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Report Overview

The global gamification market size reached a value of about USD 13.55 Billion in 2024. The market is further estimated to grow at a CAGR of 19.80% in the forecast period of 2025-2034 to reach a value of around USD 82.51 Billion by 2034.

2024

Base Year

2018-2024

Historical Year

2025-2034

Forecast Year

Global Gamification Market Report Summary Description Value
Base Year USD Billion 2023
Historical Period USD Billion 2018-2024
Forecast Period USD Billion 2025-2034
Market Size 2024 USD Billion 11.31
Market Size 2034 USD Billion 57.49
CAGR 2018-2024 Percentage XX%
CAGR 2025-2034 Percentage 19.8%
CAGR 2025-2034 - Market by Region North America 21.2%
CAGR 2025-2034 - Market by Country India 24.1%
CAGR 2025-2034 - Market by Country Canada 21.8%
CAGR 2025-2034 - Market by Deployment Model On-premises 23.1%
CAGR 2025-2034 - Market by Industry Vertical Education 22.6%
Market Share by Country 2023 Australia 2.3%

Rising Demand in the Education Sector, among other Industry Verticals, to Propel the Market Growth of Gamification

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.

gamification market

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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.

Market Segmentation

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.

gamification market by segments

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The market for gamification, by component, is divided into:

  • Solution
  • Service

Based on deployment model, the market is segmented into:

  • On-premises
  • Cloud

On the basis of enterprise size, the market is divided into:

  • Large Enterprises
  • SME’s

Based on industry vertical, the market is classified into:

  • Retail
  • Education
  • IT and Telecom
  • BFSI
  • Manufacturing
  • Media and Entertainment
  • Others
CAGR 2025-2034 - 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.

Shift Towards Remote Work to Drive the Gamification Market Growth

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.

Key Players in the Global Market for Gamification

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:

  • Microsoft Corporation
  • Cognizant Technology Solutions Corporation
  • BI WORLDWIDE
  • G-Cube
  • Ambition
  • Others

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.

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2024
Forecast Period 2025-2034
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Component
  • Deployment Model
  • Enterprise Size
  • Industry Vertical
  • Region
Breakup by Component
  • Solution
  • Service
Breakup by Deployment Model
  • On-premises
  • Cloud
Breakup by Enterprise Size
  • Large Enterprises
  • SME’s
Breakup by Industry Vertical
  • Retail
  • Education
  • IT and Telecom
  • BFSI
  • Manufacturing
  • Media and Entertainment
  • Others
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Microsoft Corporation
  • Cognizant Technology Solutions Corporation
  • BI WORLDWIDE
  • G-Cube
  • Ambition
  • Others

Gamification Market Report Snapshots

Gamification Market Size

Gamification Market Growth

Gamification Companies

*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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Key Questions Answered in the Report

In 2024, the market attained a value of nearly USD 13.55 Billion.

The market is assessed to grow at a CAGR of 19.80% between 2025 and 2034.

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.

The market is estimated to witness a healthy growth in the forecast period of 2025-2034 to reach USD 82.51 Billion by 2034.

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