Gamification Market Size, Share, Opportunities, COVID 19 Impact, And Trends By Enterprise Size (Small, Medium, Large), By Deployment (Cloud, On-premise), By Industry Verticals (BFSI, Retail, Retail, Government, Education, IT And Telecom, Others), And By Geography - Forecasts From 2022 To 2027
- Published : Jul 2022
- Report Code : KSI061613578
- Pages : 125
The gamification market is estimated to grow at a CAGR of 26.58% to reach a market size of US$47.691 billion in 2027 from US$9.162 billion in 2020.
Gamification refers to the integration of mechanics into those things that pre-exist, which further aims to motivate and engage the employees, consumers, and partners to share, interact, and inspire each other. Gamification is simply the application of game-based elements to solve non-game problems, which include business and social impact challenges.
The primary factor that is driving the adoption of gamification platforms is the growing focus of the organizations on the engagement, development, and innovation of their employee’s behavioral architecture. The gamification market is also projected to grow on account of the rising proliferation of smartphones and numerous mobile devices, which is also one of the key factors that are creating a considerably large base for the gamification market. Currently, the shift of organizations from PCs to mobile devices such as laptops and tablets also provides an impetus for the market to grow in the next five years. Furthermore, the rapid growth in the penetration of the internet also plays an important role in driving the gamification market growth owing to the increased accessibility of these platforms across mobile devices and also instigating the adoption of cloud-based solutions. The growing penetration of smartphones has led to the deep penetration of the internet among the general population. As the number of smartphone users is increasing, this has led to a significant surge in the shipments of smartphones in the coming years, especially in the developing economies of the world. According to the World Bank, the percentage of the population using the internet increased from 6.77% in 2000 to 47.72% in 2017.
The gamification market has been segmented based on deployment, enterprise size, industry vertical, and geography. Based on the deployment, the market has been classified into cloud and on-premise. By enterprise size, the market has been segmented into small, medium, and large. Based on industry vertical, the segmentation has been done in BFSI, retail, government, education, IT and telecom, and others. By geography, the segmentation has been based on North America, South America, Europe, the Middle East, Africa, and the Asia Pacific.
The medium-sized enterprises show notable growth
Based on enterprise size, large enterprises are anticipated to hold a noteworthy share in the market owing to the high adoption of these platforms owing to the presence of a considerably large employee base along with their higher purchasing power. All these factors are significantly contributing to the high share of this segment during the coming years. The medium enterprises are projected to show robust growth throughout the forecast period owing to the increasing focus of the companies under this segment throughout the industry verticals on the engagement and interaction of their employees. The increasing budgets for the adoption of these solutions further positively impact the gamification market for medium enterprises.
On-premise deployment to hold a noteworthy share
Based on deployment, the on-premise gamification solutions segment is projected to hold a considerably larger share owing to the high adoption of on-premise solutions by organizations across the various industry verticals. Furthermore, the market for cloud-based solutions is anticipated to show robust growth over the next five years, owing to the growing adoption of cloud-based solutions across various industries due to numerous benefits.
The retail segment is anticipated to show good growth
Based on the industry vertical, the retail segment is projected to show notable growth during the next five years on account of growing requirements regarding the engagement of consumers coupled with the continuous growth of the retail sector. The continuous e of engagement of consumers is considered of utmost importance by retailers to develop and implement new marketing strategies. Also, the expansion of distribution channels and the growing sales through e-commerce platforms are further widening the opportunities for the market to grow shortly.
The IT and telecom industries are projected to hold a noteworthy share during the forecast period owing to the wide adoption of these solutions due to intense competition in the industry which is driving companies towards the adoption of a customer-centric approach. Thus, gamification is considered an important tool for companies to keep track of ideas regarding the satisfaction of their customers and also keep them engaged with new offers and rewards.
North America to hold a significant share
Regionally, the North American region is projected to hold a noteworthy share in the market throughout the forecast period owing to the presence of state-of-the-art infrastructure, high internet penetration, and a high number of smartphone users. All these factors will supplement the share of this region in the coming years. The early adoption of technology is also considered to be one of the prime factors bolstering the growth of the market in North America. Furthermore, the presence of key market players in the region is also positively impacting the market growth in the North American region during the next five years.
Recent Developments and expansions
- Cognizant purchased Tin Roof Software in September 2020 to increase its Digital Engineering Services. For clients who are becoming more and more dependent on software for a competitive edge, Tin Roof delivers software design, development, DevOps, & delivery services.
- In April 2020 Axonify Inc. and AVEVA, a pioneer in engineering and technological software strategically teamed to offer adaptive AI-powered microlearning as part of AVEVA Unified Learning. AVEVA is the first top digitalization firm to offer microlearning solutions for industrial management workers owing to its cooperation with Axonify.
- Learning Technologies Group plc (LTG), a developer of gamification solutions, purchased GP Strategies Corp. in October 2021 to concentrate on producing quantifiable results in gamification technologies.
- In September 2019, Microsoft Corporation announced the enhancement of its existing gamification platform Dynamics 365 by integrating AI-driven insights to enhance the organization the power to improve customer experiences.
COVID-19 Impact on the Gamification Market
The gamification market responded favourably to COVID-19. One of the main factors promoting the expansion of the gamification industry during the pandemic is the growing acceptance of gamification in e-learning. For instance, for senior executives, Deloitte Touche Tohmatsu Ltd. launched a leadership development program. Additionally, businesses are putting more emphasis on the services they provide and how involved they are. The brands were concentrating on creating business decisions to maintain customers during this crisis. To keep their existing customers, well-known retailers like Nike and Myntra offered community participation using gamification software. Gamification was used to involve customers in community activities from their remote locations during the epidemic to promote morale and raise awareness among them about social exclusion. Therefore, the gamification market is anticipated to increase steadily.
Gamification Market Scope:
|Market size value in 2020||US$9.162 billion|
|Market size value in 2027||US$47.691 billion|
|Growth Rate||CAGR of 26.58% from 2020 to 2027|
|Forecast Unit (Value)||USD Billion|
|Segments covered||Enterprise Size, Deployment, Industry Vertical, And Geography|
|Regions covered||North America, South America, Europe, Middle East and Africa, Asia Pacific|
|Companies covered||SAP, BI WORLDWIDE, Microsoft Corporation, Cognizant, Raydiant, Inc., Ambition, Adobe, Axonify Inc., G-Cube, Iactionable, MPS Interactive Systems Limited|
|Customization scope||Free report customization with purchase|
- By Enterprise Size
- By Deployment
- By Industry Vertical
- IT and Telecom
- By Geography
- North America
- South America
- United Kingdom
- Middle East and Africa
- Saudi Arabia
- Asia Pacific
- South Korea
- North America
Frequently Asked Questions (FAQs)
Q1. What will be the gamification market size by 2027?
A1. The gamification market is estimated to reach a value of US$47.691 billion by 2027.
Q2. What is the size of the global gamification market?
A2. Gamification Market was valued at US$9.162 billion in 2020.
Q3. What are the growth prospects for the gamification market?
A3. The global gamification market is estimated to grow at a CAGR of 26.58% over the forecast period.
Q4. Which region holds the largest market share in the gamification market?
A4. The North American region is projected to hold a noteworthy share in the gamification market owing to the presence of state-of-the-art infrastructure, high internet penetration, and a high number of smartphone users.
Q5. What factors are anticipated to drive the gamification market growth?
A5. The primary factor that is driving the adoption of gamification platforms is the growing focus of the organizations on the engagement, development, and innovation of the employee’s behavioral architecture.
1.1. Market Overview
1.2. Covid-19 Scenario
1.3. Market Definition
1.4. Market Segmentation
2. Research Methodology
2.1. Research Data
3. Executive Summary
3.1. Research Highlights
4. Market Dynamics
4.1. Market Drivers
4.2. Market Restraints
4.3. Porters Five Forces Analysis
4.3.1. Bargaining Power of Suppliers
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis
5. Gamification Market Analysis, By Enterprise Size
6. Gamification Market Analysis, By Deployment
7. Gamification Market Analysis, By Industry Vertical
7.6. IT and Telecom
8. Gamification Market Analysis, By Geography
8.2. North America
8.2.1. North America Gamification Market, By Enterprise Size, 2020 to 2027
8.2.2. North America Gamification Market, By Deployment, 2020 to 2027
8.2.3. North America Gamification Market, By Industry Vertical, 2020 to 2027
8.2.4. By Country
8.3. South America
8.3.1. South America Gamification Market, By Enterprise Size, 2020 to 2027
8.3.2. South America Gamification Market, By Deployment, 2020 to 2027
8.3.3. South America Gamification Market, By Industry Vertical, 2020 to 2027
8.3.4. By Country
8.4.1. Europe Gamification Market, By Enterprise Size, 2020 to 2027
8.4.2. Europe Gamification Market, By Deployment, 2020 to 2027
8.4.3. Europe Gamification Market, By Industry Vertical, 2020 to 2027
8.4.4. By Country
126.96.36.199. United Kingdom
8.5. Middle East and Africa
8.5.1. Middle East and Africa Gamification Market, By Enterprise Size, 2020 to 2027
8.5.2. Middle East and Africa Gamification Market, By Deployment, 2020 to 2027
8.5.3. Middle East and Africa Gamification Market, By Industry Vertical, 2020 to 2027
8.5.4. By Country
188.8.131.52. Saudi Arabia
8.6. Asia Pacific
8.6.1. Asia Pacific Gamification Market, By Enterprise Size, 2020 to 2027
8.6.2. Asia Pacific Gamification Market, By Deployment, 2020 to 2027
8.6.3. Asia Pacific Gamification Market, By Industry Vertical, 2020 to 2027
8.6.4. By Country
184.108.40.206. South Korea
9. Competitive Environment and Analysis
9.1. Major Players and Strategy Analysis
9.2. Emerging Players and Market Lucrativeness
9.3. Mergers, Acquisitions, Agreements, and Collaborations
9.4. Vendor Competitiveness Matrix
10. Company Profiles
10.2. BI WORLDWIDE
10.3. Microsoft Corporation
10.5. Raydiant, Inc.
10.7. Axonify Inc.
10.10. MPS Interactive Systems Limited
MPS Interactive Systems Limited
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