Global Gamification Market is projected to reach a value of over USD 37.9 Billion by 2027

Gamification Market: Summary

The Global Gamification Market is projected to reach a value of over USD 37.9 Billion by 2027 at a CAGR of around 31.6%.

Gamification refers to a technique where designers use game elements in a non-gaming environment to enhance the performance and efficiency of user engagement. Also, it includes integration of game mechanics into an internal business process, portal, or marketing campaign for the purpose to encourage the users. Moreover, it is used for enhancing the productivity, consumer engagement, and consumer behavior.

Moreover, it helps to engage both employees as well as the customers which will increase the adoption of the gamification market in the projected period.

GAMIFICATION MARKET: Drivers & CHALLENGES

Market Drivers:

  • Increasing Demand for E-Learning

The increasing demand for e-learning will improve the learning experience and enhanced learner engagement which will lead to an increase in the demand for the gamification market. Also, it used for a specific task-oriented approach to teaching employees a specific process and business growth. Moreover, it includes Augmented Reality (AR) and Virtual Reality (VR) to enhance the learning experience to improve knowledge and productivity. Also, it improves knowledge absorption and boosts the knowledge retention by increasing real-world benefits and experience. Furthermore, is fast emerging as an effective technique to engage learners which are expected to surge the gamification market during the forecast period.

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  • Enhancement in Marketing Advertisement

The enhancement in marketing advertisement helps to increase brand awareness and improve the client demand which will enhance the growth of the market. Also, it helps to improve sales and increase profit for the business. Moreover, it is used for collecting customer data, increasing engagement, boosting the company brand and promoting business. Furthermore, Starbucks also applies gamification techniques through its loyalty program My Starbucks Rewards as a way to increase customer engagement and ensure repeat business.

Therefore, enhancement in marketing advertisement to rising the demand of the gamification market during the forecast period.

Market Challenges:

  • Cybersecurity Issues

The increasing cybersecurity issues may lead to hampering the growth of the market in the forecast period. Moreover, cybersecurity issues for many organization and environment which reflect the growth. Where many companies are improving their security policy by providing the user with a cyber-security awareness training program and the future trends software. Furthermore, cybersecurity involves the users for learning, competing, achievement, status, and recognition its security policy and services.

Gamification Market: Key segments

  • Based on Solution: Analytics, Mobility, Cloud Computing, and Big Data
  • Based on Deployment Mode: Cloud, On-premise, and Hybrid
  • Based on Application: Customer: Sales, Marketing and Advertisement, Product Development, Support, Social Media and Mobile Application
  • Based on Platform: Open Platform and Closed Platform
  • Based on End-User: Entertainment, Education, BFSI, Healthcare, E-Commerce, Media, Travel and Logistics, Government and Others
  • Segmentation based on region covers: North America, South America, Europe, Asia-Pacific, Middle East & Africa and South America, with individual country-level analysis

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Gamification Market: Report SCOPE

The report on the gamification market covers a deep dive analysis of historic, recent and current market trends. furthermore, market share/ranking analysis of key players, market dynamics, competition landscape, country-wise analysis for each region covered and the entire supply chain dynamics are covered through the below segmentation.

Report Features

Specifics

Historical/Estimated/Forecasted Market Size Years

2018-2027

Base Year for Market Calculation

2019

Forecasted Period

2020-2027 (2020 estimated year, forecasted up to 2027)

Measured Units

Value (USD Million)

Segments Included

Solution, Deployment Mode, Application, Platform, End-User, and Region

Regional Coverage

North America, Asia-Pacific, Europe, Middle East & Africa, South America

KEY Companies Covered

  • SAP SE (Company Description, Company Overview, Product Synopsis, Key Developments, SWOT Analysis)
  • Microsoft
  • Salesforce.com, Inc.
  • Bunchball inc.
  • Big Door
  • FAYA Corporation
  • JUEGO STUDIO PRIVATE LIMITED
  • CodinGame SA
  • Raytheon Company
  • Other Key Companies

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Gamification Market: report segmentation

For the scope of the report, In-depth segmentation is offered by Forencis Research

Gamification Market, by Solution

  • Analytics
  • Mobility
  • Cloud Computing
  • Big Data

Gamification Market, by Deployment Mode

  • Cloud
  • On-premise
  • Hybrid

Gamification Market, by Application

  • Sales
  • Marketing and Advertisement
  • Product Development
  • Support
  • Social Media
  • Mobile Application

Gamification Market, by Platform

  • Open Platform
  • Closed Platform

Gamification Market, by End-User

  • Entertainment
  • Education
  • BFSI
  • Healthcare
  • E-Commerce
  • Media
  • Travel and Logistics
  • Government
  • Others

by Region

Asia-Pacific

  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia-Pacific

North America

  • US
  • Canada
  • Mexico

Europe

  • Germany
  • France
  • Italy
  • UK
  • The Netherlands
  • Rest of Europe

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Rest of Middle East & Africa

South America

  • Brazil
  • Argentina
  • Rest of South America

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