The global gamification market generated revenue of US$ 7.4 billion in 2020 and is expected to reach US$ 24.2 billion by 2025 with a CAGR of 26.7% in the forecast period. The gamification market report offers a comprehensive market analysis of the different segments and regions that lets readers make crucial business-related decisions with a wealth of information enclosed in this report. The research report offers both qualitative and quantitative information on the global gamification market. In qualitative terms, the gamification market report provides insights into numerous factors, such as market determinants, value chain analysis, emerging trends, growth opportunity analysis, porters five-force model analysis and macro-economic factors, segment analysis, regional analysis at a granular level. Similarly, in quantitative terms, the report provides historical and forecast market numbers of gamification in various segments such as by component, deployment model, enterprise size and industry at global, regional, and country-level. In addition, the report provides a detailed analysis of the market vendors and their product offerings. The report also covers details of the competitive market environment and includes information on the capabilities and competencies of market vendors.
Segment Analysis
- Solution segment accounts the dominating position in the market.
- Based on components, the gamification market is segmented into solutions and services. The solution segment holds the dominating position in the market in 2020 and is expected to retain its dominance throughout the forecast period. The service segment is further segmented into professional and managed services. The professional service segment accounts the dominant position in the market in 2020 whereas the managed service segment is expected to grow with the highest CAGR in the forecast period.
- Healthcare industry accounts the dominating position in the market.
- Based on industry, the market for gamification is segmented into media and entertainment, education, healthcare, manufacturing, banking, financial services, and insurance (BFSI), IT & telecom, retail, hospitality, others. Over the projection period, healthcare industry is expected to lead the gamification market with the highest share. The IT & telecom is expected to grow with the highest CAGR during the forecast period.
- Cloud based deployment model is expected to grow with the highest CAGR in the forecast period.
- Based on deployment model, the gamification market is segmented into on-premises and cloud based. The cloud based deployment model is expected to grow with the highest CAGR during the forecast period. In addition, on-premises hold a dominant market position in 2020 and are expected to remain dominant over the forecast period.
- Large Enterprises segment accounts the dominating position in the market.
- Based on enterprise size, the gamification market is segmented into small & medium enterprises and large enterprises. The small & medium enterprises segment is expected to grow with the highest CAGR during the forecast period. Moreover, the large enterprise segment holds the dominating position in the market in 2020 and is expected to retain its dominance throughout the forecast period.
- North America accounts the dominating position in the market.
- Based on the region, the gamification market is segmented into North America, Europe, Asia Pacific, Middle East & Africa, and Latin America. North America is expected to contribute the larger market share in 2020. The United States and Canada are the largest market-driven countries in this region. Moreover, Asia Pacific is projected to rise at the fastest CAGR in the forecast period. China, India, and Japan are some of the major market-driven countries in the world.
- Gamification Market Players:
- Some of the major players of gamification market are Aon Plc, AXONIFY, BI WORLDWIDE, Centrical, GAMIFIER, INC., Iactionable, Inc., Influitive Corporation, Khoros, LLC., Leveleleven, Inc., Mambo Solutions Ltd., NIIT Limited, SAP India Private Limited, Tango Card, Inc., Verint Systems Inc., Xoxoday. The study also focuses on different business or inorganic market growth strategies through technology advancement, business expansion, alliances and mergers and acquisitions to create disruptive technologies and consumer networks.
- Key questions the report answers
- Which factors will contribute to a change in the demand for gamification during the evaluation phase?
- What are the major driving factors that accelerate the growth of the market?
- What are the restraints which hinders the growth of the market?
- What segment offers the most development opportunities?
- Which region provides the key growth opportunity to the market?
- Who are the major industry players?
- What are the key strategies adopted by the market players?
The gamification market study offers both quantitative and qualitative analysis based on various segments and regions. The report points out the market revenue from 2019 to 2025, in which 2019 is considered to be the historical year, 2020 as the base year and from 2021 to 2025 as the projection year. Market revenue is measured in the US dollar.
The gamification market report provides a detailed study on the following segments:
Gamification Market, by Component
- Solution
- Services
- Professional Services
- Managed Services
Gamification Market, by Deployment Model
Gamification Market, by Enterprise Size
- Small & Medium Enterprises
- Large Enterprises
Gamification Market, by Industry
- Media and Entertainment
- Education
- Healthcare
- Manufacturing
- Banking, financial services, and insurance
- IT & Telecom
- Retail
- Hospitality
- Others
Gamification Market, by Region
- North America
- Europe
- Germany
- U.K.
- France
- Italy
- Spain
- Rest of Europe
- Asia Pacific
- China
- India
- Japan
- Rest of Asia Pacific
- Middle East & Africa
- GCC
- South Africa
- Rest of Middle East & Africa
- Latin America
- Brazil
- Mexico
- Rest of Latin America
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