Gamification Market By Solution Type (Sales, Marketing, Human Resource, Learning and Development, Product Development) By Deployment Type (On Premises, Cloud-based) By Customer Type (Consumer Driven, Enterprise Driven) and Region - Global Forecast to 2026
16 February 2018
- find_in_page Our Research Methodology is based on the following main points:
- Data Collections and Interpretation
- Data Validation
- Final Projections and Conclusion
The global gamification market was valued at US$ 3.3 Bn in 2017 and is expected to register a CAGR of 36.2%. The report offers in-depth insights, revenue details, and other vital information regarding the global gamification market and the various trends, drivers, restraints, opportunities, and threats in the target market till 2026. The report also offers insightful and detailed information regarding the various key players operating in the global gamification market, and their financials, apart from strategies, acquisitions & mergers, and market footprint. The global gamification market is segmented on the basis of form solution type deployment type, customer type, end use verticals and region.
Gamification is a process to motivate participation, loyalty, and engagement with the technique of game-design elements and game principles in a non-game context.
Report Coverage and Deliverables
Increasing customer engagement activities through various marketing campaigns with the help of social media which offer rewards and incentives such as coupons or special offers and discounts. In addition, penetration of connected devices is growing. With the increase in Bring Your Own Device(BYOD) trend more than 70% companies allow BYOD usage and around 80% employees use at least one device for business use. Amongst the global population of over 7 billion, there are over 6.5 billion mobile subscribers world-wide. According to, The World Bank, there is 6.6 billion mobile phone users in 2013 and their penetration is growing at over 30% year on year. People are buying items through their mobile phones, using them in the store to validate coupons, or social networking, or using GPS-enabled apps. Increase in use of display devices such as smart phones and tablets results in increase both user acquisition and retention rates. It also enables word of mouth, increase in social sharing, increase loyalty and provides seamless user experience. The effective elements in apps are rewards, virtual goods, badges, leaderboards, and progress display. Globally, the online gamer community counts over 800 million people around the world.
However, concept of one-size-fits-all solutions is a key factor that may hamper market growth. The focus in most projects is narrow and applied to one project only without a strategy for sustainable engagement. vendors and customers neglect to establish a long term strategy for gamification. In enterprise implementations, gamification needs to work across several enterprise apps, and can’t be relegated to just one use case scenario (inside sales reps for instance). The availability of single app solution is not suitable for every department and across industries. In addition, every organization have different goals, structures and requirements.
Moreover, augmented and virtual reality to support gamification design can be a potential opportunity for the market players. Augmented and virtual platforms can be a lucrative opportunity for various gamification market vendors in order to integrate the use of such platforms in order to engage users and enhance the user experience. In addition, market players are focused on strategic partnerships in order to enhance its presence and expand its product portfolio.
Market Analysis by Solution Type:
On the basis of solution type, the marketing segment is expected to contribute major revenue share in the global gamification market, and witness highest CAGR of over 32%, in terms of revenue over the forecast period, owing to increasing marketing activities through marketing dynamics such as points/credits, levels, challenges, virtual goods and leader boards.
Market Analysis by Deployment Type:
Among all the deployment type segments, the cloud based segment is expected to register highest CAGR of over 30%, owing to increasing usage of internet along with the high adoption of innovative technologies such as web, mobile, and social media has supplemented the growth of cloud-based gamification techniques. Organizations are demanding enterprise- and consumer-based gamification solutions to encourage employees and to fortify their marketing endeavors. The presence of these gamification solutions on cloud helps SMBs to adopt these gamification techniques without increasing their budgets. It also has the ability to standardise applications, reduction in IT cost, increase application flexibility, improve data and trend analysis.
Market Analysis by Customer Type:
On the basis of customer type, enterprise gamification segment is expected to contribute major revenue share in the global gamification market, and witness highest CAGR of over 30%, in terms of revenue over the forecast period, owing to adopted of enterprise gamification by large number of industries across departments that help organizations reconsider the way its people, processes and technologies interact to produce results.
Enterprise gamification is adopted by large number of industries across departments that help organizations reconsider the way its people, processes and technologies interact to produce results.
Market Analysis by End Use Verticals:
Among all the end use verticals segments, media & entertainment segment is expected to register a lucrative CAGR over the forecast period, owing to rapid adoption of internet and smartphone is changing the people collaborate and consumer content.
Education segment is expected to witness the highest CAGR growth of over 37% in the global gamification market during the forecast period, owing to learning activities through grading gamification, assignments and tests. Students are rewarded with badges after completions of assignments and projects through the use of computer and video games.
Market Analysis by Region:
North America market is expected to dominate the global gamification market, and is expected to account for largest market revenue share of US$ 4.5 Bn by end of 2020, as compared to that of markets in other regions. Dominance by North America market is expected to continue over the forecast period. North America market is in its growth stage for gamification and also large number of new players are coming up in the market. Whereas, the market is also focused in mergers and acquisition between small and large players for market penetration and expansion.
The high adoption of customer-based solutions and enterprise-based solutions are driving the gamification market in North America. In addition, presence of adequate infrastructure and increased adoption of technologies among segments such as human resource, learning & development and product development in this region. In addition, driving factors for growth of the market include presence of key players in the region such as Microsoft corporation, Badgeville Inc., Bunchball Inc. and more.
Europe market is expected to witness highest CAGR growth of over 35% in the global gamification market during the forecast period, owing to primarily due to the high adoption of gamification solution in countries such as Germany, U.K. and Italy. In addition, the adoption rate of gamification is significantly high in Europe, owing to factors such as high penetration of mobile gaming.
Market Segmentation of Global Gamification Market:
Segmentation by solution type:
- Human Resource
- Learning and Development
- Product Development
Segmentation by deployment type:
- On Premises
- Cloud- based
Segmentation by customer type:
- Consumer Driven
- Enterprise Driven
Segmentation by end use vertical:
- Banking, Financial Services & Insurance (BFSI)
- Consumer Goods & Retail
- Media & Entertainment
- Healthcare & Lifesciences
Segmentation by region:
- North America
- Asia Pacific
- Latin America
- Middle East & Africa
- Microsoft Corporation
- Salesforce.com Inc
- Badgeville, Inc
- Bunchball Inc
- Arcaris Inc.
- SAP SE
- Gigya Inc
- Faya Corporation
- LevelEleven LLC
- 1.0 Chapter 1
- 1.1 Preface
- 1.2 Assumptions
- 1.3 Abbreviations
- 2.1 Report Description and Scope
- 2.1.1 Market Definition and Report Scope
- 2.2 Executive Summary
- 2.2.1 Market Snapshot, By Solution Type
- 2.2.2 Market Snapshot, By End Use Vertical
- 2.2.3 Market Snapshot, By Deployment Type
- 2.2.4 Market Snapshot, By Customer Type
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