Gamification Market by Solution (Cloud Computing), by Deployment (Cloud), by Application Type (Sales, Marketing), by Platform (Open and Closed), by End-User (Education, BFSI), by Region (North America, Asia Pacific, Europe, Middle East and Africa, South America) – Global Forecast (2019 to 2027)

Gamification Market: Summary

The Global Gamification Market is projected to reach a value of over USD 37.9 Billion by 2027 at a CAGR of around 31.6%.

Gamification refers to a technique where designers use game elements in a non-gaming environment to enhance the performance and efficiency of user engagement.  Also, it includes integration of game mechanics into an internal business process, portal, or marketing campaign for the purpose to encourage the users. Moreover, it is used for enhancing the productivity, consumer engagement, and consumer behavior.

Moreover, it helps to engage both employees as well as the customers which will increase the adoption of the gamification market in the projected period.

GAMIFICATION MARKET: Drivers & CHALLENGES

Market Drivers:

  • Increasing Demand for E-Learning

The increasing demand for e-learning will improve the learning experience and enhanced learner engagement which will lead to an increase in the demand for the gamification market. Also, it used for a specific task-oriented approach to teaching employees a specific process and business growth. Moreover, it includes Augmented Reality (AR) and Virtual Reality (VR) to enhance the learning experience to improve knowledge and productivity. Also, it improves knowledge absorption and boosts the knowledge retention by increasing real-world benefits and experience. Furthermore, is fast emerging as an effective technique to engage learners which are expected to surge the gamification market during the forecast period.

  • Enhancement in Marketing Advertisement

The enhancement in marketing advertisement helps to increase brand awareness and improve the client demand which will enhance the growth of the market. Also, it helps to improve sales and increase profit for the business. Moreover, it is used for collecting customer data, increasing engagement, boosting the company brand and promoting business. Furthermore, Starbucks also applies gamification techniques through its loyalty program My Starbucks Rewards as a way to increase customer engagement and ensure repeat business.

Therefore, enhancement in marketing advertisement to rising the demand of the gamification market during the forecast period.

Market Challenges:

  • Cybersecurity Issues

The increasing cybersecurity issues may lead to hampering the growth of the market in the forecast period. Moreover, cybersecurity issues for many organization and environment which reflect the growth. Where many companies are improving their security policy by providing the user with a cyber-security awareness training program and the future trends software. Furthermore, cybersecurity involves the users for learning, competing, achievement, status, and recognition its security policy and services.

Gamification Market: Key segments

  • Based on Solution: Analytics, Mobility, Cloud Computing, and Big Data
  • Based on Deployment Mode: Cloud, On-premise, and Hybrid
  • Based on Application: Customer: Sales, Marketing and Advertisement, Product Development, Support, Social Media and Mobile Application
  • Based on Platform: Open Platform and Closed Platform
  • Based on End-User: Entertainment, Education, BFSI, Healthcare, E-Commerce, Media, Travel and Logistics, Government and Others
  • Segmentation based on region covers: North America, South America, Europe, Asia-Pacific, Middle East & Africa and South America, with individual country-level analysis

Gamification Market: Report SCOPE

The report on the gamification market covers a deep dive analysis of historic, recent and current market trends. furthermore, market share/ranking analysis of key players, market dynamics, competition landscape, country-wise analysis for each region covered and the entire supply chain dynamics are covered through the below segmentation.

Report Features

Specifics

Historical/Estimated/Forecasted Market Size Years

2018-2027

Base Year for Market Calculation

2019

Forecasted Period

2020-2027 (2020 estimated year, forecasted up to 2027)

Measured Units

Value (USD Million)

Segments Included

Solution, Deployment Mode, Application, Platform, End-User, and Region

Regional Coverage

North America, Asia-Pacific, Europe, Middle East & Africa, South America

KEY Companies Covered

  • SAP SE (Company Description, Company Overview, Product Synopsis, Key Developments, SWOT Analysis)
  • Microsoft
  • Salesforce.com, Inc.
  • Bunchball inc.
  • Big Door
  • FAYA Corporation
  • JUEGO STUDIO PRIVATE LIMITED
  • CodinGame SA
  • Raytheon Company
  • Other Key Companies

Gamification Market: report segmentation

For the scope of the report, In-depth segmentation is offered by Forencis Research

Gamification Market, by Solution

  • Analytics
  • Mobility
  • Cloud Computing
  • Big Data

 

Gamification Market, by Deployment Mode

  • Cloud
  • On-premise
  • Hybrid

Gamification Market, by Application

  • Sales
  • Marketing and Advertisement
  • Product Development
  • Support
  • Social Media
  • Mobile Application

Gamification Market, by Platform

  • Open Platform
  • Closed Platform

Gamification Market, by End-User

  • Entertainment
  • Education
  • BFSI
  • Healthcare
  • E-Commerce
  • Media
  • Travel and Logistics
  • Government
  • Others

Gamification Market, by Region

  • North America
    • US
    • Canada
    • Mexico
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Rest of Europe
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Rest of Middle East & Africa
  • South America
    • Brazil
    • Argentina
    • Rest of South America

Key Questions answered by the report

  • What are the important developments affecting the market globally and its growth?
  • What will be the impact of the developments in the market on the industry and on the market competitor in the future?
  • What are the evolving variations of the market globally?
  • What are the evolving functions of the market globally?
  • What is the important condition that will affect market growth worldwide during the study period?
  • Who are the major players operating in the market across the globe?
  • How are the major players leveraging in the present market scenario worldwide?

Report Audience

  • Gamification Market Providers
  • Gamification Market Solution and Services Suppliers, Distributors and Dealers
  • End-Users of Varied Segments of Gamification Market
  • Government Bodies and Intellectual Institutions
  • Associations and Industrial Organizations
  • Research & Consulting Service Providers
  • Research & Development Organizations
  • Investment Banks & Private Equity Firms

60+ MARKET TABLES AND 30+ FIGURES WILL BE INCLUDED IN THE GAMIFICATION MARKET STUDY

  1. INTRODUCTION
    1. Research Objectives
    2. Market Definition
    3. Research Scope
    4. Regional Coverage
    5. Research Timeline
    6. Assumptions
    7. Limitations
  2. RESEARCH DESIGN & SCOPE
    1. Introduction
    2. Primary Research
      1. Key Industry Expert Insight
    3. Secondary Research
      1. Vital Data from Secondary Sources
    4. Market Size Estimation
    5. Data Validation & Triangulation
  3. EXECUTIVE SUMMARY
  4. MARKET DYNAMICS
    1. Introduction
    2. Drivers
      1. Increasing Demand for E-Learning
      2. Enhancement in Marketing Advertisement
    3. Opportunities
      1. Highly Adoption in Digital Platform
    4. Challenges
      1. Lack of Awareness About the Technologies
      2. Cybersecurity Issues
  5. INDUSTRY TRENDS – PORTERS FIVE FORCES ANALYSIS
    1. Introduction
      1. Power of Buyers
      2. Power of Suppliers
      3. Intensity of Competition
      4. Challenges of Substitutes
      5. Challenges of New Entrants
    2. Macro-Economic Indicators
  6. GLOBAL GAMIFICATION MARKET BY SOLUTION, Market Size in USD Million (2019-2027)
    1. Introduction
    2. Analytics
    3. Mobility
    4. Cloud Computing
    5. Big Data
  7. GLOBAL GAMIFICATION MARKET BY DEPLOYMENT MODE, Market Size in USD Million (2019-2027)
    1. Introduction
    2. Cloud
    3. On-premise
    4. Hybrid
  8. GLOBAL GAMIFICATION MARKET BY APPLICATION, Market Size in USD Million (2019-2027)
    1. Introduction
    2. Sales
    3. Marketing and Advertisement
    4. Product Development
    5. Support
    6. Social Media
    7. Mobile Application
  9. GLOBAL GAMIFICATION MARKET BY PLATFORM, Market Size in USD Million (2019-2027)
    1. Introduction
    2. Open Platform
    3. Closed Platform

 

  1. GLOBAL GAMIFICATION MARKET BY END-USER, Market Size in USD Million (2019-2027)
    1. Introduction
    2. Entertainment
    3. Education
    4. BFSI
    5. Healthcare
    6. E-Commerce
    7. Media
    8. Travel and Logistics
    9. Government
    10. Others

 

  1. GLOBAL GAMIFICATION MARKET BY REGION, Market Size in USD Million (2019-2027)
    1. North America
      1. US
      2. Canada
      3. Mexico
    2. Europe
      1. Germany
      2. France
      3. Italy
      4. UK
      5. Russia
      6. Rest of Europe
    3. Asia-Pacific
      1. China
      2. India
      3. Japan
      4. South Korea
      5. Rest of Asia-Pacific
    4. Middle East and Africa
      1. Saudi Arabia
      2. UAE
      3. Rest of Middle East and Africa
    5. South America
      1. Brazil
      2. Argentina
      3. Rest of South America
  2. COMPETITIVE LANDSCAPE
    1. Introduction
    2. Market Ranking/Share Analysis of Key Companies
    3. Company Benchmarking
  3. COMPANY PROFILES
    1. SAP SE
      1. Company Overview
      2. Financial Overview
      3. Products/Solutions/Services Offered
      4. Key Developments
      5. SWOT Analysis
    2. Microsoft
    3. Salesforce.com, Inc.
    4. Bunchball inc.
    5. Big Door
    6. FAYA Corporation
    7. JUEGO STUDIO PRIVATE LIMITED
    8. CodinGame SA
    9. Raytheon Company
    10. Other Key Companies
  4. APPENDIX
    1. Key Industry Expert Insights
    2. Primary Discussion Guide
    3. Customization Options

Note1: Tentative table of contents, may get updated during the course of research.

Note2: Company financial information is subject to availability in public domain

60+ MARKET TABLES AND 30+ FIGURES WILL BE INCLUDED IN THE STUDY

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