
Gamification Market by Component, Deployment Model, Enterprise Size, Industry – Global Market Analysis and Forecast (2020 – 2025).
Gamification Market by End User (Office Building Construction, Retail Construction, Hospitality Construction, Institutional Construction, Other End Users), by North America (United States, Canada, Mexico), by South America (Brazil, Argentina, Rest of South America), by Europe (United Kingdom, Germany, France, Italy, Spain, Russia, Benelux, Nordics, Rest of Europe), by Middle East & Africa (Turkey, Israel, GCC, North Africa, South Africa, Rest of Middle East & Africa), by Asia Pacific (China, India, Japan, South Korea, ASEAN, Oceania, Rest of Asia Pacific) Forecast - is a comprehensive report that provides insights into the market dynamics, including the key drivers, challenges, and opportunities shaping the industry landscape. It also delves into the competitive landscape, highlighting the major players and their strategies.
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Global gamification market generated revenue of US$ 7.4 billion in 2020 and is expected to reach US$ 24.2 billion by 2025 with a CAGR of 26.7% in the forecast period. The gamification market report offers a comprehensive market analysis of the different segments and regions that lets readers make crucial business-related decisions with a wealth of information enclosed in this report. The research report offers both qualitative and quantitative information on the global gamification market. In qualitative terms, the gamification market report provides insights into numerous factors, such as market determinants, value chain analysis, emerging trends, growth opportunity analysis, porters five-force model analysis and macro-economic factors, segment analysis, regional analysis at a granular level. Similarly, in quantitative terms, the report provides historical and forecast market numbers of gamification in various segments such as by component, deployment model, enterprise size and industry at global, regional, and country-level. In addition, the report provides a detailed analysis of the market vendors and their product offerings. The report also covers details of the competitive market environment and includes information on the capabilities and competencies of market vendors.
Segment Analysis
Solution segment accounts the dominating position in the market.
• Based on components, the gamification market is segmented into solutions and services. The solution segment holds the dominating position in the market in 2020 and is expected to retain its dominance throughout the forecast period. The service segment is further segmented into professional and managed services. The professional service segment accounts the dominant position in the market in 2020 whereas the managed service segment is expected to grow with the highest CAGR in the forecast period.
Healthcare industry accounts the dominating position in the market.
• Based on industry, the market for gamification is segmented into media and entertainment, education, healthcare, manufacturing, banking, financial services, and insurance (BFSI), IT & telecom, retail, hospitality, others. Over the projection period, healthcare industry is expected to lead the gamification market with the highest share. The IT & telecom is expected to grow with the highest CAGR during the forecast period.
Cloud based deployment model is expected to grow with the highest CAGR in the forecast period.
• Based on deployment model, the gamification market is segmented into on-premises and cloud based. The cloud based deployment model is expected to grow with the highest CAGR during the forecast period. In addition, on-premises hold a dominant market position in 2020 and are expected to remain dominant over the forecast period.
Large Enterprises segment accounts the dominating position in the market.
• Based on enterprise size, the gamification market is segmented into small & medium enterprises and large enterprises. The small & medium enterprises segment is expected to grow with the highest CAGR during the forecast period. Moreover, the large enterprise segment holds the dominating position in the market in 2020 and is expected to retain its dominance throughout the forecast period.
North America accounts the dominating position in the market.
• Based on the region, the gamification market is segmented into North America, Europe, Asia Pacific, Middle East & Africa, and Latin America. North America is expected to contribute the larger market share in 2020. The United States and Canada are the largest market-driven countries in this region. Moreover, Asia Pacific is projected to rise at the fastest CAGR in the forecast period. China, India, and Japan are some of the major market-driven countries in the world.
Gamification Market Players:
• Some of the major players of gamification market are Aon Plc, AXONIFY, BI WORLDWIDE, Centrical, GAMIFIER, INC., Iactionable, Inc., Influitive Corporation, Khoros, LLC., Leveleleven, Inc., Mambo Solutions Ltd., NIIT Limited, SAP India Private Limited, Tango Card, Inc., Verint Systems Inc., Xoxoday. The study also focuses on different business or inorganic market growth strategies through technology advancement, business expansion, alliances and mergers and acquisitions to create disruptive technologies and consumer networks.
The gamification market report provides a detailed study on the following segments:
Gamification Market, by Component
Solution
Services
• Professional Services
• Managed Services
Gamification Market, by Deployment Model
On- Premises
Cloud Based
Gamification Market, by Enterprise Size
Small & Medium Enterprises
Large Enterprises
Gamification Market, by Industry
Media and Entertainment
Education
Healthcare
Manufacturing
Banking, financial services, and insurance
IT & Telecom
Retail
Hospitality
Others
Gamification Market, by Region
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
Key questions the report answers
• What are the major driving factors that accelerate the growth of the market
• What are the restraints which hinders the growth of the market
• What segment offers the most development opportunities
• Which region provides the key growth opportunity to the market
• Who are the major industry players
• What are the key strategies adopted by the market players
1. Introduction
2. Market Overview
2.1. Global Gamification Market Introduction
2.2. Macro- Economic Factor
2.3. Market Determinants
2.3.1. Market Driver
2.3.2. Market Restraints
2.3.3. Market Opportunities
2.3.4. Market Challenges
2.4. Value Chain Analysis
2.5. Technology/Product Roadmap
2.6. Porters 5 Force Model
2.7. Market Growth Opportunity Analysis
3. Market Segmentation
3.1. Global Gamification Market Analysis (US$ Mn), By Component, 2019 - 2025
3.1.1. Solution
3.1.2. Services
3.1.2.1. Professional Services
3.1.2.2. Managed Services
3.2. Global Gamification Market Analysis (US$ Mn), By Deployment Model, 2019 – 2025
3.2.1. Cloud Based
3.2.2. On-Premises
3.3. Global Gamification Market Analysis (US$ Mn), By Enterprise Size, 2019 – 2025
3.3.1. Large Enterprises
3.3.2. Small & Medium Enterprises
3.4. Global Gamification Market Analysis (US$ Mn), By Industry, 2019 – 2025
3.4.1. Media and Entertainment
3.4.2. Education
3.4.3. Healthcare
3.4.4. Manufacturing
3.4.5. Banking, financial services, and insurance
3.4.6. IT & Telecom
3.4.7. Retail
3.4.8. Hospitality
3.4.9. Others
4. Regional Analysis
4.1. North America Gamification Market Analysis (US$ Mn), 2019 - 2025
4.1.1. By Country
4.1.1.1. U.S.
4.1.1.2. Canada
4.1.2. By Component
4.1.2.1. Solution
4.1.2.2. Services
4.1.2.2.1. Professional Services
4.1.2.2.2. Managed Services
4.1.3. By Deployment Model
4.1.3.1. Cloud Based
4.1.3.2. On-Premises
4.1.4. By Enterprise Size
4.1.4.1. Large Enterprises
4.1.4.2. Small & Medium Enterprises
4.1.5. By Industry
4.1.5.1. Media and Entertainment
4.1.5.2. Education
4.1.5.3. Healthcare
4.1.5.4. Manufacturing
4.1.5.5. Banking, financial services, and insurance
4.1.5.6. IT & Telecom
4.1.5.7. Retail
4.1.5.8. Hospitality
4.1.5.9. Others
4.2. Europe Gamification Market Analysis (US$ Mn), 2019 - 2025
4.2.1. By Country, 2019 – 2025
4.2.1.1. Germany
4.2.1.2. U.K.
4.2.1.3. France
4.2.1.4. Italy
4.2.1.5. Spain
4.2.1.6. Rest of Europe
4.2.2. By Component
4.2.2.1. Solution
4.2.2.2. Services
4.2.2.2.1. Professional Services
4.2.2.2.2. Managed Services
4.2.3. By Deployment Model
4.2.3.1. Cloud Based
4.2.3.2. On-Premises
4.2.4. By Enterprise Size
4.2.4.1. Large Enterprises
4.2.4.2. Small & Medium Enterprises
4.2.5. By Industry
4.2.5.1. Media and Entertainment
4.2.5.2. Education
4.2.5.3. Healthcare
4.2.5.4. Manufacturing
4.2.5.5. Banking, financial services, and insurance
4.2.5.6. IT & Telecom
4.2.5.7. Retail
4.2.5.8. Hospitality
4.2.5.9. Others
4.3. Asia Pacific Gamification Market Analysis (US$ Mn), 2019 - 2025
4.3.1. By Country, 2019 – 2025
4.3.1.1. China
4.3.1.2. Japan
4.3.1.3. India
4.3.1.4. Rest of Asia Pacific
4.3.2. By Component
4.3.2.1. Solution
4.3.2.2. Services
4.3.2.2.1. Professional Services
4.3.2.2.2. Managed Services
4.3.3. By Deployment Model
4.3.3.1. Cloud Based
4.3.3.2. On-Premises
4.3.4. By Enterprise Size
4.3.4.1. Large Enterprises
4.3.4.2. Small & Medium Enterprises
4.3.5. By Industry
4.3.5.1. Media and Entertainment
4.3.5.2. Education
4.3.5.3. Healthcare
4.3.5.4. Manufacturing
4.3.5.5. Banking, financial services, and insurance
4.3.5.6. IT & Telecom
4.3.5.7. Retail
4.3.5.8. Hospitality
4.3.5.9. Others
4.4. Middle East & Africa Gamification Market Analysis (US$ Mn), 2019 - 2025
4.4.1. By Region, 2019 – 2025
4.4.1.1. Middle East
4.4.1.2. Africa
4.4.2. By Component
4.4.2.1. Solution
4.4.2.2. Services
4.4.2.2.1. Professional Services
4.4.2.2.2. Managed Services
4.4.3. By Deployment Model
4.4.3.1. Cloud Based
4.4.3.2. On-Premises
4.4.4. By Enterprise Size
4.4.4.1. Large Enterprises
4.4.4.2. Small & Medium Enterprises
4.4.5. By Industry
4.4.5.1. Media and Entertainment
4.4.5.2. Education
4.4.5.3. Healthcare
4.4.5.4. Manufacturing
4.4.5.5. Banking, financial services, and insurance
4.4.5.6. IT & Telecom
4.4.5.7. Retail
4.4.5.8. Hospitality
4.4.5.9. Others
4.5. Latin America Gamification Market Analysis (US$ Mn), 2019 - 2025
4.5.1. By Country, 2019 – 2025
4.5.1.1. Brazil
4.5.1.2. Mexico
4.5.1.3. Rest of Latin America
4.5.2. By Component
4.5.2.1. Solution
4.5.2.2. Services
4.5.2.2.1. Professional Services
4.5.2.2.2. Managed Services
4.5.3. By Deployment Model
4.5.3.1. Cloud Based
4.5.3.2. On-Premises
4.5.4. By Enterprise Size
4.5.4.1. Large Enterprises
4.5.4.2. Small & Medium Enterprises
4.5.5. By Industry
4.5.5.1. Media and Entertainment
4.5.5.2. Education
4.5.5.3. Healthcare
4.5.5.4. Manufacturing
4.5.5.5. Banking, financial services, and insurance
4.5.5.6. IT & Telecom
4.5.5.7. Retail
4.5.5.8. Hospitality
4.5.5.9. Others
5. Competitive Analysis
5.1. Company Share Analysis (%) 2019
5.2. List of Acquisition, Merger, Collaboration & New Product Launch
6. Company Profiles
6.1. Aon Plc
6.2. AXONIFY
6.3. BI WORLDWIDE
6.4. Centrical
6.5. GAMIFIER, INC.
6.6. Iactionable, Inc.
6.7. Influitive Corporation
6.8. Khoros, LLC,
6.9. Leveleleven, Inc.
6.10. Mambo Solutions Ltd.
6.11. NIIT Limited
6.12. SAP India Private Limited
6.13. Tango Card, Inc.
6.14. Verint Systems Inc.
6.15. Xoxoday
Research Methodology:
Gamification Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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