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Gamification Market: Segmented: By Solutions & Services (Engagement & Performance Services, Strategic Services, and Consulting & Professional Services), By End-use Industry (Banking, Retail, Government, Education, IT & Telecom, Healthcare and Others), By Applications (Marketing, Sales, Product Development, Human Resource and Others) And Region – Global Analysis of Market Size, Share & Trends For 2019–2020 And Forecasts To 2031

Gamification Market: Segmented: By Solutions & Services (Engagement & Performance Services, Strategic Services, and Consulting & Professional Services), By End-use Industry (Banking, Retail, Government, Education, IT & Telecom, Healthcare and Others), By Applications (Marketing, Sales, Product Development, Human Resource and Others) And Region – Global Analysis of Market Size, Share & Trends For 2019–2020 And Forecasts To 2031

[ 176 + Pages Research Report ] Gamification Market to surpass USD 136.2 billion by 2031 from USD 9.4 billion in 2021 at a CAGR of 30.7% in the coming years, i.e., 2021-31. 

Product Overview
The application of game-inspired layout & mechanics to a non-gaming environment is named gamification. Its goal is to boost user motivation and engagement, as well as promote behavioral change and achieve specified objectives. Gamification can add excitement and drama to a retailer's marketing and engagement strategy without detracting from the business's main idea. For numerous retailers, gamification apps have proved to increase leads and sales. Gamification may also help a store attract new and returning customers while also providing insights into how customers interact with a brand.

Market Highlights
Global Gamification Market is expected to project a notable CAGR of 30.7% in 2031.

The exponential proliferation of smartphones and other mobile devices has immediately created a large market for gamification. The supply of enticing offers to clients and consumers, as well as gamification producing a higher Return on Investment (RoI), are among the primary factors responsible for the increasing growth of the gamification market.



Global Gamification Market: Segments
Strategic Service segment to grow with the highest CAGR during 2021-31

The Global Gamification market is classified based on Solutions & Services into Engagement & Performance Services, Strategic Services, and Consulting & Professional Services. The Strategic services sector of the gamification market is expected to develop at the fastest CAGR during the forecast period, based on components. Gamification service providers offer a wide range of services, which are divided into three categories: Strategic, Consulting and Professional, and Engagement and Performance Services. These services assist end-users with gamification solution development as well as the installation, deployment, and ongoing maintenance of existing systems.

IT and Telecom segment to grow with the highest CAGR during 2021-31

Global Gamification market is classified based on end-user into Banking, Retail, Government, Education, IT & Telecom, Healthcare, and Others. According to End-user, the telecom segment is expected to increase at the fastest rate and is projected to grow. Telecom firms are also up against strong competition from many other service suppliers, making the adoption of a marketing strategy all the more important. Companies' major goal is to increase the number of users while providing consistent experiences throughout all channels, which can only be accomplished through customer-focused services.



Market Dynamics
Drivers
Increasing focus on level progress monitoring

As a result of organizations' efforts to improve engagement with customers to improve staff performance, the primary trend inside the gamification industry is a growing focus on level progress tracking. Gamification allows businesses to track and improve employee performance through activity feeds, leaderboards, and internal competitions. Similarly, avatars & storytelling, virtual presents, and virtual currencies can improve customer–brand engagement. It is possible to observe how much work a user is putting in to cross one level & unlock the next using the level progress technique.

Rising demand for Enhanced Customer Experience

The most prominent driving element for the gamification sector is organizations' increased efforts to improve customer engagement. This is accomplished by the application of technology to loyalty programs, product research, game-based marketing, as well as interactive communication. Customers are being engaged and brand loyalty is being built through personalized recommendation games and quizzes. Gamification also motivates customers to refer the business to others or make more purchases by providing personalized avatars, reward-based promotions, & progress indicators as part of loyalty programs.

Restraint
Designing in gamification is a critical aspect of ensuring that the desired goal is achieved. Designers, on the other hand, have been noted to fail to keep coming up with distinctive and sophisticated designs that match the needs of each firm. This could hinder the market's adoption of remedies. Even though a solution is designed for a certain business, it will not produce the desired results for other customers, making it a difficult development process.

Global Gamification Market: Key Players
Microsoft Corporation
Company Overview, Business Strategy, Key Product Offerings, Financial Performance, Key Performance Indicators, Risk Analysis, Recent Development, Regional Presence, SWOT Analysis

MPS Interactive Systems Limited
SAP SE
BI Worldwide
Verint Systems
Hoopla Software, Inc
Aon plc.  
Influitive Corporation
Mambo Solutions Ltd.
Khoros, LLC
Other Prominent Players
Global Gamification Market: Regions
The Global Gamification market is segmented based on regional analysis into five major regions: North America, Latin America, Europe, Asia Pacific, and the Middle East and Africa. In the sphere of marketing, North America has a developed market for gamification. Because of the region's high internet and smartphone penetration, gamification for marketing has become more popular, particularly when combined with social media incorporation tools.

Impact of Covid-19 on Gamification Market
Covid-19's global spread has had an impact on every industry. The pandemic has compelled large corporations to make substantial and urgent strategic decisions. In almost all industries, employees have chosen to work from home. Maintaining constant connection with the remote site is a major problem for management and personnel. Companies might use this time to provide employees with training and e-learning courses. This can assist firms in guiding new employees and providing advanced skills to existing staff. As a result, a significant gamification market increase is anticipated during the epidemic.



Global Gamification Market is further segmented by region into:

North America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – the United States and Canada
Latin America Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – Mexico, Argentina, Brazil, and Rest of Latin America
Europe Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – United Kingdom, France, Germany, Italy, Spain, Belgium, Hungary, Luxembourg, Netherlands, Poland, NORDIC, Russia, Turkey, and Rest of Europe
Asia Pacific Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – India, China, South Korea, Japan, Malaysia, Indonesia, New Zealand, Australia, and Rest of APAC
the Middle East and Africa Market Size, Share, Trends, Opportunities, Y-o-Y Growth, CAGR – North Africa, Israel, GCC, South Africa, and Rest of MENA
The Global Gamification Market report also contains an analysis on:
Gamification Market Segments:

By Solutions & Services 
Engagement & Performance Services
Strategic Services
Consulting & Professional Services
By End-use Industry 
Banking
Retail
Government
Education
IT & Telecom
Healthcare
Others
By Applications 
Marketing
Sales
Product Development
Human Resource
Others                            
Gamification Dynamics
Gamification Size
Supply & Demand
Current Trends/Issues/Challenges
Competition & Companies Involved in the Market
Value Chain of the Market
Market Drivers and Restraints
Gamification Market Report Scope and Segmentation
Report AttributeDetails
The market size value in 2021USD 9.4 billion
The revenue forecast in 2031USD 136.2 billion
Growth RateCAGR of 30.7% from 2021 to 2031
The base year for estimation2020
Quantitative unitsRevenue in USD billion and CAGR from 2021 to 2031
Report coverageRevenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments coveredApplication, Solution and Services, End-user and Region
Regional scopeNorth America, Europe, Asia Pacific, Latin America, Middle East & Africa (MEA)
Key companies profiledMicrosoft Corporation, MPS Interactive Systems Limited, SAP SE, BI Worldwide, Verint Systems, Hoopla Software, Inc, Aon plc. , Influitive Corporation, Mambo Solutions Ltd., Khoros, LLC, and Other Prominent Players
Table of Contents

1.Executive Summary
2.Global Gamification Market
2.1.Product Overview
2.2.Market Definition
2.3.Segmentation
2.4.Assumptions and Acronyms
3.Research Methodology
3.1.Research Objectives
3.2.Primary Research
3.3.Secondary Research
3.4.Forecast Model
3.5.Market Size Estimation
4.Average Pricing Analysis
5.Macro-Economic Indicators
6.Market Dynamics
6.1.Growth Drivers
6.2.Restraints
6.3.Opportunity
6.4.Trends
7.Correlation & Regression Analysis
7.1.Correlation Matrix
7.2.Regression Matrix
8.Recent Development, Policies & Regulatory Landscape
9.Risk Analysis
9.1.Demand Risk Analysis
9.2.Supply Risk Analysis
10.Global Gamification Market Analysis
10.1.Porter Five Forces
10.1.1.Threat of New Entrants
10.1.2.Bargaining Power of Suppliers
10.1.3.Threat of Substitutes
10.1.4.Rivalry
10.2.PEST Analysis
10.2.1.Political
10.2.2.Economic
10.2.3.Social
10.2.4.Technological
11.Global Gamification Market
11.1.Market Size & forecast, 2020A-2031F
11.1.1.By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
11.1.2.By Volume (Million Units) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.Global Gamification Market: Market Segmentation
12.1.By Regions
12.1.1.North America:(U.S. and Canada), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.2.Latin America: (Brazil, Mexico, Argentina, Rest of Latin America), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.3.Europe: (Germany, UK, France, Italy, Spain, BENELUX, NORDIC, Hungary, Poland, Turkey, Russia, Rest of Europe), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.4.Asia-Pacific: (China, India, Japan, South Korea, Indonesia, Malaysia, Australia, New Zealand, Rest of Asia Pacific), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.1.5.the Middle East and Africa: (Israel, GCC, North Africa, South Africa, Rest of the Middle East and Africa), By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2.By Solutions & Services: Market Share (2020-2031F)
12.2.1.Engagement & Performance Services, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2.2.Strategic Services, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.2.3.Consulting & Professional Services, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3.By Application: Market Share (2020-2031F)
12.3.1.Marketing, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3.2.Sales, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3.3.Product Development, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3.4.Human Resource, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.3.5.Other, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.By End-User: Market Share (2020-2031F)
12.4.1.Banking, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.2.Retail, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.3.Government, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.4.Education, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.5.IT & Telecom, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.6.Healthcare, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
12.4.7.Others, By Value (USD Million) 2020-2031F; Y-o-Y Growth (%) 2021-2031F
13.Company Profile
13.1.Microsoft Corporation
13.1.1.Company Overview
13.1.2.Company Total Revenue (Financials)
13.1.3.Market Potential
13.1.4.Global Presence
13.1.5.Key Performance Indicators
13.1.6.SWOT Analysis
13.1.7.Product Launch
13.2.MPS Interactive Systems Limited
13.3.SAP SE
13.4.BI Worldwide
13.5.Verint Systems
13.6.Hoopla Software, Inc
13.7.Aon plc.
13.8.Influitive Corporation
13.9.Mambo Solutions Ltd.
13.10.Khoros, LLC
13.11.Other Prominent Players
14.Consultant Recommendation
15.The above-given segmentations and companies could be subjected to further modification based on in-depth feasibility studies conducted for the final deliverable.

Report Title: Gamification Market: Segmented: By Solutions & Services (Engagement & Performance Services, Strategic Services, and Consulting & Professional Services), By End-use Industry (Banking, Retail, Government, Education, IT & Telecom, Healthcare and Others), By Applications (Marketing, Sales, Product Development, Human Resource and Others) And Region – Global Analysis of Market Size, Share & Trends For 2019–2020 And Forecasts To 2031


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