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The global gamification market size reached a value of about USD 21.14 million in 2023. The market is further estimated to grow at a CAGR of 23.8% in the forecast period of 2024-2032 to reach a value of around USD 143.94 million by 2032.
*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.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Region
7 Opportunities and Challenges in the Market
8 Global Gamification Market Analysis
8.1 Key Industry Highlights
8.2 Global Gamification Historical Market (2018-2023)
8.3 Global Gamification Market Forecast (2024-2032)
8.4 Global Gamification Market by Component
8.4.1 Solution
8.4.1.1 Historical Trend (2018-2023)
8.4.1.2 Forecast Trend (2024-2032)
8.4.2 Service
8.4.2.1 Historical Trend (2018-2023)
8.4.2.2 Forecast Trend (2024-2032)
8.5 Global Gamification Market by Deployment Model
8.5.1 On-premises
8.5.1.1 Historical Trend (2018-2023)
8.5.1.2 Forecast Trend (2024-2032)
8.5.2 Cloud
8.5.2.1 Historical Trend (2018-2023)
8.5.2.2 Forecast Trend (2024-2032)
8.6 Global Gamification Market by Enterprise Size
8.6.1 Large Enterprises
8.6.1.1 Historical Trend (2018-2023)
8.6.1.2 Forecast Trend (2024-2032)
8.6.2 SME’s
8.6.2.1 Historical Trend (2018-2023)
8.6.2.2 Forecast Trend (2024-2032)
8.7 Global Gamification Market by Industry Vertical
8.7.1 Retail
8.7.1.1 Historical Trend (2018-2023)
8.7.1.2 Forecast Trend (2024-2032)
8.7.2 Education
8.7.2.1 Historical Trend (2018-2023)
8.7.2.2 Forecast Trend (2024-2032)
8.7.3 IT and Telecom
8.7.3.1 Historical Trend (2018-2023)
8.7.3.2 Forecast Trend (2024-2032)
8.7.4 BFSI
8.7.4.1 Historical Trend (2018-2023)
8.7.4.2 Forecast Trend (2024-2032)
8.7.5 Manufacturing
8.7.5.1 Historical Trend (2018-2023)
8.7.5.2 Forecast Trend (2024-2032)
8.7.6 Media and Entertainment
8.7.6.1 Historical Trend (2018-2023)
8.7.6.2 Forecast Trend (2024-2032)
8.7.7 Others
8.8 Global Gamification Market by Region
8.8.1 North America
8.8.2 Europe
8.8.3 Asia Pacific
8.8.4 Latin America
8.8.5 Middle East and Africa
9 Regional Analysis
9.1 North America
9.1.1 Historical Trend (2018-2023)
9.1.2 Forecast Trend (2024-2032)
9.1.3 Breakup by Country
9.1.3.1 United States of America
9.1.3.2 Canada
9.2 Europe
9.2.1 Historical Trend (2018-2023)
9.2.2 Forecast Trend (2024-2032)
9.2.3 Breakup by Country
9.2.3.1 United Kingdom
9.2.3.2 Germany
9.2.3.3 France
9.2.3.4 Italy
9.2.3.5 Others
9.3 Asia Pacific
9.3.1 Historical Trend (2018-2023)
9.3.2 Forecast Trend (2024-2032)
9.3.3 Breakup by Country
9.3.3.1 China
9.3.3.2 Japan
9.3.3.3 India
9.3.3.4 ASEAN
9.3.3.5 Australia
9.3.3.6 Others
9.4 Latin America
9.4.1 Historical Trend (2018-2023)
9.4.2 Forecast Trend (2024-2032)
9.4.3 Breakup by Country
9.4.3.1 Brazil
9.4.3.2 Argentina
9.4.3.3 Mexico
9.4.3.4 Others
9.5 Middle East and Africa
9.5.1 Historical Trend (2018-2023)
9.5.2 Forecast Trend (2024-2032)
9.5.3 Breakup by Country
9.5.3.1 Saudi Arabia
9.5.3.2 United Arab Emirates
9.5.3.3 Nigeria
9.5.3.4 South Africa
9.5.3.5 Others
10 Market Dynamics
10.1 SWOT Analysis
10.1.1 Strengths
10.1.2 Weaknesses
10.1.3 Opportunities
10.1.4 Threats
10.2 Porter’s Five Forces Analysis
10.2.1 Supplier’s Power
10.2.2 Buyer’s Power
10.2.3 Threat of New Entrants
10.2.4 Degree of Rivalry
10.2.5 Threat of Substitutes
10.3 Key Indicators for Demand
10.4 Key Indicators for Price
11 Competitive Landscape
11.1 Market Structure
11.2 Company Profiles
11.2.1 Microsoft Corporation
11.2.1.1 Company Overview
11.2.1.2 Product Portfolio
11.2.1.3 Demographic Reach and Achievements
11.2.1.4 Certifications
11.2.2 Cognizant Technology Solutions Corporation
11.2.2.1 Company Overview
11.2.2.2 Product Portfolio
11.2.2.3 Demographic Reach and Achievements
11.2.2.4 Certifications
11.2.3 BI WORLDWIDE
11.2.3.1 Company Overview
11.2.3.2 Product Portfolio
11.2.3.3 Demographic Reach and Achievements
11.2.3.4 Certifications
11.2.4 G-Cube
11.2.4.1 Company Overview
11.2.4.2 Product Portfolio
11.2.4.3 Demographic Reach and Achievements
11.2.4.4 Certifications
11.2.5 Ambition
11.2.5.1 Company Overview
11.2.5.2 Product Portfolio
11.2.5.3 Demographic Reach and Achievements
11.2.5.4 Certifications
11.2.6 Others
12 Key Trends and Developments in the Market
List of Figures and Tables
1. Global Gamification Market: Key Industry Highlights, 2018 and 2032
2. Global Gamification Historical Market: Breakup by Component (USD Million), 2018-2023
3. Global Gamification Market Forecast: Breakup by Component (USD Million), 2024-2032
4. Global Gamification Historical Market: Breakup by Deployment Model (USD Million), 2018-2023
5. Global Gamification Market Forecast: Breakup by Deployment Model (USD Million), 2024-2032
6. Global Gamification Historical Market: Breakup by Enterprise Size (USD Million), 2018-2023
7. Global Gamification Market Forecast: Breakup by Enterprise Size (USD Million), 2024-2032
8. Global Gamification Historical Market: Breakup by Industry Vertical (USD Million), 2018-2023
9. Global Gamification Market Forecast: Breakup by Industry Vertical (USD Million), 2024-2032
10. Global Gamification Historical Market: Breakup by Region (USD Million), 2018-2023
11. Global Gamification Market Forecast: Breakup by Region (USD Million), 2024-2032
12. North America Gamification Historical Market: Breakup by Country (USD Million), 2018-2023
13. North America Gamification Market Forecast: Breakup by Country (USD Million), 2024-2032
14. Europe Gamification Historical Market: Breakup by Country (USD Million), 2018-2023
15. Europe Gamification Market Forecast: Breakup by Country (USD Million), 2024-2032
16. Asia Pacific Gamification Historical Market: Breakup by Country (USD Million), 2018-2023
17. Asia Pacific Gamification Market Forecast: Breakup by Country (USD Million), 2024-2032
18. Latin America Gamification Historical Market: Breakup by Country (USD Million), 2018-2023
19. Latin America Gamification Market Forecast: Breakup by Country (USD Million), 2024-2032
20. Middle East and Africa Gamification Historical Market: Breakup by Country (USD Million), 2018-2023
21. Middle East and Africa Gamification Market Forecast: Breakup by Country (USD Million), 2024-2032
22. Global Gamification Market Structure.
In 2023, the market attained a value of nearly USD 21.14 million.
The market is assessed to grow at a CAGR of 23.8% 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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