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Base Year
Historical Year
Forecast Year
The global gamification market size reached a value of about USD 11.31 billion in 2023. The market is further estimated to grow at a CAGR of 19.8% in the forecast period of 2024-2032 to reach a value of around USD 57.50 billion by 2032.
Global Gamification Market Report Summary | Description | Value |
Base Year | USD Billion | 2023 |
Historical Period | USD Billion | 2018-2023 |
Forecast Period | USD Billion | 2024-2032 |
Market Size 2023 | USD Billion | 11.31 |
Market Size 2032 | USD Billion | 57.50 |
CAGR 2018-2023 | Percentage | XX% |
CAGR 2024-2032 | Percentage | 19.8% |
CAGR 2024-2032 - Market by Region | North America | 21.2% |
CAGR 2024-2032 - Market by Country | India | 24.1% |
CAGR 2024-2032 - Market by Country | Canada | 21.8% |
CAGR 2024-2032 - Market by Deployment Model | On-premises | 23.1% |
CAGR 2024-2032 - Market by Industry Vertical | Education | 22.6% |
Market Share by Country 2023 | Australia | 2.3% |
There is a surge in the demand for gamification in the education sector to provide efficient learning experience. The EdTech companies are increasingly adopting gamification to enhance the quality of education. The rising application of immersive technologies such as AR and VR in gamification helps offer an improved strategy to deliver curriculum, unlike the traditional model. This is significantly contributing to the gamification market growth globally.
The use of gamification in education offers multiple advantages, such as more engagement with the content, real-time feedback, the opportunity to see real-world applications, and making the learning process fun and interactive. Additionally, the idea of rewards in gamification motivates students and provides them with an internal sense of achievement, thus fulfilling their psychological needs. The growing trend of online learning and distance education is resulting in the increasing need to engage learners, which is likely to be one of the major gamification market trends in the forecast period.
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Gamification refers to the involvement of game elements to enhance and navigate educative and work experiences. The new process is gaining popularity because it influences human behaviours and has positive effects on individuals. Gamification is widely applied in fields such as marketing, businesses, education, public governance, and media and entertainment, among others.
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The market for gamification, by component, is divided into:
Based on deployment model, the market is segmented into:
On the basis of enterprise size, the market is divided into:
Based on industry vertical, the market is classified into:
CAGR 2024-2032 - Market by | Country |
India | 24.1% |
Canada | 21.8% |
China | 21.4% |
UK | 20.4% |
France | 18.6% |
USA | XX% |
Germany | XX% |
Italy | XX% |
Japan | XX% |
Australia | XX% |
Saudi Arabia | XX% |
Brazil | XX% |
Mexico | 18.2% |
The regional markets for gamification can be divided into North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The market for gamification is being driven by the growing popularity of gamification in remote workspaces to engage and motivate employees by offering the idea of rewards to drive action. The influence of gamification on human behaviour leads to improved employee productivity and increased sales, resulting in the development of their skills. This is leading to the wider adoption of gamification to increase revenues in large and small enterprises.
The popularity of digital games is also leading to the wide utilisation of gamification elements in many Internet pursuits. The expanding internet network, integration of various sectors with social media platforms, and the rising use of smartphones are proving to be the major gamification market drivers.
The increasing government initiatives to incorporate gamification in public governance are playing a crucial role in the market expansion. The games provide a platform that sparks new ideas and interaction between government and people. For instance, the Government of India utilised gamification in the app, NaMo to foster greater democratic participation through the use of activity points and provide users with real-time visibility of their contributions to the political process.
The advancements in information technology and the increasing penetration of leading gamification market players in developing regions are expected to further augment the market growth.
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The report gives an in-depth analysis of the following key players in the global gamification market, covering their competitive landscape and latest developments like mergers and acquisitions, investments, and plant turnarounds:
The comprehensive EMR report provides an extensive assessment of the market based on the Porter's five forces model along with giving a SWOT analysis.
REPORT FEATURES | DETAILS |
Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Component |
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Breakup by Deployment Model |
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Breakup by Enterprise Size |
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Breakup by Industry Vertical |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.*
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In 2023, the market attained a value of nearly USD 11.31 billion.
The market is assessed to grow at a CAGR of 19.8% between 2024 and 2032.
The major market drivers include the expanding use of gamification in the education sector, expanding internet network, increasing penetration of smartphones, popularity of digital games, and integration with social media platforms.
Gamification plays a critical role in cognitive development, physical development, and bolsters the engagement in classrooms. In case of employees, gamification aids in improving productivity and participation in workplaces.
In gamification, game elements are added to any content to enhance the understanding of concepts and ideas and enhances user engagement.
The key market trends guiding the growth of the market include the rising popularity of gamification in online learning and remote workspace for enhanced productivity, favourable government initiatives, rapid advancements in information technology, and strong foothold of market players.
The significant components of gamification include solution and service.
The various deployment models of gamification include on-premises and cloud.
The major enterprise sizes in the market include large enterprises and SME’s.
The different industry verticals of gamification include retail, education, IT and telecom, BFSI, manufacturing, and media and entertainment, among others.
The major players in the market are Microsoft Corporation, Cognizant Technology Solutions Corporation, BI WORLDWIDE, G-Cube, and Ambition, among others.
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+61 448 06 17 27
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+91-858-608-1494
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United States (Head Office)
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+1-415-325-5166
Vietnam
193/26/4 St.no.6, Ward Binh Hung Hoa, Binh Tan District, Ho Chi Minh City
+84865399124
United States (Head Office)
30 North Gould Street, Sheridan, WY 82801
+1-415-325-5166
Australia
63 Fiona Drive, Tamworth, NSW
+61 448 06 17 27
India
C130 Sector 2 Noida, Uttar Pradesh 201301
+91-858-608-1494
Philippines
40th Floor, PBCom Tower, 6795 Ayala Avenue Cor V.A Rufino St. Makati City, 1226.
+63 287899028, +63 967 048 3306
United Kingdom
6 Gardner Place, Becketts Close, Feltham TW14 0BX, Greater London
+44-753-713-2163
Vietnam
193/26/4 St.no.6, Ward Binh Hung Hoa, Binh Tan District, Ho Chi Minh City
+84865399124
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