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Gamification Market is estimated to be US$ 137.51 billion by 2030 with a CAGR of 30.2% during the forecast period
Gamification Market is estimated to be US$ 137.51 billion by 2030 with a CAGR of 30.2% during the forecast period
Gamification Market accounted for US$ 10.04 billion in 2020 and is estimated to be US$ 137.51 billion by 2030 and is anticipated to register a CAGR of 30.2%. The market report has been segmented based on deployment, size, platform, end-user vertical, and region.

 

The report " Gamification MarketBy Deployment (On-premise and On-cloud), By Size (Small and Medium Enterprises and Large Enterprises), By Platform (Open Platform and Closed/ Enterprise Platform), By End-user Vertical (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, and Other End-user Verticals), and By Region (North America, Europe, Asia Pacific, Latin America, and Middle East & Africa) - Trends, Analysis and Forecast till 2030.

Growing penetration of smartphones has vastly expanded the opportunities for gamification. The major factor driving the adoption of gamification is the enormous advantages offered by these solutions driving the overall enterprise productivity. Active employee participation is typically skilled using mechanics such as leaderboards, badges, score points, achievement levels, and others. The thought behind using these mechanics is to improve a sense of healthy competition among the employees, thereby boosting the higher level of dedication. Furthermore, the rising shift towards digital advertisement and internet services penetration worldwide is also driving the growth of the target market. Moreover, growing efforts by business organizations globally towards achieving high productivity are also propelling the growth of the target market. Business organizations are willing to invest in such solutions that can effectively enhance their internal processes as well as drive consumer engagement. Subsequently, increasing competition among the business enterprise across the globe would significantly fuel the global gamification market growth over the forecast period.

Key Highlights:

·         In June 2018, Microsoft announced plans to acquire GitHub Inc. This acquisition would help millions of developers worldwide to write code together, for various products, which include the PSA as well.

·         In September 2019, Bunchball Inc. announced the launch of its Bunchball Go solution. This solution enables organizations to transform how they engage with their partners, employees, and customers while changing how and where the work gets done, accelerating business productivity and enriching the overall employee and customer experience.

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Key Market Insights from the report:        

Global Gamification Market accounted for US$ 10.04 billion in 2020 and is estimated to be US$ 137.51 billion by 2030 and is anticipated to register a CAGR of 30.2%. The market report has been segmented based on deployment, size, platform, end-user vertical, and region.

·         By deployment, the global gamification market is segmented into on-premise and on-cloud.

·         By size, the global gamification market is categorized into small and medium enterprises and large enterprises

·         By platform, the global gamification market is categorized into open platform and closed/ enterprise platform

·         By end-user vertical, the global gamification market is sub-divided into retail, banking, government, healthcare, education and research, it and telecom, and other end-user verticals

·         By region, North America and Europe account for maximum gross revenue at present. This is mainly attributed due to a growing degree of awareness about the method among companies in the region alongside the high degree of digitization. Moreover, the regions are projected to maintain dominant markets on account of the abovementioned reasons and

 

The prominent player operating in the global gamification market includes Microsoft Corporation, Cognizant Technology Solution Corp., Callidus Software Inc., MPS Interactive Systems Limited, cut-e GmbH (AON, PLC), Axonify Inc., IActionable Inc., Bunchball Inc., Ambition, Centrical, and G-Cube.