
The gamification is a technique that incorporates game design to encourage and engage people to attain their goals in everyday activities. The gamification basically uses people’s needs and desires to engage and motivate them. The global gamification market size is anticipated to reach USD 34 billion by 2025. This can be attributed to the growing adoption of IoT technologies and the booming penetration of smartphones. In addition, the adoption of smartphones is boosting the engagement of customers to social media and related platforms. Hence, such factors driving the global gamification market growth.
Furthermore, the growing trend of bringing your own device (BYOD) at workplaces is anticipated to provide growth opportunities to the market in forthcoming years. Also, the rising adoption of gamification in learning processes is also driving the market growth.
Key Segments of the Global Gamification
Solution Overview, 2018-2025 (USD Billion)
- Enterprise Gamification
- Consumer Gamification
Function Overview, 2018-2025 (USD Billion)
- ??Marketing
- Sales
- Product Development
- Human Resources
- Others
End-user, 2018-2025 (USD Billion)
- Retail and E-Commerce
- Media and Entertainment
- Healthcare
- BFSI
- Education
- IT & Telecommunication
- Others
Regional Overview, 2018-2025 (USD Billion)
- North America
- U.S.
- Canada
- Europe
- Germany
- UK
- France
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- Rest of Asia-Pacific
- Middle East and Africa
- UAE
- South Africa
- MEA
- South America
- Brazil
- Rest of South America
Reasons for the study
- The purpose of the study is to give an exhaustive outlook of the global gamification. Benchmark yourself against the rest of the market.
- Be prepared for how transmission & distribution (T&D) investments and Gamification will be impacted by socio-political and economic factors over the next few years
- Ensure you remain competitive as new innovations by existing key players boost the market.
What does the report include?
- The study on the global Gamification includes qualitative factors such as drivers, restraints, and opportunities
- The study covers the competitive landscape of existing/prospective players in the substation industry and their strategic initiatives for the product development
- The study covers a qualitative and quantitative analysis of the market segmented on the basis of type and end-user. Moreover, the study provides similar information for the key geographies.
- Actual market sizes and forecasts have been provided for all the above-mentioned segments.
Who should buy this report?
This study is suitable for industry participants and stakeholders in the global gamification. The report will benefit:
- Every stakeholder involved in manufacturing and distributing substation Functions or solutions.
- Managers within financial institutions looking to publish recent and forecasted statistics pertaining to global Gamification.
- Government organizations, regulatory authorities, policymakers and financial organizations looking for T&D investment trends in global Gamification.
- Analysts, researchers, educators, strategy managers, and academic institutions looking for insights into the market to determine future strategies.
Frequently Asked Questions (FAQ) :
With the emergence of the internet of things (IoT) and changing digitization landscape, the enterprises are experiencing numerous advantages as well as few issues. The gamification solutions have brought various advantages to the various industries, which have enhanced their overall productivity by increasing motivation and employee engagement.
Moreover, gamification is gaining traction recently due to the growing adoption of mobile devices. However, the market is approaching its maturity as the majority of the sectors have already tried gamification elements and seeing its potential benefits. In addition, the majority of industries are still unaware of the gamification advantages, which hampers the market growth. Furthermore, advancements in technologies and digitization are anticipated to fuel the significant market growth in upcoming years.
Solution Segment
On the basis of the solution, the market is categorized into enterprise gamification and consumer gamification. The consumer gamification segment dominated the overall gamification market which garnered over USD 5 billion in revenue in 2019 and is expected to maintain its position over the forecast period 2020 -2025.
Function Segment
On the basis of functions, the market is bifurcated into marketing, sales, product development, human resources, and others. In 2019, the marketing function segment dominated the market and it is expected to grow at a considerable rate over the forecast period.
End-user Segment
On the basis of end-user, the market is segmented into retail and e-commerce, media and entertainment, healthcare, BFSI, education, IT & telecommunication, and others. In 2019, the IT & telecommunication segment had the highest revenue and it is anticipated to dominate the gamification market throughout the forecast period.
On the geographical front, the North America segment dominated the global gamification market and it is expected to remain dominant throughout the forecast period. The market growth in this region is mainly attributed to the existence of key market players in countries such as the U.S. and Canada. In addition, major penetration of mobile phones is also fostering the adoption of gamification solutions for the marketing industry in this region. Thus, such factors driving the adoption of gamification solutions and services in this region.
The Asia-Pacific region is expected to experience the fastest growth with ~31% CAGR over the forecast period. The growth of this region is mainly accredited to the growing penetration of smartphones in countries such as India, Japan, China, and others. In addition, increasing preference for online shopping among people is fostering the e-commerce growth in this region. Thus, such factors collective fueling the market growth in this region.
The major players of the global Gamification market are Arcaris, Badgeville, Bigdoor Media, Bunchball, Faya Corporation, Gigya, LevelEleven, Microsoft, Salesforce, and SAP SE. Moreover, the other potential players in the Gamification market are Ambition, BI Worldwide (BIW), Foursquare, Cognizant Technology Solution Corp., Callidus Software Inc., and others. As of 2019, the market for Gamification is consolidated with the presence of established global and domestic players across the globe. Moreover, the established companies are coming up with new strategies and innovative Gamification solutions. For instance, in 2018 BI WORLDWIDE (BIW) acquired Bunchball, a gamification solutions provider. By acquiring Bunchball, BI Worldwide (BIW) enhanced its flexibility to the market with Bunchball’s patented gamification technology.