Gamification Market is expected to grow with a CAGR of 26.7% in the forecast period (2020 – 2025).

  • According to Dhirtek Business Research, “global gamification market by component (solution, services), deployment model (on-premises and cloud-based), enterprise size (small & medium enterprises and large enterprises), industry (media and entertainment, education, healthcare, manufacturing, banking, financial services, and insurance, it & telecom, retail, hospitality, others)” 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.
  • Based on the region, the gamification market segmented into North America, Europe, Asia Pacific, Middle East & Africa, and Latin America. North America holds a dominant position in the market in 2020 and expected to remain dominant over the forecast period. Moreover, Asia Pacific expected to grow with the highest CAGR in the forecast period. China, India, and Japan are some of the market-driven countries in this region.
  • Based on industry, the segment of IT & telecom is projected to expand at the fastest CAGR in the forecast period. Also, the healthcare segment holds a dominant market position in 2020 and expected to remain dominant throughout the forecast period.
  • Based on the size of the enterprise, the segment of small and medium-sized enterprises is projected to expand at the fastest CAGR in the forecast period. Also, the large enterprise segment holds a dominant market position in 2020 and expected to remain dominant throughout the forecast period.
  • Based on the deployment model, the cloud-based deployment model expected to grow with the highest CAGR during the forecast period. Moreover, the on-premises deployment model holds the dominating position of the market in 2020 and expected to retain its dominance throughout the forecast period.
  • The research report provides a detailed analysis of the global market dynamics in gamification. Considering 2019 as the base year, the study presents estimated market data for the 2020 to 2025 forecast period.
  • The report includes the gamification market for various industries across different geographic regions (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America). It also focuses on key developments and threats impacting the market and the vendor landscape.
  • The study contains a chapter explaining the impact of COVID 19 on the global market for gamification. The study further discusses the key factors, the business environment, and emerging developments in the gamification market. The study ends with an overview of the gamification providers and provides comprehensive profiles of the key players in the global gamification market.

Scope of the report:

Segmentation

Description

By Component

  • Solution
  • Services
    • Professional Services
    • Managed Services

By Deployment Model

  • On Premises
  • Cloud Based

By Enterprise Size

  • Small & Medium Enterprise
  • Large Enterprises

By Industry

  • Banking, financial services, and insurance
  • Education
  • Healthcare
  • Hospitality
  • IT & Telecom
  • Manufacturing
  • Media and Entertainment
  • Retail
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • 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

 

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.

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