Global Gamifi Market Is Estimated to Grow About USD 95.3 Billion By 2030

14-Mar-2023 | Zion Market Research

Global Gamifi Market to Hit $95.3 Billion By 2030 | CAGR: 25.40%

The global gamifi market size was worth around USD 10.2 Billion in 2022 and is estimated to grow to about USD 95.3 Billion by 2030, with a compound annual growth rate (CAGR) of approximately 25.40% over the forecast period.

Global Gamifi Market Size

Gamification is the process of applying and effectively using game mechanics and design principles in various non-game contexts to captivate and motivate users. The concept has gained popularity in recent years, as it offers a unique and effective way to improve user engagement, customer loyalty, and employee performance. Gamification involves using various techniques such as points, badges, levels, and leaderboards to encourage user participation and reward desired behaviors.

Gamification offers immense benefits. It can improve user engagement, increase brand loyalty, and enhance user experience. Gamification can also improve employee productivity and performance by providing motivation and incentives for achieving goals. It can be used to train and educate employees, resulting in better retention and application of knowledge. Additionally, gamification can be used to collect and analyze user data, allowing for targeted marketing and personalized user experiences. The use of gamification is becoming increasingly prevalent in various industries, including education, healthcare, retail, entertainment, and marketing.

The global gamifi market is expected to surge exponentially due to an increase in the adoption of modern devices such as smartphones and tablets which led to an upsurge in the demand for numerous mobile apps and games. Thus, more and more businesses are leveraging gamification to improve customer engagement and retention on various mobile platforms. In addition, there has been an increased focus on employee engagement among companies as they are incessantly devising ways to improve productivity and reduce turnover rates.

Gamification provides a fun and interactive way to improve employee engagement by rewarding employees for achieving specific goals and milestones. These factors drive the growth of the gamifi industry during the forecast period. Besides, gamification is extensively used in various industries such as healthcare, education, retail, entertainment, marketing, and others. Gamification is being used in education to increase student engagement and motivation by making learning fun and interactive. Healthcare providers are widely using gamification to encourage patients to adopt healthy behaviors and adhere to medication regimens.

Retailers are using gamification to enhance customer loyalty and incentivize purchases, while marketers are using gamification to increase brand awareness and engagement, and further drive sales. These factors are expected to create ample opportunities for the growth of the market during the forecast period. However, the extortionate cost of development and implementation of gamification strategies might restrict the growth of the market to an extent.

The global gamification market is segmented based on deployment mode, enterprise size, end-use industry, and region.

Based on deployment mode, the cloud-based segment held the largest market share in 2022 and is further expected to occupy a dominant market share and simultaneously grow at a significant CAGR during the forecast period. The major reason for the growth of this segment is the increase in the adoption of reliable and convenient solutions among small and medium enterprises. Apart from SMEs, even the large enterprises involved in e-commerce, education, banking, and others are increasingly adopting cloud-based infrastructure as technology advances to provide effective collaborative experiences to customers. In addition, seamless installation, software updates, servicing, and economical cost further drive the growth of the segment during the forecast.

Global Gamifi Market Size Growth

On the basis of deployment mode, the market is segmented into on-premises and cloud.

Based on end-use industry, the telecom segment held a notable market share in 2022 and is further predicted to occupy the fastest CAGR during the forecast period. The major reason for the extensive adoption of gamification in the telecom sector is that telecom companies face severe competition from other service providers in the market. Thus, it is paramount for companies to incessantly adopt a customer-centric approach and maximize their subscriber base with the help of consistent interactive experiences for the users. Thus, the adoption and implementation of necessary gamification strategies by telecom companies make them informed about customer satisfaction, enabling them to further engross users with attractive rewards and offers.

Based on region, the North American region held the largest market share in 2022 and is further predicted to occupy a dominant market share and grow simultaneously at a rapid CAGR during the forecast period. The major reason for the growth of the market in this region is the increase in the usage of the internet by various businesses and the prevalence of well-developed communication networks in the region. Expansive use of gamification by companies for employee engagement and corporate training programs, extensive adoption of the latest mobile devices and social media platforms, and surge in need for riveting, interactive, and collaborative marketing campaigns for businesses in the region drive the growth of the market.

This review is based on a report by Zion Market Research, titled Gamifi Market By Deployment Mode (On-premises, Cloud), Enterprise Size (Small and Medium Enterprises, Large Enterprises), By End-use Industry (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), and By Region – Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data and Forecasts 2023 – 2030.”- Report at https://www.zionmarketresearch.com/report/gamefi-gafi-market

Recent Developments

  • In 2021, Domino's Pizza, a dominant US-based company announced the launch of its gamified loyalty program, called "Piece of the Pie Rewards". This allows customers to earn points for every pizza they order. Customers can then redeem their points for free pizzas, sides, and drinks. The program also includes a leaderboard where customers can compete against each other for rewards.
  • In 2020, Microsoft, one of the leading American multinational technology companies, announced the launch of "Xbox Game Pass Quests", a gamification feature for its Xbox Game Pass subscription service. Users can earn points and rewards for completing various quests and challenges, such as playing specific games or achieving certain in-game accomplishments.

The global gamifi market is dominated by players such as:

  • Microsoft
  • SAP
  • Verint
  • Aon
  • Badgeville
  • Bunchball
  • Cognizant
  • Gigya
  • Gondola
  • Hoopla
  • Influitive
  • IBM
  • Keas
  • MindTickle
  • Nitro
  • Opower
  • PugPharm
  • SAP
  • Salesforce
  • Scavify
  • Tango Card
  • The Game Agency
  • The Level Up
  • The Octalysis Group
  • Thrive Global
  • Zamzee   Centrical
  • MPS Interactive Systems
  • LevelEleven
  • Axonify Inc.
  • Gamifier
  • IActionable
  • Xoxoday
  • Tango Card
  • Callidus Software Inc.

Global gamifi market is segmented as follows:

By Deployment Mode

  • On-premises
  • Cloud

By Enterprise Size

  • Small and Medium Enterprises
  • Large Enterprises

By End-Use Industry

  • Banking
  • Retail
  • Government
  • Education
  • IT and Telecom
  • Healthcare
  • Others

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

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