Market Size in 2022 | Market Forecast in 2030 | CAGR (in %) | Base Year |
---|---|---|---|
USD 10.2 Billion | USD 95.3 Billion | 25.40% | 2022 |
The global gamifi market size was valued at 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.
The report analyzes the gamified market’s drivers, restraints/challenges, and the effect they have on the demands during the projection period. In addition, the report explores emerging opportunities in the private hospital market.
Gamification is considered to be an application of game design features and principles in non-game situations. It can also be defined as a set of actions and procedures that use or utilize the features of game elements to solve problems. For thousands of years, games and game-like features have been utilized to educate, entertain, and engage people. Points, badges, and leaderboards are all classic game components. The exponential rise in the number of smartphones and mobile devices has immediately resulted in the growth of the market for gamification. Gamification systems are increasingly being recognized as a means of architecting human behavior in order to induce innovation, productivity, or engagement, which further supporting the growth of the market. Gamification systems have also gone beyond their usual marketing applications. They are currently widely employed in advanced applications such as crowdsourcing.
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The Covid-19 pandemic has disrupted every industry and supply chain across the globe. 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 continual connection with the remote site is a major problem for management and personnel. Furthermore, the spread of virus is causing widespread fear among the public, and the financial crisis is putting pressure on employees. Organizations are currently focusing on raising employee morale and inspiring people to perform allocated tasks. During these times of crisis, gamification software can help firms motivate their personnel. The program aids in the creation of a coherent environment for team members, allowing them to fulfill their goals more quickly.
Similarly, businesses can use this opportunity to provide employees with training and E-learning courses. Gamification provides easy-to-understand modules that can assist employees in learning more about the organization and its processes. This can assist firms in guiding new hires and providing advanced skills to existing personnel. As a result, significant Gamification Market growth is expected during and after the pandemic. Furthermore, the market is predicted to develop at a substantial CAGR during the forecast period, owing to increased investment in company initiatives such as business expansion, mergers, acquisitions, product launches, and others.
Increasing Use of Smartphones
The increasing use of smartphones has greatly increased the possibilities for gamification. On average, Americans are known to check their phones 80 times per day. As per the 2022 GSMA Mobile Economy Report, the number of mobile internet subscribers reached 4.2 billion people globally and by the end of 2021, 5.3 billion people subscribed to mobile services, representing 67% of the global population. Further, the shift of customers and staff from desktop computers to mobile phones and internet devices provides a valuable platform for banks to attract consumer interest and increase conversion/usage. Additionally, the platform's interaction with social networking sites has allowed users to share their experiences with friends, acquaintances, and coworkers, expanding its reach and efficacy. Another benefit is that mobile applications allow marketers to conduct surveys, even if they are only one question long, allowing them to collect firsthand data from their target demographic and tailor their efforts accordingly.
Rising Issues with Design Considerations and Output
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 come 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 audiences, making it a difficult development process. As a result, a correctly designed design with proper implementation is required to obtain the desired effect; otherwise, the result will be jeopardized, and the market will grow slowly.
Increasing Integration of Technologies like AV, VR, and Mixed Reality
The increasing integration of technologies such as AV, VR, and Mixed Reality is expected to create immense opportunities for the growth of the gamifi industry in the years to come. These immersive technologies are being used to create gamification solutions. Amazon.com, Inc. and Walmart, for example, are using augmented reality, virtual reality, and mixed reality technology to transform the shopping experience. These businesses use virtual reality showrooms to display their products utilizing immersive technologies.
Walmart is also putting money into augmented reality gamification to promote products. It enables merchants to employ this technology to engage customers both inside and outside of their stores. Immersive technology combined with gamification will aid in more engaging product promotion and a better shopping experience for customers. Immersive technologies (AR, VR, etc.) are being used in a variety of industries to provide safety training, e-learning, employee engagement, and performance management. Exxon Mobil Corporation, for example, uses gamified virtual reality technology to give employees with safety training by having them accomplish tasks in virtual hazardous conditions. With new advances in the pipeline, the market acceptance of VR and AR technologies is still at the novelty stage.
Complexities in Developing Gamification Applications
The increasing complexities in developing gamification are expected to limit the growth of the market. Games are complicated artifacts, and game engineering is a difficult process that involves expertise in design, psychology, and programming, to mention a few. Gamification, like games, strives to create engaging experiences for users. Designing gamified features, on the other hand, is even more challenging than designing games, according to a 2018 study, because the gamification context is distinguished by operational limitations that limit the unrestricted creative space of games.
The global gamifi market is bifurcated on the basis of deployment mode, enterprise size, end-use industry, and region.
On the basis of deployment mode, the market is segmented into on-premises and cloud. The cloud segment is expected to generate maximum revenue during the forecast period. This is attributable to the increasing need for safe and reliable solutions among SMEs. Additionally, most companies are expected to adopt cloud-based gamification technology to create collaborative experiences for users.
On the basis of enterprise size, the market is divided into large enterprises and SMEs. The large enterprises segment held the maximum shares in 2021. This is attributable to the increasing adoption of the solutions and software by these enterprises. Furthermore, most companies are expected to adopt cloud-based gamification technology to create collaborative experiences for users.
On the basis of end-use industry, the market is divided into banking, retail, government, education, it and telecom, healthcare, and others. The telecom segment is expected to grow at the fastest CAGR during the forecast period. This is attributable to the increasing number of subscribers with consistent experiences. Companies must include gamification in their business models since customers have gotten more aware and are more inclined to use numerous services.
Report Attributes | Report Details |
---|---|
Report Name | Gamifi Market Size Research Report |
Market Size in 2022 | USD 10.2 Billion |
Market Forecast in 2030 | USD 95.3 Billion |
Compound Annual Growth Rate | CAGR of 25.40% |
Number of Pages | 210 |
Forecast Units | Value (USD Billion), and Volume (Units) |
Key Companies Covered | 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, and Callidus Software Inc. |
Segments Covered | By Deployment Mode, By Enterprise Size, By End-Use Industry, And By Region |
Regions Covered | North America, Europe, Asia Pacific (APAC), Latin America, Middle East and Africa (MEA) |
Countries Covered | North America: U.S and Canada Europe: Germany, Italy, Russia, U.K, Spain, France, Rest of Europe APAC: China, Australia, Japan, India, South Korea, South East Asia, Rest of Asia Pacific Latin America: Brazil, Argentina, Chile The Middle East And Africa: South Africa, GCC, Rest of MEA |
Base Year | 2022 |
Historical Year | 2017 to 2021 |
Forecast Year | 2023 - 2030 |
Customization Scope | Avail customized purchase options to meet your exact research needs. Request For Customization |
North America to hold the highest market share during the forecast period
North America held the largest share in the global gamifi market in 2021 and is likely to continue the same trend during the forecast period. This is attributable to the high adoption of customer-based solutions and enterprise-based solutions in the region. Further, countries like the United States and Canada are implementing gamification solutions to improve their marketing efforts by improving advertising, consumer contact, branding, and selling. Furthermore, the growing popularity of cloud-based gamified solutions among businesses, owing to their inexpensive deployment costs, has aided the gamification market's rapid growth. In comparison to other regions, the gamification market in North America currently contributes a considerable amount of revenue.
Some of the key players in the global gamifi market include:
By Deployment Mode
By Enterprise Size
By End-Use Industry
By Region
FrequentlyAsked Questions
Gamification is considered to be an application of game design features and principles in non-game situations. It can also be defined as a set of actions and procedures that use or utilize the features of game elements to solve problems.
The global gamifi market is predicted to increase at a CAGR of 25.40% during the forecast period.
The global gamifi market worth around USD 10.2 billion in 2022 and is estimated to grow to about USD 95.3 billion by 2030.
The global market for gamifi is driven rise in the number of smartphones and mobile devices along with digitization of businesses.
North America held the largest share in the global gamifi market in 2022 and is likely to continue the same trend during the forecast period. This is attributable to the high adoption of customer-based solutions and enterprise-based solutions in the region. Further, countries like the United States and Canada are implementing gamification solutions to improve their marketing efforts by improving advertising, consumer contact, branding, and selling.
Some of the major companies operating in the gamifi market are include 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, and Callidus Software Inc.
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