Overview and Scope
Gamification is a method that helps to engage users by applying game mechanics,
elements, and principles to non-game contexts in a better way. Gamification
uses a sequence of functions and methods to solve problems by utilizing or
applying game element characteristics. The primary aim of using gamification is
to improve and enhance the learning experience by incorporating a competitive
element into it.
Sizing and Forecast
The gamification market size has grown exponentially in recent years. It will
grow from $18.05 billion in 2023 to $22.45 billion in 2024 at a compound annual
growth rate (CAGR) of 24.4%. The growth in the historic period can be
attributed to increased use of gamification in marketing, growth in the gaming
industry, rise of mobile gaming, employee engagement and training needs,
.
The gamification market size is expected to see exponential growth in the next
few years. It will grow to $56.7 billion in 2028 at a compound annual growth
rate (CAGR) of 26.1%. The growth in the
forecast period can be attributed to integration of gamification in education,
adoption of gamification in health and wellness, expansion of gamification in
customer loyalty programs, increased use of gamification in virtual events,
emphasis on data-driven gamification strategies. Major trends in the forecast
period include advances in technology for gamification, gamification for remote
and hybrid work environments, personalization and customization in gamified
experiences, integration with augmented reality (ar) and virtual reality (vr),
blockchain integration for transparent gamification.
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Segmentation & Regional Insights
The gamification market covered in this report is segmented –
1) By Platform: Open Platform, Closed or Enterprise Platform
2) By Size: Small And Medium Enterprises, Large Enterprises
3) By Deployment: On-Premise, On-Cloud
4) By End-User Vertical: Retail, Banking, Government, Healthcare, Education And
Research, IT And Telecom, Other End-User Verticals
North America was the largest region in the gamification market in 2023.
Asia-Pacific is expected to be the fastest-growing region in the forecast
period. The regions covered in the gamification market report are Asia-Pacific,
Western Europe, Eastern Europe, North America, South America, Middle East,
Africa
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Major Driver Impacting Market Growth
The growing penetration of smartphones is expected to propel the growth of the
gamification market going forward. Smartphones refer to a type of cellular
telephone that can also perform computing functions. These smartphones enable
the user to access gamifying mobile apps anytime, anywhere, allowing them to
compete with others and achieve their learning and winning objectives. For
instance, in February 2023, according to Uswitch Limited, a UK-based financial
conduct authority, mobile connections in the UK reached 71.8 million, showing a
3.8% increase from the previous year, totaling approximately 2.6 million
additional connections. Furthermore, it is projected that the UK's population
will expand to 68.3 million by 2025, with an estimated 95% of the population,
or around 65 million individuals, owning a smartphone. Therefore, the increase
in smartphone penetration is driving the gamification market growth.
Key Industry Players
Major companies operating in the gamification market report are MPS Interactive
Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc., IActionable
Inc., SAP SE, Indusgeeks Solutions Pvt. Ltd., BI WORLDWIDE, TGC Technologies
Pvt. Ltd., Gametize, Gamify, Salesforce. com Inc., FAYA Corporation, Cognizant
Technology Solution Corp., Verint, Hoopla, Centrical, Mambo. IO, Influitive,
LevelEleven, Ambition, Gamifier, Khoros, Scrimmage, Xoxoday, Tango Card,
National Institute of Information Technology, Google LLC, Cisco Systems Inc.,
Umbel Corporation
The gamification market report table of contents includes:
1. Executive Summary
2.
Gamification Market Characteristics
3.
Gamification Market Trends And Strategies
4.
Gamification Market - Macro Economic Scenario
5. Global
Gamification Market Size and Growth
.
31. Global Gamification Market Competitive Benchmarking
32. Global
Gamification Market Competitive Dashboard
33. Key
Mergers And Acquisitions In The Gamification Market
34.
Gamification Market Future Outlook and Potential Analysis
35.
Appendix
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