Outlook on the Gamification Global Market to 2030 - by Component, Deployment Model, Enterprise Size, Application, Industry Vertical and Region - ResearchAndMarkets.com

DUBLIN--()--The "Gamification Market By Component, By Deployment Model, By Enterprise Size, By Application, By Industry Vertical: Global Opportunity Analysis and Industry Forecast, 2020-2030" report has been added to ResearchAndMarkets.com's offering.

According to this report the gamification market was valued at $9.9 billion in 2020, and is estimated to reach $95.5 billion by 2030, growing at a CAGR of 25.6% from 2021 to 2030.

Gamification is adding game mechanics into nongame environments, such as websites, online community, learning management system, or business intranet to increase participation. The goal of gamification is to engage with consumers, employees, and partners to inspire collaborate, share, and interact. It works by providing audiences with proactive directives and feedback through game mechanics and game dynamics added to online platforms that lead to accomplishments of business goals and objectives.

Rewards and recognition to employees for their performance to boost employee engagement and lucrative offers for customers and consumers boost growth of the global gamification market. In addition, gamification yields higher ROI positively impacts the growth of the market. However, complexities in developing gamification application and short lifecycle of gamification hinders the market growth. On the contrary, adoption of AI for processing and showing personalized results is expected to offer remunerative opportunities for expansion of the market during the forecast period.

The gamification market is segmented on the basis of component, deployment model, enterprise size, application, industry vertical, and region. On the basis of component, it is divided into solution and service. Depending on deployment model, it is segmented into on-premise and cloud.

As per the enterprise size, it is studied across large enterprises and small and medium-sized enterprises (SMEs). By application, it is fragmented into marketing, sales, support, product development, human resource, and others. By industry vertical, it is fragmented into retail, education, IT & telecom, BFSI, manufacturing, media & entertainment, and others. Region wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Key players that operate in the gamification market are Ambition, Axonify Inc., Bunchball Inc., callidus Software Inc., Cognizant Technology Solution Corp, Cut-e GmbH, G-Cube, Iactionable Inc, Microsoft Corporation, and MPS Interactive Systems Limited.

Key Benefits For Stakeholders

  • The study provides an in-depth analysis of the global gamification market forecast along with current & future trends to explain the imminent investment pockets.
  • Information about key drivers, restraints, & opportunities and their impact analysis on global gamification market trends is provided in the report.
  • The Porter's five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • Quantitative gamification market analysis from 2021 to 2030 is provided to determine the market potential.

Key Market Segments

By Component

  • Solution
  • Service

By Deployment Model

  • On Premise
  • Cloud

By Enterprise Size

  • Large Enterprises
  • SMEs

By Application

  • Marketing
  • Sale
  • Support
  • Product Development
  • Human Resource
  • Others

By Industry Vertical

  • Retail
  • Education
  • IT and telecom
  • BFSI
  • Manufacturing
  • Media and Entertainment
  • Other

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Rest Of Asia Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • Microsoft Corporation
  • MPS Interactive Systems Limited
  • Ambition
  • Aon plc.
  • Axonify Inc.
  • BI WORLDWIDE (Bunchball Inc.)
  • Callidus Software Inc. (SAP SE)
  • Cognizant
  • G-Cube
  • IActionable

For more information about this report visit https://www.researchandmarkets.com/r/pdmzd9

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Contacts

ResearchAndMarkets.com
Laura Wood, Senior Press Manager
press@researchandmarkets.com
For E.S.T Office Hours Call 1-917-300-0470
For U.S./ CAN Toll Free Call 1-800-526-8630
For GMT Office Hours Call +353-1-416-8900