Gamification Market

Gamification Market by Industry Verticals (Entertainment, Education, BFSI, Media & Publishing, Healthcare, Public Sector, Consumer Goods, and Retail) and Regions (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2021 – 2028

  • Report ID: CG-1381
  • Author: Growth Market Reports
  • Rating: 4.8
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  • No. Of Pages: 186
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The global gamification market size is projected to expand at a substantial CAGR during the forecast period, 2021–2028. The growth of the market is attributed to the rising demand for effective customer and employee engagement as well as enhancement to the users’ or consumers’ experience of particular product or brand.

Gamification Market key Takeaways

Gamification can be referred to a process of problem-solving method, which has a wide applications in various industrial sectors. This method is derived from the concepts related to "game mechanics" and "game thinking" and these methods are applied in non-game or real circumstances of business organization to offer effective engagement with consumers. A key objective of adopting this process is to enhance the overall performance of employees by deploying several methods such as rewarding and competitive entertaining ideas to achieve certain targets. Based on the experience of playing a virtual game, the method uses the notions of badges, points, avatars, levels, ranks, and so on to offer a promotional setting for employees as part of motivation and encouragement for achieving high rewards and performance.

At its core, gamification is a marketing approach that offer effective engagement to customers for a specific brand. Customer gamification can be understood when the method is used to engage and encourage customers to a particular brand using several attractive and promotional offers. This type of process helps to boost recommendations and purchases of products whereas employee-based process of gamification can be used to motivate employees to follow corporate strategies, disciplinary plans, and assignments, resulting in lower attrition and higher productivity. Owing to its certain merits, the gamification is extensively used in various industries such as entertainment, retail, education, healthcare, and financial services. Humans have the ability to alter their own behavior as a result of their experience in playing games, reading literature, and earning rewards among other things. The gaming method takes advantage of the human predisposition to influence one's own thinking process through games in order to engage people in real-world issue solving.

Market Trends, Drivers, Restraints, and Opportunities

  • Increasing demand for effective customer engagement and employee encouragement solution across various industries are expected to boost the market expansion during the forecast period.
  • Rising digitalization and technology adoption of business operations are likely to drive the market growth in the coming years.
  • Improper use of these games and long duration for achieving the results using the methods are projected to hamper the market growth.
  • Extensive researches are being pursued to understand human behavior and psychology and its implications on business stimulation. This is projected to offer immense opportunities for the market expansion.

Scope of the Report

The report on the global gamification market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

Attributes

Details

Report Title

Gamification Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2020

Historic Data

2018–2019

Forecast Period

2021–2028

Segmentation

Industry Verticals (Entertainment, Education, BFSI, Media & Publishing, Healthcare, Public Sector, Consumer Goods, and Retail)

Regional Scope

Asia Pacific, North America, Latin America, Europe, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered in the Report

Badgeville, Comarch, 500Friends, Dopamine, and Gigya.

 

Market Segment Insights

Entertainment segment is expected to grow at a rapid pace

Based on industry verticals, the gamification market is divided into entertainment, education, BFSI, media & publishing, healthcare, public sector, consumer goods, and retail. The entertainment segment is expected to expand at a rapid pace during the forecast period owing to the wide applications of the method in the entertainment industry. The entertainment sector requires several platforms to attract customers and retain their loyalty. Meanwhile, the retail segment is anticipated to constitute a major market share during the projected period owing to rapid expansion of retail shop and increasing e-commerce platforms across the globe. On the other hand, the healthcare segment is projected to exhibit a high CAGR during the projected period owing to rising demand for healthcare expenditures and rapid expansion of hospitals and clinics, which require a better platform for patient care and hospitality.

Gamification Market b y Industry verticals

Europe is anticipated to dominate the market

On the basis of regions, the gamification market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. Europe is anticipated to expand at an impressive CAGR and is anticipated to dominate the market during the forecast period. The regional market growth can be attributed to wide adoption of gaming techniques for business applications and extensive research to enhance employees’ motivation method working in a business organization.

Gamification Market by Regions

Segments

Segments Covered in the Report
The global gamification market has been segmented on the basis of

Industry Verticals

  • Entertainment
  • Education
  • BFSI
  • Media & Publishing
  • Healthcare
  • Public Sector
  • Consumer Goods
  • Retail

Regions

  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa

Key Players

  • Badgeville
  • Comarch
  • 500Friends
  • Dopamine
  • Gigya

Competitive Landscape

Key players competing in the global gamification market include Badgeville, Comarch, 500Friends, Dopamine, and Gigya. Many of these players are widely engaged in business activities such introducing the concept of gamifying business processes to new organisations or consumers to expand their business operations.

Gamification Market by Key Players

1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Gamification Market Overview
  4.1. Introduction
     4.1.1. Market Taxonomy
     4.1.2. Market Definition
  4.2. Macro-Economic Factors
     4.2.1. Industry Outlook
  4.3. Gamification Market Dynamics
     4.3.1. Market Drivers
     4.3.2. Market Restraints
     4.3.3. Opportunity
     4.3.4. Market Trends
  4.4. Gamification Market - Supply Chain
  4.5. Global Gamification Market Forecast
     4.5.1. Gamification Market Size (US$ Mn) and Y-o-Y Growth
     4.5.2. Gamification Market Size (000’ Units) and Y-o-Y Growth
     4.5.3. Gamification Market Absolute $ Opportunity
5. Global Gamification Market Analysis and Forecast by Region
  5.1. Market Trends
  5.2. Introduction
     5.2.1. Basis Point Share (BPS) Analysis by Region
     5.2.2. Y-o-Y Growth Projections by Region
  5.3. Gamification Market Size and Volume Forecast by Region
     5.3.1. North America
     5.3.2. Latin America
     5.3.3. Europe
     5.3.4. Asia Pacific
     5.3.5. Middle East and Africa (MEA)
  5.4. Absolute $ Opportunity Assessment by Region
  5.5. Market Attractiveness/Growth Potential Analysis by Region
  5.6. Global Gamification Demand Share Forecast, 2019-2026
6. North America Gamification Market Analysis and Forecast
  6.1. Introduction
     6.1.1. Basis Point Share (BPS) Analysis by Country
     6.1.2. Y-o-Y Growth Projections by Country
  6.2. North America Gamification Market Size and Volume Forecast by Country
     6.2.1. U.S.
     6.2.2. Canada
  6.3. Absolute $ Opportunity Assessment by Country
  6.4. Market Attractiveness/Growth Potential Analysis
     6.4.1. By Country
     6.4.2. By Product Type
     6.4.3. By Application
  6.5. North America Gamification Demand Share Forecast, 2019-2026
7. Latin America Gamification Market Analysis and Forecast
  7.1. Introduction
     7.1.1. Basis Point Share (BPS) Analysis by Country
     7.1.2. Y-o-Y Growth Projections by Country
     7.1.3. Latin America Average Pricing Analysis
  7.2. Latin America Gamification Market Size and Volume Forecast by Country
      7.2.1. Brazil
      7.2.2. Mexico
      7.2.3. Rest of Latin America
   7.3. Absolute $ Opportunity Assessment by Country
  7.4. Market Attractiveness/Growth Potential Analysis
     7.4.1. By Country
     7.4.2. By Product Type
     7.4.3. By Application
  7.5. Latin America Gamification Demand Share Forecast, 2019-2026
8. Europe Gamification Market Analysis and Forecast
  8.1. Introduction
     8.1.1. Basis Point Share (BPS) Analysis by Country
     8.1.2. Y-o-Y Growth Projections by Country
     8.1.3. Europe Average Pricing Analysis
  8.2. Europe Gamification Market Size and Volume Forecast by Country
     8.2.1. Germany
     8.2.2. France
     8.2.3. Italy
     8.2.4. U.K.
     8.2.5. Spain
     8.2.6. Russia
     8.2.7. Rest of Europe
  8.3. Absolute $ Opportunity Assessment by Country
  8.4. Market Attractiveness/Growth Potential Analysis
     8.4.1. By Country
     8.4.2. By Product Type
     8.4.3. By Application
  8.5. Europe Gamification Demand Share Forecast, 2019-2026
9. Asia Pacific Gamification Market Analysis and Forecast
  9.1. Introduction
     9.1.1. Basis Point Share (BPS) Analysis by Country
     9.1.2. Y-o-Y Growth Projections by Country
     9.1.3. Asia Pacific Average Pricing Analysis
  9.2. Asia Pacific Gamification Market Size and Volume Forecast by Country
     9.2.1. China
     9.2.2. Japan
     9.2.3. South Korea
     9.2.4. India
     9.2.5. Australia
     9.2.6. Rest of Asia Pacific (APAC)
  9.3. Absolute $ Opportunity Assessment by Country
  9.4. Market Attractiveness/Growth Potential Analysis
     9.4.1. By Country
     9.4.2. By Product Type
     9.4.3. By Application
  9.5. Asia Pacific Gamification Demand Share Forecast, 2019-2026
10. Middle East & Africa Gamification Market Analysis and Forecast
  10.1. Introduction
     10.1.1. Basis Point Share (BPS) Analysis by Country
     10.1.2. Y-o-Y Growth Projections by Country
     10.1.3. Middle East & Africa Average Pricing Analysis
  10.2. Middle East & Africa Gamification Market Size and Volume Forecast by Country
     10.2.1. Saudi Arabia
     10.2.2. South Africa
     10.2.3. UAE
     10.2.4. Rest of Middle East & Africa (MEA)
  10.3. Absolute $ Opportunity Assessment by Country
  10.4. Market Attractiveness/Growth Potential Analysis
     10.4.1. By Country
     10.4.2. By Product Type
     10.4.3. By Application
  10.5. Middle East & Africa Gamification Demand Share Forecast, 2019-2026
11. Competition Landscape
  11.1. Global Gamification Market: Market Share Analysis
  11.2. Gamification Distributors and Customers
  11.3. Gamification Market: Competitive Dashboard
  11.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
     11.4.1. Badgeville
     11.4.2. Comarch
     11.4.3. 500Friends
     11.4.4. Dopamine
     11.4.5. Gigya

Segments Covered in the Report
The global gamification market has been segmented on the basis of

Industry Verticals

  • Entertainment
  • Education
  • BFSI
  • Media & Publishing
  • Healthcare
  • Public Sector
  • Consumer Goods
  • Retail

Regions

  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa

Key Players

  • Badgeville
  • Comarch
  • 500Friends
  • Dopamine
  • Gigya

Key players competing in the global gamification market include Badgeville, Comarch, 500Friends, Dopamine, and Gigya. Many of these players are widely engaged in business activities such introducing the concept of gamifying business processes to new organisations or consumers to expand their business operations.

Gamification Market by Key Players

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