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Gamification Market to be Worth $96.3 Billion by 2030

06-19-2023 10:28 AM CET | IT, New Media & Software

Press release from: Meticulous Research®

Meticulous Research®-a leading global market research company, published a research report titled, 'Gamification Market by Type (Structural, Content), Offering, Organization Size, Deployment Mode, Application (HRM, CRM, Customer Engagement), End-use Industry (BFSI, Retail & E-commerce, Education & Research), and Geography - Global Forecast to 2030.'

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According to this latest publication from Meticulous Research®, the Gamification Market is projected to reach $96.3 billion by 2030, at a CAGR of 27.4% from 2023 to 2030. The growth of the gamification market is driven by the benefits of gamification in training professionals and enhancing user experience and the growing use of gamification in sales & marketing to improve customer engagement and retention. However, low awareness regarding the advantages of gamification among schools and SMEs (small & medium-sized enterprises) restrains the growth of the gamification market.

The increasing potential of gamification as a strategic management tool is expected to generate growth opportunities for the players operating in this market. However, user disengagement and confusion due to gamification platforms' poor designs and monotonous elements pose major challenges to the market's growth. Growth in digital learning, the rising adoption of AR/VR technologies, and the integration of artificial intelligence (AI) into gamification solutions are technology trends in the market.

The global gamification market is segmented by type, offering, organization size, deployment mode, applications, and end-use industry. The study also evaluates industry competitors and analyzes the market at the region/country level.

Based on type, the global gamification market is segmented into structural gamification and content gamification. In 2023, the structural gamification segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of structural gamification among various end-use industries to engage and motivate users and the growing use of structural gamification over content gamification due to its easy implementation and potential benefits for learners.

Based on offering, the global gamification market is segmented into solutions and services. In 2023, the solutions segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is driven by the increasing adoption of gamification solutions by organizations to attract more customers and clients. Additionally, the demand for these solutions is increasing as they enhance employee engagement by providing recognition and rewards based on their performance.

Based on organization size, the global gamification market is segmented into small & medium-sized enterprises and large enterprises. In 2023, the large enterprises segment is expected to account for the larger share of the global gamification market. The large market share of this segment is attributed to the growing adoption of advanced technologies such as AI and AR/VR and gamification among large enterprises for engaging employee onboarding & pre-onboarding experiences.

However, the small & medium-sized enterprises segment is expected to register the higher CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of gamification to increase employee engagement and the rising use of artificial intelligence & machine learning in mobile gaming and E-commerce.

Based on deployment mode, the global gamification market is segmented into on-premise deployments and cloud-based deployments. In 2023, the cloud-based deployments segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is driven by the increasing adoption of cloud-based solutions among small & medium-sized enterprises, the rising adoption of advanced technologies, and the low implementation costs of cloud-based gamification solutions.

Check complete table of contents with list of table and figures: https://www.meticulousresearch.com/product/gamification-market-5015

Based on application, the global gamification market is segmented into human resource management, customer relationship management, sales & marketing, customer engagement, learning & development, and other applications. In 2023, the sales & marketing segment is expected to account for the largest share of the global gamification market. This segment is also expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of gamification by organizations for marketing strategies and the use of gamification to increase brand awareness and sales of products.

Based on end-use industry, the global gamification market is segmented into retail & E-commerce, media & entertainment, education & research, IT & telecom, lifestyle & fitness, hospitality, marketing & advertising, BFSI, healthcare, manufacturing, government, and other end-use industries. In 2023, the media & entertainment segment is expected to account for the largest share of the global gamification market. The large market share of this segment is attributed to the rapid proliferation of mobile devices, the rise of multi-digital channels, and the increased need for user engagement with a new product or event.

However, the retail & E-commerce segment is expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the rising adoption of gamification solutions by retail & e-commerce to enhance customer engagement, increase product sales, and improve brand loyalty.

Based on geography, the gamification market is segmented into North America, Europe, North America, Latin America, and the Middle East & Africa. In 2023, North America is expected to account for the largest share of the global gamification market. North America's major market share is attributed to the growing demand for cloud-based gamification solutions from businesses, the high adoption of customer- and enterprise-based solutions, and the growing need to retain user information more effectively.

However, Asia-Pacific is expected to register the highest CAGR during the forecast period. The growth of this regional market is attributed to the high penetration of smartphones, widespread internet availability, and increasing government initiatives promoting gamification platforms to improve employee productivity and increase revenue.

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Key Players:

The key players operating in the gamification market are Microsoft Corporation (U.S.), Cognizant Technology Solutions Corporation (U.S.), MPS Interactive Systems Limited (India), Aon Plc (U.K.), SAP SE (Germany), Verint Systems Inc. (U.S.), Ambition Solutions, Inc. (U.S.), Axonify Inc. (Canada), IActionable, Inc. (U.S.), Schoeneckers, Inc. (U.S.), G-Cube Webwide Software Pvt Ltd (U.S.), Raydiant, Inc. (U.S.), Biz-Effective Ltd. (U.S.), Mambo Solutions Ltd. (U.K.), Ascent Cloud LLC (U.S.), and Letrium Ltd. (Ukraine).

Key questions answered in the report-

Which are the high-growth market segments based on type, offering, organization size, deployment mode, application, end-use industry, and geography?
What was the historical market for gamification market?
What are the market forecasts and estimates for the period 2023-2030?
What are the major drivers, restraints, opportunities, and challenges in the gamification market?
Who are the major players, and what shares do they hold in the gamification market?
How is the competitive landscape in the gamification market?
What are the recent developments in the gamification market?
What are the different strategies adopted by the major players in the gamification market?
What are the key geographic trends, and which are the high-growth countries?
Who are the local emerging players in the global gamification market, and how do they compete with other players?

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