball Inc.
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Ambition
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • Centrical
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies
  • G-Cube
    • Company Overview 
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Business Strategies

Global Gamification Market By Deployment Table of Contents

  1. Research Objective and Assumption
    • Preface
    • Research Objectives
    • Study Scope
    • Years Considered for the study
    • Assumptions
    • Abbreviations
  2. Research Methodology
    • Research data
    • Primary Data
      • Primary Interviews
      • Primary Breakdown
      • Key data from Primary Sources
      • Key Industry Insights
    • Secondary Data
      • Major Secondary Sources
      • Secondary Sources
    • Market Estimation
    • Top-Down Approach
      • Approach for estimating Market Share by Top-Down Analysis (Supply Side)
    • Bottom-Up Approach
      • Approach for estimating market share by Bottom-up Analysis (Demand Side)
    • Market Breakdown and Data Triangulation
    • Research Assumptions
  3. Market Purview
    • Executive Summary
    • Key Findings—Global Outlook for Gamification Strategies
      • Key Questions this Study will Answer
      • Market Snippet, By Deployment
      • Market Snippet, By Size
      • Market Snippet, By Platform
      • Market Snippet, By End-user Vertical
      • Market Snippet, By Region
    • Opportunity Map Analysis
    • Executive Summary—3 Big Predictions
  4. Market Dynamics, Regulations, and Trends Analysis
    • Market Dynamics
      • Drivers
      • Restraints
      • Market Opportunities
      • Market Trends
    • DR Impact Analysis
    • PEST Analysis
    • Porter’s Five Forces Analysis
    • Opportunity Orbit
    • Market Investment Feasibility Index
    • Macroeconomic Factor Analysis
  5. Global Gamification Market, By Deployment, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Segment Trends
    • On-premise
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • On-cloud
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
  6. Global Gamification Market, By Size, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Segment Trends
    • Small and Medium Enterprises
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Large Enterprises
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
  7. Global Gamification Market, By Platform, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Segment Trends
    • Open Platform
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Closed/ Enterprise Platform
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
  8. Global Gamification Market, By End-user Vertical, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Segment Trends
    • Retail
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Banking
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Government
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Healthcare
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Education and Research
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • IT and Telecom
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
    • Other End-user Verticals
      • Overview
      • Market Size and Forecast (US$ Mn), and Y-o-Y Growth (%), 2020 – 2030
  9. Global Gamification Market, By Region, 2020 – 2030, (US$ Mn)
    • Overview
      • Market Value and Forecast (US$ Mn), and Share Analysis (%), 2020 – 2030
      • Y-o-Y Growth Analysis (%), 2020 – 2030
      • Regional Trends
    • North America
      • Market Size and Forecast (US$ Mn), By Deployment, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Size, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Platform, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By End-user Vertical, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • U.S.
        • Canada
    • Europe
      • Market Size and Forecast (US$ Mn), By Deployment, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Size, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Platform, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By End-user Vertical, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • Germany
        • UK
        • France
        • Russia
        • Italy
        • Rest of Europe
    • Asia Pacific
      • Market Size and Forecast (US$ Mn), By Deployment, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Size, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Platform, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By End-user Vertical, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • China
        • India
        • Japan
        • South Korea
        • Rest of Asia Pacific
    • Latin America
      • Market Size and Forecast (US$ Mn), By Deployment, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Size, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Platform, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By End-user Vertical, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • Brazil
        • Mexico
        • Rest of Latin America
    • Middle East & Africa
      • Market Size and Forecast (US$ Mn), By Deployment, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Size, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Platform, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By End-user Vertical, 2020 – 2030
      • Market Size and Forecast (US$ Mn), By Country, 2020 – 2030
        • GCC
        • Israel
        • South Africa
        • Rest of Middle East
  10. Competitive Landscape
    • Heat Map Analysis
    • Market Presence and Specificity Analysis
  11. Company Profiles
      • Microsoft Corporation
        • Company Overview
        • Product Portfolio
        • Key Highlights
        • Financial Overview
        • Business Strategies
      • Cognizant Technology Solution Corp.
      • Callidus Software Inc.
      • MPS Interactive Systems Limited
      • cut-e GmbH (AON, PLC)
      • Axonify Inc.
      • IActionable Inc.
      • Bunchball Inc.
      • Ambition
      • Centrical
      • G-Cube
  12. The Last Word
    • Future Impact
    • About Us
    • Contact

FAQs

The global gamification market is segmented based on deployment, size, platform, end-user vertical, and region.

The major factor driving the adoption of gamification is the enormous advantages offered by these solutions driving the overall enterprise productivity.

North America and Europe account for maximum gross revenue at present. This is mainly attributed due to a growing degree of awareness about the method among companies in the region alongside the high degree of digitization.

The key players operating the global gamification market Microsoft Corporation, Cognizant Technology Solution Corp., Callidus Software Inc., MPS Interactive Systems Limited, cut-e GmbH (AON, PLC), Axonify Inc., IActionable Inc., Bunchball Inc., Ambition, Centrical, and G-Cube.