The global gamification market is expected to increase at a compound annual growth rate (CAGR) of 27.99 percent during the forecast period. The global gamification market size was estimated at USD 10.5 billion in 2021 and it is expected to reach around USD 96.8 billion by 2030.
During the global crisis, organisations' initiatives for training employees using gamification software will support healthy market growth. Furthermore, the increased emphasis on E-learning with learning and training courses for working professionals during the COVID-19 epidemic will encourage healthy gamification adoption.
The implementation of game-design features and gaming ideas in non-game environments is known as gamification. It may also be considered as a set of actions and methods used to address issues by utilising or applying game element characteristics. Furthermore, for thousands of years, games and game-like aspects have been utilised to educate, excite, and engage with people. Points, leader boards and badges are examples of traditional game components. Gamification incorporates game elements into many contexts such as organisations, workspaces, online communities, consumers, workers, vendors, and partners in order to inspire as well as encourage them. This also contributes to the creation of a community entertainment, interaction, and team building atmosphere. The programme enables firms to create interactive and task-based activities that inspire employees to achieve their objectives. Game-based solutions may also be used for training and recruiting. Furthermore, these solutions provide the client with additional knowledge about the product and its brand, which aids in the improvement of customer relationships. Service Corporation International, for example, had an 88 percent increase in closing deals after implementing the gamification application.
Employee rewards and recognition for success, as well as delivering enticing offers to clients and consumers, drive the expansion of the gamification business. Furthermore, increased ROI from gamification has a favourable influence on the growth of the gamification sector. However, the complexity of designing gamification applications, as well as the short lifetime of gamification, are impeding market growth. On the contrary, usage of AI for analyzing and displaying customised results is likely to provide lucrative chances for market advancement throughout the forecast period. The COVID-19 epidemic had a beneficial influence on the gamification sector since it increased market for mobile gaming applications and software to the whole new level. Furthermore, the pandemic has generated an ideal need for gamification, particularly because it has offered a chance to boost participation under lockdown.
Report Scope of the Gamification Market
|Market Size in 2022||
USD 13.44 Billion
|Market Size by 2030||
USD 96.8 Billion
|Growth Rate from 2022 to 2030||CAGR of 27.99%|
|Forecast Period||2022 to 2030|
|Segments Covered||Component, Deployment Model, Enterprise Size, Application, Industry Vertical, Geography|
Microsoft Corporation, MPS Interactive Systems Limited, Ambition, Aon plc., Axonify Inc., BI WORLDWIDE (Bunchball Inc.), Callidus Software Inc. (SAP SE), Cognizant, G-Cube, Iactionable
Adoption of gamification solutions based on artificial intelligence to incentivise market growth.
Companies' increasing investment in augmented reality (AR), virtual reality (VR), and mixed reality technologies will result in strong market growth throughout the forecast period. Amazon.com, Inc. and Walmart, for example, are employing AR, VR, and mixed reality technology to change the customer shopping experience. Similarly, various organisations are constantly spending in augmented reality simulation for learning and training reasons, which will allow for rapid market development. Walmart, for example, has established a collaboration with Strivr Labs, Inc. to provide VR training to its staff. The training will be delivered to the company's primary 200 centres around the United States to demonstrate valuable customer service support to staff.
The solution category has the greatest gamification market share based on component because it includes multiple functions such as maintenance, space planning, wealth management, move management, and real-estate. It decreases the number of complications and costs involved with space management. Furthermore, it increases asset longevity and lowers energy costs. This has a favourable influence on the gamification market. Learners like gamification because it blends "entertainment" with serious learning. Organizations realise the benefits of employing it for sticky learning, on-the-job application, practise and nudges to mastery, and behavioural change. Gamification solutions are widely used in the corporate world for a variety of reasons, including the fact that they provide a more engaging learning experience because the learner is engaged in a variety of activities and challenges, as opposed to the passive learning approach provided by a more traditional eLearning approach.
However, the services category is predicted to develop at the fastest rate over the projection period, owing to enterprises' adoption of the IT as a service model. It is an IT service model for companies that manages organisations' strategic business requirements in addition to their regular operations, and it is predicted to develop at a much faster rate throughout the projection period.
In 2021, the product development category held a significant share of the revenue in the gamification market. Gamification is described as a deliberate attempt to assist infrastructure and applications in providing experiences similar to those experienced when playing video games. This is intended to further motivate and inspire product or service consumers. Gamification is typically addressed when developers and designers incorporate game-like aspects into non-game goods and services.
Industry Verticals Insights
According to verticals, the telecom segment would develop at the fastest pace throughout the predicted period. Telecom firms also face intense competition from other service suppliers, making the implementation of a customer-centric approach critical. Companies' major objective is to increase the subscriber base who have consistent experiences throughout all channels, which can only be accomplished through customer-focused solutions. Although these organisations have minimal control over the content and products, the client will make them responsible for availability and quality. Companies may use the gamification solution to learn about customers’ satisfaction and engage them in new offerings and rewards.
The Gamification market is bifurcated into two-fold segments based on the type of deployment i.e. on-premise and cloud. In 2021, the cloud sector will have a considerable share of the revenue in the gamification industry. It is because SMEs are increasingly seeking safe and trustworthy solutions. Firms are increasingly likely to use cloud-based gamification solutions as technology advances. Several major organisations, including retailers, e-commerce, Banking, educational, and others, are integrating cloud-based infrastructure to give collaborative experiences to customers. Users benefit from advantages including such simple installation, servicing, software updates, and more when using cloud-based solutions. Key aspects such as low installation costs are expected to drive market growth for cloud-based solutions over the forecast period.
Gamification Market Share, By Region, 2021 (%)
|Regions||Revenue Share in 2021 (%)|
Why North America region dominated the gamification market?
Why Europe gamification market to witness significant growth?
Why Asia Pacific hit exponential rate in the gamification market?
Gamification solutions are increasingly being adopted throughout Latin America, the Middle East, and Africa. The rising number of regional and local solution providers is driving market expansion in these regions. The amount of new and indigenous software companies is increasing throughout Latin America. In addition, the government is promoting small and medium-sized businesses and innovation in the area. Brazil's growing interest in E-learning and game-based education is increasing the sector.
Key market developments
Key market players
Segments covered in the report
By Deployment Model
By Enterprise Size
By Industry Vertical
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