Gamification Market Industry Trends, Share, Size, Forecast 2022 to 2027

Posted on Aug 4 2022 6:31 AM

"Gamification Market Size, Share & Industry Analysis, By Deployment (Cloud, On-premises), By Enterprise Size (SMEs and Large Enterprises), By Application (Marketing, Sales, Product Development, Human Resource, Others) By Industry (BFSI, Retail, Government, Healthcare, Education and research, IT and Telecom, Others), and Regional Forecast, 2020-2027 "

The global "Gamification Market Size " research report provides an in-depth analysis of the current trends, latest developments, scenarios, market size, various drivers, restraints, and major players along with their profile details. Gamification Market growth research report offers the historic data and provides the forecast based on revenue. With the help of all this information, the research report helps market participants improve market positions.

The global gamification market size stood at USD 6.33 billion in 2019 and is projected to reach USD 37.00 billion by 2027, exhibiting a CAGR of 24.8% during the forecast period.

Key Takeaway

  • The North America Gamification Market continued valued at USD 6.33 billion in 2019
  • The Asia Pacific market is expected to grow at the highest CAGR of 24.8% from 2022 to 2027
  • North America accounted for a Billion market share in 2019.

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Key Market Dynamics:

Market Driver:

Cumulative Investment in Immersive Technologies to Augment Market Sales

The growing investment by companies in augmented reality (AR), virtual reality (VR), and mixed reality technologies will subsequently foster healthy growth of the market during the forecast period. For instance,, Inc., and Walmart are utilizing the AR, VR and mixed reality technologies to revolutionize the shopping experience for customers. Similarly, numerous companies are perpetually investing in augmented reality gamification for training and learning purposes, which, in turn, will enable speedy expansion of the market. For instance, Walmart has announced its partnership with Strivr Labs, Inc. to offer training to its employees using VR technology. The training will be provided to the company's main 200 centers across the U.S. to demonstrate employees about valuable customer service assistance. Walmart stores have around 17000 Oculus Go VR headset for conducting employee training equipped with Strivr training. In addition, the rising adoption of VR and AR technologies by eminent companies will significantly uplift the gamification market share.

The strategies adopted by companies to train employees through gamification software during the global crisis will simultaneously foster healthy growth of the market. Besides, the increasing focus on E-learning with training and learning modules for employees during COVID-19 pandemic will promote healthy adoption of gamification.

Report Coverage

We provide reports conducted with an all-inclusive examination approach that majorly emphasizes delivering precise material. Our scholars have applied a data triangulation method which further assists us in offering trustworthy estimations and testing the general market dynamics accurately. Further, our analysts have received admission to numerous international as well as regional funded registers for providing up-to-date material so that the stakeholders and business professionals invest only in essential zones.

List of Key Companies

  • Microsoft Corporation (US)
  • MPS Interactive Systems Limited(India)
  • SAP SE (Germany)
  • BI Worldwide(US)
  • Verint Systems(US)
  • Hoopla Software, Inc (US)
  • Aon plc. (CUT-E GMBH) (UK)
  • Influitive Corporation (Canada)
  • Mambo Solutions Ltd. (UK)
  • Khoros, LLC(US)

Primary Research:

Various sources from both the supply and demand sides were interviewed during the primary research process to obtain qualitative and quantitative information for this report. Primary sources included industry experts from the core and related industries, as well as preferred suppliers, manufacturers, distributors, technology developers, researchers, and organizations from all segments of the value chain of this industry.

To obtain and verify critical qualitative and quantitative information, in-depth interviews were conducted with a variety of primary respondents, including key industry participants, subject-matter experts, C-level executives of key market players, and industry consultants.

Secondary Research:

This research study made extensive use of secondary sources, directories, and databases such as Hoover’s, Bloomberg BusinessWeek, Factiva, and OneSource to identify and collect information useful for a technical, market-oriented, and commercial study of the global portable generator market. Other secondary sources included company annual reports, press releases, and investor presentations, white papers, certified publications, articles by recognized authors, manufacturer associations, trade directories, and databases.

Significant Features and Key Highlights of the Report

  • Detailed overview of Gamification Market size
  • Changing market dynamics of the industry
  • In-depth market segmentation by Type, Application, etc.
  • Historical, current, and projected market size in terms of volume and value.
  • Recent industry trends and developments
  • Competitive landscape of Gamification Market
  • Strategies of key players and product offerings
  • Potential and niche segments/regions exhibiting promising growth.

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Gamification Market Segmentation

By Deployment

  • Cloud
  • On-Premises

By Enterprise Size

  • SMEs
  • Large Enterprise

By Application

  • Marketing
  • Sales
  • Product Development
  • Human Resource
  • Others (Customer Engagement, etc.)

By Industry

  • BFSI
  • Retail
  • Government
  • Healthcare
  • Education and research
  • IT and Telecom
  • Others

By Region

  • North America (the US and Canada)
  • Europe (UK, Germany, France, Spain and Rest of Europe)
  • Asia Pacific (Japan, China, India, Southeast Asia and Rest of Asia Pacific)
  • The Middle East & Africa (South Africa, GCC and Rest of the Middle East & Africa)
  • Latin America (Brazil, Mexico and Rest of Latin America)

What does the Report Provide?

The global report provides a detailed analysis of several factors such as the key drivers and restraints that will impact growth. Additionally, the Gamification Market share report provides insights into the regional analysis that covers different regions, contributing to the growth of the market. It includes the competitive landscape that involves the leading companies and the adoption of strategies by them to introduce new products, announce partnerships, and collaborate that will further contribute to the market growth. Moreover, the research analyst has adopted several research methodologies such as PORTER’s Five Point Analysis and PESTEL to obtain information about the current trends and industry developments that will drive the market growth in the forthcoming years.

The following are the study objectives for the Gamification Market forecast report:

  • SWOT Analysis focuses on worldwide main manufacturers to define, assess, and analyze the market competition. By kind, application, and region, the market is defined, described, and forecasted.
  • Examine the global and main regional market potential and advantage, opportunity and challenge, constraints and risks.
  • Determine whether trends and factors are driving or limiting the market growth.
  • By identifying high-growth categories, stakeholders would be able to analyze market potential.
  • Conduct a strategic study of each submarket's growth trends and market contribution.
  • Expansions, agreements, new product launches, and acquisitions in the market are all examples of competitive developments.
  • To create a strategic profile of the main players and analyze their growth plans in depth.

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