Home Technology Gamification Market Size, Growth and Forecast to 2031

Gamification Market Size, Share & Trends Analysis Report By Component (Solution, Service), By Deployment (On-Premise, Cloud), By Organization Size (Large Enterprises, SMEs), By End User (Education, Healthcare, Retail, BFSI, Manufacturing, Telecom & IT) and By Region(North America, Europe, APAC, Middle East and Africa, LATAM) Forecasts, 2023-2031

Report Code: SRTE752DR
Last Updated : Apr 14, 2023
Author : Straits Research
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Market Overview

The global gamification market size was valued at USD 12.6 billion in 2022. It is projected to reach USD 109.8 billion by 2031, growing at a CAGR of 27.2% during the forecast period (2023–2031).

Gamification integrates game mechanics into non-game environments to increase participation, including online communities, websites, and learning platforms. The main objective of this process is to engage the customers, employees, and other participants in interactions and collaboration. Gamification is mainly used to boost customer engagement and influence business results and is thought of as a tactic to encourage and shape consumer behavior. Workplace gamification initiatives can raise employee engagement and improve productivity for the business. The gamification services include easy setup, assistance, upkeep, consultation, solution development, and others.

The market now has a variety of revenue streams available thanks to the deployment of tailored solutions that meet business requirements. The global market is expected to grow as enterprise-based, and customer-based solutions become more widely adopted globally. To inspire and encourage people, gamification incorporates game elements into various contexts, including businesses, workplaces, online communities, customers, employees, vendors, and partners. Additionally, this promotes social interaction, entertainment, and team building within the community.


Market Dynamics

What Are the Primary Factors Driving the Market for Gamification?

SMEs Are Increasingly Utilizing Cloud-Based Gamification Solutions

Cloud-based solutions are becoming more widely used by small and medium-sized businesses (SMEs). This adoption is because, compared to on-premises solutions, cloud-based solutions are significantly more affordable and provide advanced services. These cloud-based solutions are tailored to SMEs’ needs while considering the allocated budget. Because of this, SMEs are adopting cloud-based solutions on a large scale. The market's increasing SMEs, including startups, will also accelerate the adoption of cloud-based solutions. For instance, one small business in the US uses gamification on its website. For iPad users, the company sells cases in a variety of hues and patterns. The company provides customers with real-time product design rather than just product lists. Using gamified software, customers can create their phone cases. This provides the customer with a fully interactive workshop as they create their cases.

Improved Customer Experience is Required

The growing efforts made by businesses to improve customer engagement are the main factor driving the gamification market. This is accomplished by utilizing this technology in interactive communication, game-based marketing, loyalty programs, and product exploration. Games and quizzes with personalized recommendations increase customer engagement and foster brand loyalty. Gamification motivates users to recommend the brand to others or make more purchases by providing them with personalized avatars, reward-based promotions, and progress indicators through loyalty programs. Similarly, interactive communication provides users access to frequently asked questions (FAQs), facilitating easy brand comprehension.

What Are the Main Obstacles to The Market Expansion for Gamification?

Unwanted Results from Poor Design to Prevent Users from Adopting the Software

Designing with gamification in mind is essential to achieving the desired results. However, it has been noted that designers frequently struggle to produce innovative, cutting-edge designs that satisfy the requirements of every organization. The market's adoption of solutions may be slowed down as a result. Even though a solution is designed for a specific organization, it won't deliver the desired outcome for other audiences, making the development process complex. Therefore, an accurately constructed design and its proper implementation are essential to achieving the desired result; failure to do so will compromise the outcome and hinder market expansion.

What Are the Future Opportunities for Gamification?

Adoption Of Gamification Solutions Using Artificial Intelligence (AI)

The growing popularity of gamification solutions built on the Al platform is a significant factor in the market's expansion. Large organizations are implementing cutting-edge technologies and Al-based solutions to gain deep insights into their employees. Al-based gamification models offer precise solutions by removing the ambiguity of employees' motivations and assisting workers in more effectively achieving goals. The market's major players are concentrating their efforts on funding the creation of Al-based solutions. Al-based solutions are being adopted by small and medium-sized businesses (SMEs) to simplify employee participation, engagement, and motivation. Growing market growth would result from increased adoption of Al-based solutions, fostering transparent and cooperative cultures. Persuasive Al technology-based SaaS platforms offer digitized employee engagement, communication, and recognition tools that improve openness and collaboration within the workplace. Venture capitalists fund brand-new businesses to deliver SaaS platforms based on Al technology.

Study Period 2019-2031 CAGR 27.2%
Historical Period 2019-2021 Forecast Period 2023-2031
Base Year 2022 Base Year Market Size USD 12.6 Billion
Forecast Year 2031 Forecast Year Market Size USD 109.8 Billion
Largest Market North America Fastest Growing Market Asia-Pacific
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Regional Analysis

The global market is bifurcated into four regions: North America, Europe, Asia-Pacific, and LAMEA.

North America Dominates the Global Market

North America is the most significant shareholder in the global market and is expected to grow at a CAGR of 26.8% during the forecast period. The U.S. and Canada are included in the analysis of the gamification market in North America. Businesses now use the internet to communicate with partners and customers through various channels. The region's robust communication infrastructure and rising demand for customized solutions will likely support the market expansion there. The most significant number of online players are also located in North America. New organizations in developed nations like Canada and the US use online gaming solutions to boost culture and morale. The United States is anticipated to experience the most significant growth due to the presence of customer-centric companies like Oracle Corporation, Cisco Systems, Salesforce, and others. Regional market growth is anticipated to be fueled by the rising number of mobile phone users and web traffic in the retail and e-commerce industries.

Asia Pacific is expected to grow at a CAGR of 27.5% during the forecast period. China, Australia, India, Japan, and the rest of Asia-Pacific are all included in the analysis of the Asia-Pacific market. The market is expected to grow exponentially in Asia Pacific. Asia Pacific is one of the most promising regions for luring market participants. The largest gamification market revenue share is anticipated to belong to China. The large market for gamification tools, along with additional elements like reward points and membership cards, are boosting customer loyalty to the brand. Companies in nations like China and India are more concerned with developing solutions to offer an enhanced user experience than they are with simply providing ease of use. Additionally, it is anticipated that the growing number of SMEs in nations like South Korea and India will increase the demand for solutions.

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Segmental Analysis

The market is segmented by component, deployment, organization size, and end user.

Based on components, the global market is bifurcated into solutions and services.

The solution segment is the highest contributor to the market and is expected to grow at a CAGR of 27.4% during the forecast period. Numerous tasks include upkeep, space planning, wealth management, move management, and real estate. It reduces the amount of difficulty and expense associated with space management. It also extends the life of assets and reduces energy costs. This is beneficial for the gamification market growth. Gamification appeals to learners because it combines serious learning with "entertainment." Organizations are becoming aware of its advantages for behavioral change, practice nudges to mastery, on-the-job application, and sticky learning.

Based on deployment, the global market is bifurcated into on-premise and cloud.

The cloud segment is the highest contributor to the market and is expected to grow at a CAGR of 26.92% during the forecast period. The global market will generate significant revenue for the cloud sector. It's because SMEs are looking for more safe and more reliable solutions. As technology develops, businesses are more likely to use cloud-based gamification solutions. To provide customers with collaborative experiences, several influential organizations, including retailers, e-commerce, banking, educational institutions, and others, are integrating cloud-based infrastructure. Users benefit from cloud-based solutions such as easy installation, servicing, and software updates.

Based on organization size, the global market is bifurcated into large enterprises and SMEs.

The SMEs segment is the highest contributor to the market and is expected to grow at a CAGR of 27.65% during the forecast period. Over the anticipated time frame, SMEs are likely to gain momentum. The adoption of customer-satisfying software is being boosted by the escalating competition brought on by the rise in start-ups. Additionally, start-ups are gamifying their hiring procedures. The software provides comprehensive information about the applicant, including, among other things, his team management skills and qualifications for the open position. Small and medium-sized businesses are, therefore, highly adopting solutions.

Based on end users, the global market is bifurcated into education, healthcare, retail, BFSI, manufacturing, telecom & IT.

The telecom & IT segment is the highest contributor to the market and is expected to grow at a CAGR of 27.1% during the forecast period. Intense competition from other service providers is another factor that makes it crucial to adopt a customer-centric strategy in the telecom industry. Companies' main goal is to grow their subscriber base of customers who have consistent experiences across all channels. This can only be done by providing customer-focused solutions. The client will hold these organizations accountable for availability and quality even though they have little direct control over the products and content.

Market Size By Component

Market Size By Component
  • Solution
  • Service

  • Impact of covid-19

    COVID-19 has resulted in the introduction of several new testing methods with high accuracy at lower prices. On April 1, 2020, The Association of British HealthTech Industries (ABHI), BioIndustry Association (BIA), and the British In-Vitro Diagnostic Association (BIVDA) announced a global need for components of testing kits to ensure its supply in the healthcare sector. In South Korea, mass testing is conducted to identify the people affected by COVID-19. Moreover, laboratory tests provide better accuracy than testing kits. The manufacturers are channelizing efforts to develop advanced testing kits and adopting new strategies to reduce the cost and attain authorization from the government.


    List of key players in Gamification Market

    1. Ambition
    2. Aon
    3. Iconify Inc.
    4. BI WORLDWIDE
    5. Centrical
    6. Hoopla
    7. IActionable
    8. Influitive
    9. IO
    10. Microsoft
    11. SAP
    12. Scrimmage
    13. Tango Card
    14. Verint

    Gamification Market Share of Key Players

    Gamification Market Share of Key Players

    Recent Developments

    • September 2022, Fuze, a popular gamification and player engagement product from Bragg Gaming Group, has been expanded to include sportsbooks. Operators will now have a new way to improve the customer experience.
    • June 2022, Microsoft, a major player in technology, announced that it was making its Edge browser more gamer-friendly by adding new Xbox and PC gaming performance features. The web browser is getting a Clarity Boost to improve Xbox Cloud Gaming streams and an efficiency mode to stop Edge from using PC resources when a game is being played, in addition to a new homepage focused on gaming and integration with casual games, according to The Verge.

    Gamification Market Segmentations

    By Component (2019-2031)

    • Solution
    • Service

    By Deployment (2019-2031)

    • On-Premise
    • Cloud

    By Organization Size (2019-2031)

    • Large Enterprises
    • SMEs

    By End User (2019-2031)

    • Education
    • Healthcare
    • Retail
    • BFSI
    • Manufacturing
    • Telecom & IT

    Frequently Asked Questions (FAQs)

    What is the growth rate for the Gamification Market?
    Gamification Market size will grow at approx. CAGR of 27.4% during the forecast period.
    Some of the top industry players in Gamification Market are, Ambition (the U.S.), Aon (the U.K.), Axonify Inc., (Canada), BI WORLDWIDE (the U.S.), Centrical (the U.S.), Hoopla (the U.S.), IActionable (U.S), Influitive (Canada), IO (the U.K.), Microsoft (the U.S.), SAP (Germany), Scrimmage (the U.S.), Tango Card (U.S), Verint (the U.S.), etc.
    North America has been dominating the Gamification Market, accounting for the largest share of the market.
    The Gamification Market has seen the most substantial growth rate in North America.
    The global Gamification Market report is segmented as follows: By Component, By Deployment, By Organization Size, By End-User Vertical


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