Gamification Market By Solution (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Application (Marketing, Sales & Support, Education & Training, Human Resource, Research & Product Development, Lifestyle), By Industry Vertical (Banks, Financial Services & Insurance (BFSI), Entertainment, Media & Publishing, Corporate Enterprises, Retail, Education, Healthcare) - Growth, Future Prospects, Competitive Analysis And Forecast To 2016 - 2023

The rising globalization of business has resulted in cutthroat competition among such organizations over time. Enterprises are now more focused on optimizing their output with a significant reduction in overhead. Thus, optimal efficiency of business processes (internal as well as external) becomes a major concern for business enterprises. Gamification refers to the application of game mechanics and design techniques by integrating them into internal business processes, portals, and websites, as well as marketing campaigns.

The chief motive behind "gamifying" given processes is to drive active employee and consumer participation and engagement. Employee motivation is one of the key aspects responsible for carrying out effective business processes, thereby leading to better output and profitability. Subsequently, with the growing awareness of motivating employees and improving consumer engagement, the demand for gamification solutions is expected to witness remarkable growth in the coming years.

The report analyses the global gamification market in terms of solution types, deployment models, applications, industry verticals, and geography. On the basis of solution type, the market is segmented into consumer-driven and enterprise-driven solutions. The market is further divided into cloud-based and on-premise gamification based on deployment models.

The applications of gamification considered under the scope include marketing, sales and support, education and training, human resources, research and product development, and others. On the basis of industry verticals, the gamification market is further classified into banks, financial services & insurance (BFSI), entertainment, media & publishing, corporate enterprises (IT, ITeS, telecom, etc.), retail, education, healthcare, and others. The geographical distribution of the global gamification market considered in this study encompasses regional markets such as North America, Europe, Asia Pacific, the Middle East and Africa, and Latin America.

1.1.1 Purpose of the Report

The purpose of this strategic research study titled "Global Gamification Market: Growth, Share, Opportunities, and Competitive Analysis, 2016–2023" is to offer industry investors, company executives, and industry participants in-depth insights to enable them to make informed strategic decisions related to the opportunities in the global gamification industry.

1.1.2 Target Audience

  • Industry Investors
  • Software Developers
  • Cloud service providers
  • Business Organizations
  • Government and Federal Agencies
  • Other End-users

On the basis of application, the global gamification market is categorized into the following categories:

  • Marketing
  • Sales and Support
  • Education and Training
  • Human Resource
  • Research and Product Development
  • Lifestyle

The overall gamification market is led collectively by the marketing and sales, and support segments. As of 2015, the segments jointly contributed to a market share, in terms of revenue, of more than fifty percent. With the growing penetration of internet services and the influence of social media, internet marketing has become one of the most crucial modes for businesses in terms of both sales and marketing. Users are becoming more acquainted with the types of content available online. With most of them being able to differentiate between online advertisements and actual useful content, it becomes difficult to achieve consumer engagement. Thus, gamification plays an important role in digital marketing and related sales and support applications.

Further, the education and training segment, along with lifestyle, is anticipated to register high growth in the overall gamification market in the coming years. The segment is strongly supported by the extensive proliferation of mobile apps. Education and healthcare (especially personal fitness) have been warmly welcomed in the form of mobile apps and other dedicated websites. As a result, gamification has a promising future in terms of segment penetration.

On the basis of geography, the global gamification market is segmented into the following regions and countries:

  • North America
  • U.S.
  • Canada
  • Europe
  • U.K.
  • Germany
  • France
  • Rest of Europe
  • Asia Pacific
  • Japan
  • China
  • South Asia
  • Rest of Asia Pacific
  • Middle East and Africa (MEA)
  • GCC countries
  • South Africa
  • rest of MEA
  • Latin America
  • Brazil
  • rest of Latin America

In 2015, the global gamification market was dominated by the North American region, which accounted for more than forty percent of the total market revenue. The high market share is due to strong technology acceptance coupled with robust adoption, as portrayed by various organizations across the region. The most important factor driving high market share is high awareness among business enterprises of the importance of optimum business process efficiency and 100% consumer engagement.

Another major factor influencing the market's growth is the increasing shift toward digital advertising. The overall market growth is also supported by the penetration of internet services. In addition, the presence of major companies in the region also supports the market's evolution. The region is followed by Europe, which has a fairly strong adoption of gamification solutions. Nevertheless, Asia Pacific is projected to demonstrate the highest growth during the forecast period.

On the basis of industry vertical, the gamification market is classified into the following categories:

  • Banks, Financial Services, and Insurance (BFSI)
  • Entertainment
  • Media & Publishing
  • corporate enterprises (IT, ITeS, telecom, etc.)
  • Retail
  • Education
  • Healthcare
  • Others

As of 2015, the overall gamification market is dominated by the corporate enterprise segment, which accounted for nearly 30% of the total market revenue. The corporate enterprise segment comprises business organizations across different industry verticals such as IT and telecommunication, ITeS, telecommunication, business process outsourcing (BPO) organizations, and several others. The rising globalization of business enterprises has substantially increased the need for higher efficiency and better consumer engagement. With increased competition among enterprises, the segment is expected to maintain its market dominance throughout the forecast period.

The corporate enterprise's segment is closely followed by the entertainment and, media & publishing segments. Being among the earliest adopters of gamification solutions, the segments are expected to maintain their leading position in the market throughout the forecast period. Nevertheless, segments such as healthcare and education are estimated to post the highest growth in the market during the forecast period. These are expected to emerge as the most promising segments owing to factors such as rising health awareness and usage of internet services (especially mobile apps) for education and personal fitness.

Frequently Asked Questions:

The market for Gamification Market is expected to reach US$ XX Mn By 2023.

The Gamification Market is expected to see significant CAGR growth over the coming years, at 23.4%.

The report is forecasted from 2016-2023.

The base year of this report is 2015.

Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., Badgeville, Inc. are some of the major players in the global market.

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Published Date:  Dec 2016
Category:  Technology & Media
Report ID:   58273
Report Format:   PDF
Pages:   120
Rating:    4.5 (65)
Delivery Time: 24 Hours to 48 Hours   
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