Gamification Market Size 2022-2027 | Industry Size, Share & Growth
IMARC Group has recently released a new research study “Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027”, offers a detailed analysis of the market drivers, segmentation, growth opportunities, trends, and competitive landscape to understand the current and future market scenarios.
What Are The Growth Prospects Of The Gamification Industry?
The global gamification market size reached US$ 12.25 Billion in 2021. Looking forward, IMARC Group expects the market to reach a value of US$ 43.92 Billion by 2027, exhibiting a growth rate (CAGR) of 22.50% during 2022-2027.
What is a Gamification?
Gamification refers to a strategy of applying gaming principles to a non-gaming environment to increase user engagement and loyalty. The software enables organizations to provide task-based interactive events that encourage employees to achieve target goals, further aid in creating healthy community interactions, team building environments, and eliminate worker motive ambiguity. The game design elements on digital platforms also reward the users by integrating points, leadership boards, badges, and loyalty programs, which motivates them to work harder. As a result, the software finds extensive applications across various industry verticals, such as healthcare, retail, banking, financial services and insurance (BFSI), and e-learning.
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What are the Key Factors Driving in the Gamification Market ?
The widespread adoption of artificial intelligence (AI)-based game design solutions by large organizations and small and medium enterprises (SMEs), on account of the rising number of smartphone and smart gadgets users and the growing popularity of bring your own device (BYOD) trend, is among the key elements stimulating the gamification market. Moreover, the increasing utilization of rewards and recognition programs to boost employee engagement is acting as another significant growth-inducing factor.
Besides this, continuous technological innovations, including the inflating adoption of cloud-based technologies, crowdsourcing, and the rising integration with social networking platforms, are positively influencing the global market. Furthermore, the development of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data and the shifting preferences toward cloud-based business solutions from on-premises are also propelling the market growth. Apart from this, the higher return of investment (ROI) yield of gamification, inflating digitization, the increasing deployments of 5G networks, and the introduction of Industry 4.0 are anticipated to fuel the gamification market over the forecasted period.
Who Are The Key Players/Companies In Gamification Market?
Ambition, Aon PLC, Axonify Inc., BI WORLDWIDE, Cognizant, Iactionable, Microsoft Corporation, MPS Limited, NIIT Limited, SAP SE and Verint Systems Inc.
Report Segmentation:
The report has been segmented the market into following categories:
Breakup by Component:
- Solution
- Service
Breakup by Deployment Mode:
- On-premises
- On-Cloud
Breakup by Enterprise Size:
- Small and Medium-sized Enterprises
- Large Enterprises
By Geography:
- North America (United States, Canada)
- Europe (Germany, France, United Kingdom, Italy, Spain, Others)
- Asia Pacific (China, Japan, India, Australia, Indonesia, Korea, Others)
- Latin America (Brazil, Mexico, Others)
- Middle East and Africa (United Arab Emirates, Saudi Arabia, Qatar, Iraq, Other)
Key highlights of the report:
- Market Performance (2017-2022)
- Market Outlook (2023- 2028)
- Porter’s Five Forces Analysis
- Market Drivers and Success Factors
- SWOT Analysis
- Value Chain
- Comprehensive Mapping of the Competitive Landscape
If you need specific information that is not currently within the scope of the report, we can provide it to you as a part of the customization.
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