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The global gamification market size was USD 11.69 Billion in 2021 and is expected to register a revenue CAGR of 27.4% during the forecast period, according to latest analysis by Emergen Research. Use of Artificial Intelligence (AI) for processing and showing personalized results and rapid digitization of businesses to generate new revenue avenues are factors driving gamification market revenue growth.
To gain deep insights into their staff, large enterprises are implementing Al-based solutions and cutting-edge technology. Al-based gamification models give correct answers by removing uncertainty in employee motives and assisting employees in meeting objectives more effectively. For instance, since Cisco Systems gamified its social media training program, over 650 Cisco Systems workers have received accreditation for over 13,000 courses. Small and Medium-sized businesses (SMEs) are implementing Al-based solutions to improve employee motivation, engagement, and involvement. General acceptance of Al-based solutions will contribute to development of transparent and cooperative cultures, leading to market expansion.
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As an illustration, effective SaaS solutions built on Al technology provide digital employee interaction, engagement capabilities, and recognition, enhancing organization's accessibility and collaborative culture. Venture capitalists are also funding emerging businesses that offer SaaS platforms based on Al technology. Worxogo Solutions Pvt. Ltd., which offers a SaaS application for employees, has received investments from companies such as Ideaspring Capital and Inventus Capital India. The service offers tailored feedback on employees daily performance.
Global Gamification Market Research Report and Forecast to 2030 is an investigative report providing an extensive study of the global Gamification Market with regards to market size, market share, current and emerging trends, and latest technological developments. The report also sheds light on the competitive landscape of the Gamification Market on the global and regional scale, along with a thorough forecast estimation to 2021. The new report is updated with the impact of the COVID-19 pandemic on the Gamification Market. It analyzes the impact of the pandemic with regards to economic landscape and government regulations in each region.
Key players include:
Microsoft, SAP, BI WORLDWIDE, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd, MPS Interactive Systems, and Influitive.
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Emergen Research has segmented the global gamification market based on component type, deployment type, vertical, and region:
Component Type Outlook (Revenue, USD Billion; 2019-2030)
Solution
Services
Deployment Type Outlook (Revenue, USD Billion; 2019-2030)
Cloud
On-premises
Vertical Outlook (Revenue, USD Billion; 2019-2030)
Education
Healthcare
Banking, Financial Services and Insurance (BFSI)
Retail
Manufacturing
Telecom
IT
Hospitality
Others
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Regional Segmentation
North America (U.S., Canada)
Europe (U.K., Italy, Germany, France, Rest of EU)
Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
Latin America (Chile, Brazil, Argentina, Rest of Latin America)
Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
Table of Contents:
Chapter 1 includes an introduction of the global Gamification market, along with a comprehensive market overview, market scope, product offerings, and an investigation of the market drivers, growth opportunities, risks, restraints, and other vital factors.
Chapter 2 offers an in-depth analysis of the key manufacturers engaged in this business vertical, along with their sales and revenue estimations.
Chapter 3 elaborates on the highly competitive terrain of the market, highlighting the key manufacturers and vendors.
In Chapter 4, our team has fragmented the market on the basis of regions, underscoring the sales, revenue, and market share of each region over the forecast timeline.
Chapters 5 and 6 have laid emphasis on the market segmentation based on product type and application.
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