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Gamification Market Solutions (Engagement & Performance Services, Strategic Services, Consulting & Professional Services), by End-use (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), by Application (Marketing, Sales, Product Development, Human Resource, Others), by Organization Size (Small and Medium Enterprises, Large Enterprises), and Region – Global Forecast to 2025.

Increasing adoption of innovative technologies such as penetration of devices with display & web and rapid acceptance of social networks are some the key factors driving the global gamification market. It is projected to influence individual’s needs for socializing, knowledge, mastery, rivalry, accomplishment, position, closure, or just their answer to the framing of a situation as a game which encourages companies to move towards gamification.

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Retail segment is projected to Register Exponential Growth during the Forecasted Period in the Gamification Market
Based on end-use, the gamification market is segmented into banking, retail, government, education, education, IT & telecom, healthcare, and others. Among these, the retail segment is expected to be the fastest growing category in the market during the forecast period. The retail segment is on high growth trajectory driven by strategic or engagement services, without distracting the core idea of the business. It offers positive behaviours from customers and employees, leading to a rich brand understanding and higher sales. It also recruits new and frequent customers to store, while offering understandings into how shoppers participate with a brand.

Marketing Segment is expected to Witness the Highest CAGR during the Forecast Period

Based on application, the gamification market is segmented into marketing, sales, product development, and HR. Among these, marketing and sales are projected to grow at the highest rate in the coming years.

Asia-Pacific: The Fastest Growing Regional Market

Geographically, North America, comprising the U.S. and Canada, accounted for the largest share of the global market. However, Asia-Pacific is expected to witness rapid growth during the forecast period. The growth of this market is mainly due to the increasing number of internet and smartphone users in the region and growing strategic collaborative initiatives, especially by using social media integration tools, which led to the greater usage of gamification.

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Table of contents:
• Introduction to Gamification Market
• Research Methodology
• Executive Summary
• Market Insights
• Gamification Market, by Solution
• Gamification Market, by End-use Industry
• Gamification Market, by Application
• Gamification Market, by Organization Size
• Global Gamification Market, by Region
• Global Gamification Market-Competitive Landscape
• Company Profiles (Includes Business Overview, Financial Overview, Product Portfolio, and Strategic Developments)
• Appendix

Key Players
The report includes competitive landscape based on extensive assessment of the key strategic developments adopted by the leading market participants in the industry. The key players profiled in the gamification market are Microsoft Corporation (US), Cognizant Technology Solution Corp. (US), MPS Interactive Systems Limited (India), Ambition (US), Callidus Software Inc. (US), Axonify Inc. (UK), IActionable Inc. (US), Bunchball Inc. (India), G-Cube (INDIA), Cut-e GmbH (AON, PLC) (GERMANY).

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