Gamification Market by Component (Services and Solution), By Deployment (On-Premises and Cloud), By Organization Size (Small & Medium Enterprises and Large Enterprises), By Vertical, By End-User, By Application and By Region – Global Opportunities & Forecast, 2020–2027
Published Date: Oct-2020 | Report Format: Excel/PPT | Report Code: UP922A-00-0620
Gamification is a type of application used for adding game mechanics into the nongame environments, such as a website, learning management system or business intranet, online community to rise the participation. The major aim of gamification is to involve employees, partners, and consumers to encourage, share, collaborate, and interact. The gamification offers audiences with proactive feedback and directives by the use of game mechanics and dynamics, which are added to the online platforms, thereby leading to the accomplishments of business objectives and goals. The gamification helps to influence the business results by driving engagement.
To have an edge over the competition by knowing the market dynamics and current trends of “Gamification Market”, request for Sample Report here
The factors fuelling the growth of the global gamification market include the rising adoption of gamification by the companies as it gives in a higher return on investment and the vendors of gamification also offer revenue feedbacks and details which are utilized to enhance consumer-oriented strategies. The gamification offers exceptional advantages such as enhanced learning experience, offering of tangible and proven results, leading to increase in the engagement across social media both internally and externally in business, enhancing the productivity along with encouraging creativity and favouring employee’s engagement. Moreover, the recognition and rewards to the employees over the performance to enhance the employee engagement and providing profitable offers to the consumers will have a positive impact on the growing demand of the market. The factor hindering the growth of the global gamification market include the lack of knowledge of the comparatively new product.
Do you want to know more about the Research process and detailed Methodology, Request Research Methodology of this report
Based on the component, the services segment is anticipated to grow at a higher CAGR during the forecast period owing to the increase in the adoption of various services by the end-users and offering of a diversity of services by the service providers of gamification that includes implementation, support, consulting and maintenance services. In addition to this, several benefits of these services provided to the end-users that includes smooth deployment, easy installation and maintenance also leads to increase in the usage of these services driving the market growth.
Based on the deployment, the cloud segment is projected to grow at a higher CAGR during the forecast period owing to the rising usage of this deployment mode among the small & medium enterprises as it permits such enterprises to implement the gamification without sustaining additional cost.
Based on the vertical, the telecom vertical is expected to grow at a higher CAGR over the forecast period due to the increase in the adoption of gamification in this vertical driven by the growing need for the adoption of client-centered approach as a result of increasing competition from the other service providers. Various companies are integrating gamification into the business models to offer advantages of multiple services to the customers.
In case, any of your pain points areas are not covered in the current scope of this report, Request for Customization here
Based on the region, North America is anticipated to lead the market during the forecast period owing to the increase in the awareness associated to the gamification method and high adoption of gamification solutions in this region driven by the high usage of internet in this region to connect among the clients and channel partners between the enterprises.
Various notable players operating in the global gamification market include Verint, Hoopla, Microsoft, SAP, AON, Bi Worldwide, Centrical, Influitive, MPS Interactive Systems, Mambo.IO, Ambition, LevelEleven, Axonify Inc., IActionable, and Gamifier among others.
Key Market Developments:
-
- In 2019, Microsoft incorporated additional applications and features for Dynamic 365 by adding AI-driven insights. Through this improvement in the product, the organizations will be permitted to enhance the customer’s experience and also take necessary actions.
- In 2019, SAP acquired Qualtrics, which is an experience management software provider. Through this acquisition, the company is able to deliver incomparable employee, brand & customer experiences and is also able to accelerate the new experience management category.
The global gamification market is segmented by component, deployment, organization size, vertical, end-user, application, and key regions. Based on the component, the market is segmented into Services and Solution. Based on the deployment, the market is segmented into On-Premises and Cloud. Based on the organization size, the market is segmented into Small & Medium Enterprises and Large Enterprises. Based on the vertical, the market is segmented into Healthcare, Retail, Hospitality, BFSI, Manufacturing, Education, Media & Entertainment, IT & ITES, Telecom, and Others. Based on end-user, the market is segmented into Consumer-Driven and Enterprise-Driven. Based on the application, the market is segmented into Sales, Marketing, Product Development, Support, Human Resources, and Other Applications.
For detailed scope of the “Gamification Market” report request a Sample Copy of the report
Key questions answered in this research report:
-
- At what pace is the global gamification market growing? What will be the growth trend in the future?
- What are the key drivers and restraints in the global gamification market? What will be the impact of drivers and restraints in the future?
- What are the regional revenues and forecast breakdowns? Which are the major regional revenue pockets for growth in the global gamification market?
- Which Component generated maximum revenues in 2019 and identify the most promising Component during the forecast period?
- What are the various application areas of gamification, and how they are poised to grow?
- What companies are the major participants in this market and their business strategies, how does the competitive landscape look like?
Report Coverage |
Details |
Market Base Year |
2019 |
Market Forecast Period |
2020-2027 |
Market Revenues Currency |
USD Million |
Base Year & Forecast Units |
Revenues (USD Million) |
Market Segment | By Component, By Deployment, By Organization Size, By Vertical, By End-User, By Application, and By Region |
Regional Coverage | Asia Pacific, Europe, North America, and RoW |
Companies Profiled | Verint, Hoopla, Microsoft, SAP, AON, Bi Worldwide, Centrical, Influitive, MPS Interactive Systems, among others; a total of 15 companies covered. |
25% Free Customization Available | We will customize this report up to 25% as a free customization to address our client’s specific requirements |
Market Segmentation
Global Gamification Market by Component
-
- Services
- Solution
Global Gamification Market by Deployment
-
- On-Premises
- Cloud
Global Gamification Market by Organization Size
-
- Small & Medium Enterprises
- Large Enterprises
Global Gamification Market by Vertical
-
- Healthcare
- Retail
- Hospitality
- BFSI
- Manufacturing
- Education
- Media & Entertainment
- IT & ITES
- Telecom
- Others
Global Gamification Market by End-User
-
- Consumer-Driven
- Enterprise-Driven
Global Gamification Market by Application
-
- Sales
- Marketing
- Product Development
- Support
- Human Resources
- Other Applications
Global Gamification Market by Region
-
- North America Gamification Market (Option 1: As a part of the free 25% customization)
- North America Gamification Market by Component
- North America Gamification Market by Deployment
- North America Gamification Market by Organization Size
- North America Gamification Market by Vertical
- North America Gamification Market by End-User
- North America Gamification Market by Application
- US Gamification Market All-Up
- Canada Gamification Market All-Up
- Europe Gamification Market (Option 2: As a part of the free 25% customization)
- Europe Gamification Market by Component
- Europe Gamification Market by Deployment
- Europe Gamification Market by Organization Size
- Europe Gamification Market by Vertical
- Europe Gamification Market by End-User
- Europe Gamification Market by Application
- UK Gamification Market All-Up
- Germany Gamification Market All-Up
- France Gamification Market All-Up
- Spain Gamification Market All-Up
- Rest of Europe Gamification Market All-Up
- Asia-Pacific Gamification Market (Option 3: As a part of the free 25% customization)
- Asia-Pacific Gamification Market by Component
- Asia-Pacific Gamification Market by Deployment
- Asia-Pacific Gamification Market by Organization Size
- Asia-Pacific Gamification Market by Vertical
- Asia-Pacific Gamification Market by End-User
- Asia-Pacific Gamification Market by Application
- China Gamification Market All-Up
- India Gamification Market All-Up
- Japan Gamification Market All-Up
- Rest of APAC Gamification Market All-Up
- RoW Gamification Market (Option 4: As a part of the free 25% customization)
- RoW Gamification Market by Component
- RoW Gamification Market by Deployment
- RoW Gamification Market by Organization Size
- RoW Gamification Market by Vertical
- RoW Gamification Market by End-User
- RoW Gamification Market by Application
- Brazil Gamification Market All-Up
- South Africa Gamification Market All-Up
- Saudi Arabia Gamification Market All-Up
- UAE Gamification Market All-Up
- Rest of world (remaining countries of the LAMEA region) Gamification Market All-Up
- North America Gamification Market (Option 1: As a part of the free 25% customization)
Major Players Operating the Gamification (Option 5: As a part of the Free 25% Customization – Profiles of 5 Additional Companies of your Choice)
-
- Verint
- Hoopla
- Microsoft
- SAP
- AON
- Bi Worldwide
- Centrical
- Influitive
- MPS Interactive Systems
- IO
- Ambition
- LevelEleven
- Axonify Inc.
- IActionable
- Gamifier
Licensing Options
Single-User License:
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
Corporate License:
Report is shared with unlimited user (employees) of the purchasing corporation only
Gamification Market by Component (Services and Solution), By Deployment (On-Premises and Cloud), By Organization Size (Small & Medium Enterprises and Large Enterprises), By Vertical, By End-User, By Application and By Region – Global Opportunities & Forecast, 2020–2027