GameFi (GAFI) Market - Global Industry Analysis

GameFi (GAFI) Market By Deployment Mode (On-premises, Cloud), Enterprise Size (Small and Medium Enterprises, Large Enterprises), By End-use Industry (Banking, Retail, Government, Education, IT and Telecom, Healthcare, Others) and By Region – Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data and Forecasts 2022 – 2028

Published Date: 18-May-2022 Category: Technology & Media Report Format : PDF Pages: 186 Report Code: ZMR-7000 Status : Published

The global GameFi market was valued at USD 8.88 billion in 2021 and is estimated to grow to about USD 38.27 billion by 2028, with a compound annual growth rate (CAGR) of approximately 23.20% over the forecast period.

Description

Industry Perspective:

The global GameFi market was valued at USD 8.88 billion in 2021 and is estimated to grow to about USD 38.27 billion by 2028, with a compound annual growth rate (CAGR) of approximately 23.20% over the forecast period. The report analyzes the GameFi 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.

GameFi Market: Overview

GameFication 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 growth of the market for GameFication. GameFication systems are increasingly being recognized as a means of architecting human behavior in order to induce innovation, productivity, or engagement, which is further supporting the growth of the market. GameFication systems have also gone beyond their usual marketing applications. They are currently widely employed in advanced applications such as crowdsourcing.

COVID-19 Impact:

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, GameFication 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. GameFication 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 GameFication 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 other.

Global GameFi (GAFI) Market

GameFi Market: Drivers

Increasing Use of Smartphones

The increasing use of smartphones has greatly increased the possibilities for GameFication. 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.

GameFi Market: Restraints

Rising Issues with Design Considerations and Output

Designing in GameFication 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 jeopardised, and the market will grow slowly.

Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

GameFi Market: Opportunities

Increasing Integration of Technologies like AV, VR and Mixed Reality

The increasing integration of technologies such as AV, VR and Mixed Reality are expected to create immense opportunities for the growth of the GameFi market in the years to come. These immersive technologies are being used to create GameFication 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 utilising immersive technologies. Walmart is also putting money into augmented reality GameFication to promote products. It enables merchants to employ this technology to engage customers both inside and outside of their stores. Immersive technology combined with GameFication 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 GameFied 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.

GameFi Market: Challenges

Complexities in Developing GameFication Application

The increasing complexities in developing GameFication 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. GameFication, like games, strives to create engaging experiences for users. Designing GameFied features, on the other hand, is even more challenging than designing games, according to a 2018 study, because the GameFication context is distinguished by operational limitations that limit the unrestricted creative space of games.

Global GameFi Market: Segmentation

The global GameFi 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 in revenue during the forecast period. This is attributable to the increasing need for safe and reliable solutions among SMEs. Additionally, most of the companies are expected to adopt cloud based GameFication 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 maximum shares in 2021. This is attributable to the increasing adoption of the solutions and software by these enterprises. Furthermore, most of the companies are expected to adopt cloud based GameFication 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, others. The telecom segment is expected to grow at a fastest CAGR during the forecast period. This is attributable to the increasing number of subscribers with consistent experiences. Companies must include GameFication into their business models since customers have gotten more aware and are more inclined to use numerous services.

Recent Developments

  • May 2022 - Truist Financial Corporation announced that it has acquired Long Game, the award-winning GameFied finance mobile app that is changing the way people save, learn and engage with their finances.
  • March 2020 - Genesys announced its acquisition of nGUVU to add artificial intelligence (AI)-powered GameFication to its workforce engagement management (WEM) suite.

GameFi Market: Regional Landscape

North America held the largest share in the global GameFi 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 GameFication solutions to improve their marketing efforts by improving advertising, consumer contact, branding, and selling. Furthermore, the growing popularity of cloud-based GameFied solutions among businesses, owing to their inexpensive deployment costs, has aided the GameFication market's rapid growth. In comparison to other regions, the GameFication market in North America currently contributes a considerable amount of revenue.

GameFi Market: Competitive Landscape

Some of the key players in the global GameFi market include Microsoft, SAP, Verint, Aon, Centrical, MPS Interactive Systems, LevelEleven , Axonify Inc., GameFier, IActionable, Xoxoday, Tango Card, and Callidus Software Inc.

Global GameFi 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

Table Of Content

  • Chapter 1. Preface
    • 1.1 Report Description and Scope
    • 1.2 Research scope
    • 1.3 Research methodology
      • 1.3.1 Market Research Type
      • 1.3.2 Market research methodology
  • Chapter 2. Executive Summary
    • 2.1 Global GameFi Market, (2022 - 2028) (USD Billion)
    • 2.2 Global GameFi Market : snapshot
  • Chapter 3. Global GameFi Market - Industry Analysis
    • 3.1 GameFi Market: Market Dynamics
    • 3.2 Market Drivers
      • 3.2.1 Increasing Use of Smartphones
    • 3.3 Market Restraints
      • 3.3.1. Rising Issues with Design Considerations and Output
    • 3.4 Market Opportunities
      • 3.4.1. Increasing Integration of Technologies like AV
      • 3.4.2. VR and Mixed Reality
    • 3.5 Market Challenges
      • 3.5.1. Complexities in Developing Gamification Application
    • 3.6 Porter’s Five Forces Analysis
    • 3.7 Market Attractiveness Analysis
      • 3.7.1 Market attractiveness analysis By Deployment Mode
      • 3.7.2 Market attractiveness analysis By Enterprise Size
      • 3.7.3 Market attractiveness analysis By End-Use Industry
  • Chapter 4. Global GameFi Market- Competitive Landscape
    • 4.1 Company market share analysis
      • 4.1.1 Global GameFi Market: company market share, 2021
    • 4.2 Strategic development
      • 4.2.1 Acquisitions & mergers
      • 4.2.2 New Product launches
      • 4.2.3 Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4 Research and development and Regional expansion
    • 4.3 Price trend analysis
  • Chapter 5. Global GameFi Market - Deployment Mode Analysis
    • 5.1 Global GameFi Market overview: By Deployment Mode
      • 5.1.1 Global GameFi Market share, By Deployment Mode, 2021 and 2028
    • 5.2 On-premises
      • 5.2.1 Global GameFi Market by On-premises, 2022 - 2028 (USD Billion)
    • 5.3 Cloud
      • 5.3.1 Global GameFi Market by Cloud, 2022 - 2028 (USD Billion)
  • Chapter 6. Global GameFi Market - Enterprise Size Analysis
    • 6.1 Global GameFi Market overview: By Enterprise Size
      • 6.1.1 Global GameFi Market share, By Enterprise Size, 2021 and 2028
    • 6.2 Small and Medium Enterprises
      • 6.2.1 Global GameFi Market by Small and Medium Enterprises, 2022 - 2028 (USD Billion)
    • 6.3 Large Enterprises
      • 6.3.1 Global GameFi Market by Large Enterprises, 2022 - 2028 (USD Billion)
  • Chapter 7. Global GameFi Market - End-Use Industry Analysis
    • 7.1 Global GameFi Market overview: By End-Use Industry
      • 7.1.1 Global GameFi Market share, By End-Use Industry, 2021 and 2028
    • 7.2 Banking
      • 7.2.1 Global GameFi Market by Banking, 2022 - 2028 (USD Billion)
    • 7.3 Retail
      • 7.3.1 Global GameFi Market by Retail, 2022 - 2028 (USD Billion)
    • 7.4 Government
      • 7.4.1 Global GameFi Market by Government, 2022 - 2028 (USD Billion)
    • 7.5 Education
      • 7.5.1 Global GameFi Market by Education, 2022 - 2028 (USD Billion)
    • 7.6 IT and Telecom
      • 7.6.1 Global GameFi Market by IT and Telecom, 2022 - 2028 (USD Billion)
    • 7.7 Healthcare
      • 7.7.1 Global GameFi Market by Healthcare, 2022 - 2028 (USD Billion)
    • 7.8 Others
      • 7.8.1 Global GameFi Market by Others, 2022 - 2028 (USD Billion)
  • Chapter 8. GameFi Market - Regional Analysis
    • 8.1 Global GameFi Market Regional Overview
    • 8.2 Global GameFi Market Share, by Region, 2021 & 2028 (USD Billion)
    • 8.3. North America
      • 8.3.1 North America GameFi Market, 2022 - 2028 (USD Billion)
        • 8.3.1.1 North America GameFi Market, by Country, 2022 - 2028 (USD Billion)
    • 8.4 North America GameFi Market, by Deployment Mode, 2022 - 2028
      • 8.4.1 North America GameFi Market, by Deployment Mode, 2022 - 2028 (USD Billion)
    • 8.5 North America GameFi Market, by Enterprise Size, 2022 - 2028
      • 8.5.1 North America GameFi Market, by Enterprise Size, 2022 - 2028 (USD Billion)
    • 8.6 North America GameFi Market, by End-Use Industry, 2022 - 2028
      • 8.6.1 North America GameFi Market, by End-Use Industry, 2022 - 2028 (USD Billion)
    • 8.4. Europe
      • 8.4.2 Europe GameFi Market, 2022 - 2028 (USD Billion)
        • 8.4.2.1 Europe GameFi Market, by Country, 2022 - 2028 (USD Billion)
    • 8.4 Europe GameFi Market, by Deployment Mode, 2022 - 2028
      • 8.4.1 Europe GameFi Market, by Deployment Mode, 2022 - 2028 (USD Billion)
    • 8.5 Europe GameFi Market, by Enterprise Size, 2022 - 2028
      • 8.5.1 Europe GameFi Market, by Enterprise Size, 2022 - 2028 (USD Billion)
    • 8.6 Europe GameFi Market, by End-Use Industry, 2022 - 2028
      • 8.6.1 Europe GameFi Market, by End-Use Industry, 2022 - 2028 (USD Billion)
    • 8.5. Asia Pacific
      • 8.5.3 Asia Pacific GameFi Market, 2022 - 2028 (USD Billion)
        • 8.5.3.1 Asia Pacific GameFi Market, by Country, 2022 - 2028 (USD Billion)
    • 8.4 Asia Pacific GameFi Market, by Deployment Mode, 2022 - 2028
      • 8.4.1 Asia Pacific GameFi Market, by Deployment Mode, 2022 - 2028 (USD Billion)
    • 8.5 Asia Pacific GameFi Market, by Enterprise Size, 2022 - 2028
      • 8.5.1 Asia Pacific GameFi Market, by Enterprise Size, 2022 - 2028 (USD Billion)
    • 8.6 Asia Pacific GameFi Market, by End-Use Industry, 2022 - 2028
      • 8.6.1 Asia Pacific GameFi Market, by End-Use Industry, 2022 - 2028 (USD Billion)
    • 8.6. Latin America
      • 8.6.4 Latin America GameFi Market, 2022 - 2028 (USD Billion)
        • 8.6.4.1 Latin America GameFi Market, by Country, 2022 - 2028 (USD Billion)
    • 8.4 Latin America GameFi Market, by Deployment Mode, 2022 - 2028
      • 8.4.1 Latin America GameFi Market, by Deployment Mode, 2022 - 2028 (USD Billion)
    • 8.5 Latin America GameFi Market, by Enterprise Size, 2022 - 2028
      • 8.5.1 Latin America GameFi Market, by Enterprise Size, 2022 - 2028 (USD Billion)
    • 8.6 Latin America GameFi Market, by End-Use Industry, 2022 - 2028
      • 8.6.1 Latin America GameFi Market, by End-Use Industry, 2022 - 2028 (USD Billion)
    • 8.7. The Middle-East and Africa
      • 8.7.5 The Middle-East and Africa GameFi Market, 2022 - 2028 (USD Billion)
        • 8.7.5.1 The Middle-East and Africa GameFi Market, by Country, 2022 - 2028 (USD Billion)
    • 8.4 The Middle-East and Africa GameFi Market, by Deployment Mode, 2022 - 2028
      • 8.4.1 The Middle-East and Africa GameFi Market, by Deployment Mode, 2022 - 2028 (USD Billion)
    • 8.5 The Middle-East and Africa GameFi Market, by Enterprise Size, 2022 - 2028
      • 8.5.1 The Middle-East and Africa GameFi Market, by Enterprise Size, 2022 - 2028 (USD Billion)
    • 8.6 The Middle-East and Africa GameFi Market, by End-Use Industry, 2022 - 2028
      • 8.6.1 The Middle-East and Africa GameFi Market, by End-Use Industry, 2022 - 2028 (USD Billion)
  • Chapter 9. Company Profiles

Table Of Figures

  • 1. Market research Type
  • 2. Market research methodology
  • 3. Global GameFi Market, 2022 - 2028 (USD Billion)
  • 4. Porter’s Five Forces Analysis
  • 5. Global GameFi Market attractiveness, By Deployment Mode
  • 6. Global GameFi Market attractiveness, By Enterprise Size
  • 7. Global GameFi Market attractiveness, By End-Use Industry
  • 8. Global GameFi Market share by Deployment Mode, 2022 and 2028 (USD Billion)
  • 9. Global GameFi Market by On-premises, 2022 - 2028 (USD Billion)
  • 10. Global GameFi Market by Cloud, 2022 - 2028 (USD Billion)
  • 11. Global GameFi Market share by Enterprise Size, 2022 and 2028 (USD Billion)
  • 12. Global GameFi Market by Small and Medium Enterprises, 2022 - 2028 (USD Billion)
  • 13. Global GameFi Market by Large Enterprises, 2022 - 2028 (USD Billion)
  • 14. Global GameFi Market share by End-Use Industry, 2022 and 2028 (USD Billion)
  • 15. Global GameFi Market by Banking, 2022 - 2028 (USD Billion)
  • 16. Global GameFi Market by Retail, 2022 - 2028 (USD Billion)
  • 17. Global GameFi Market by Government, 2022 - 2028 (USD Billion)
  • 18. Global GameFi Market by Education, 2022 - 2028 (USD Billion)
  • 19. Global GameFi Market by IT and Telecom, 2022 - 2028 (USD Billion)
  • 20. Global GameFi Market by Healthcare, 2022 - 2028 (USD Billion)
  • 21. Global GameFi Market by Others, 2022 - 2028 (USD Billion)
  • 22. Global GameFi Market share, by Region, 2022 and 2028
  • 23. North America GameFi Market, 2022 - 2028 (USD Billion)
  • 24. Europe GameFi Market, 2022 - 2028 (USD Billion)
  • 25. Asia Pacific GameFi Market, 2022 - 2028 (USD Billion)
  • 26. Latin America GameFi Market, 2022 - 2028 (USD Billion)
  • 27. The Middle-East and Africa GameFi Market, 2022 - 2028 (USD Billion)

Table Of Tables

  • 1. Global GameFi Market: Snapshot
  • 2. Drivers of the GameFi Market: impact analysis
  • 3. North America GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 4. North America GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 5. North America GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 6. U.S. GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 7. U.S. GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 8. U.S. GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 9. Canada GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 10. Canada GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 11. Canada GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 12. Europe GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 13. Europe GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 14. Europe GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 15. Germany GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 16. Germany GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 17. Germany GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 18. France GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 19. France GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 20. France GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 21. U.K. GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 22. U.K. GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 23. U.K. GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 24. Italy GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 25. Italy GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 26. Italy GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 27. Spain GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 28. Spain GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 29. Spain GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 30. Rest of Europe GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 31. Rest of Europe GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 32. Rest of Europe GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 33. Asia Pacific GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 34. Asia Pacific GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 35. Asia Pacific GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 36. China GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 37. China GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 38. China GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 39. Japan GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 40. Japan GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 41. Japan GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 42. India GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 43. India GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 44. India GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 45. South Korea GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 46. South Korea GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 47. South Korea GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 48. South-East Asia GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 49. South-East Asia GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 50. South-East Asia GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 51. Rest of Asia Pacific GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 52. Rest of Asia Pacific GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 53. Rest of Asia Pacific GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 54. Latin America GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 55. Latin America GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 56. Latin America GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 57. Brazil GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 58. Brazil GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 59. Brazil GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 60. Mexico GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 61. Mexico GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 62. Mexico GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 63. Rest of Latin America GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 64. Rest of Latin America GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 65. Rest of Latin America GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 66. The Middle-East and Africa GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 67. The Middle-East and Africa GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 68. The Middle-East and Africa GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 69. GCC Countries GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 70. GCC Countries GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 71. GCC Countries GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 72. South Africa GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 73. South Africa GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 74. South Africa GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)
  • 75. Rest of Middle-East Africa GameFi Market revenue, By Deployment Mode, 2022 - 2028 (USD Billion)
  • 76. Rest of Middle-East Africa GameFi Market revenue, By Enterprise Size, 2022 - 2028 (USD Billion)
  • 77. Rest of Middle-East Africa GameFi Market revenue, By End-Use Industry, 2022 - 2028 (USD Billion)

Methodology

Choose License Type

Request the coronavirus impact analysis across industries and markets

FrequentlyAsked Questions

The global GameFi market is predicted to increase at a CAGR of 23.20% during forecast period.

The global GameFi market is expected to reach USD 38.27 Billion by 2028, growing at a CAGR of 23.20% during forecast period.

The global market for GameFi 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 GameFi 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 GameFication solutions to improve their marketing efforts by improving advertising, consumer contact, branding, and selling.

Some of the major companies operating in the GameFi market are include Microsoft, SAP, Verint, Aon, Centrical, MPS Interactive Systems, LevelEleven, Axonify Inc., GameFier, IActionable, Xoxoday, Tango Card, Callidus Software Inc. and among others.

HappyClients

Office Address

Contact Us

Zion Market Research
Tel: +1 (844) 845-5245
USA/Canada Toll Free No.+1 (855) 465-4651

Asia Pacific Office

3rd Floor, Mrunal Paradise, Opp Maharaja Hotel, Pimple Gurav, Pune 411061, Maharashtra, India
Phone No 020-46277770

Contact #

US OFFICE NO +1 (844) 845-5245
US/CAN TOLL FREE +1 (855) 465-4651
Email: sales@zionmarketresearch.com

We Are On Social

Industry Press Release

We Accept

We have secured system to process your transaction.

  • paypal
  • amazon
  • visa
  • master card

Business Hours

Our support available to help you 24 hours a day, five days a week.

Monday - Friday: 9AM - 6PM

Saturday - Sunday: Closed