Global Gamification Market is valued approximately at USD 7.1 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 27.4% over the forecast period 2020-2026. Gamification is making something potentially tedious into a game. Gamification is a process of making a game that taps people’s natural desires for competition and achievements. Teachers, managers, and others use gamification to increase participation and improve productivity. Gamification is an essential feature in apps and websites designed to motivate people to meet personal challenges or behavioral changes, like weight-loss goals, gaining general awareness and learning foreign languages; tracking progress is more fun if it feels like a game. The rising smartphone penetration, employment engagement by gaining rewards and recognition to employees, gamification yields higher Return on Investment (ROI) and providing lucrative offers to the customers and consumers are the few factors responsible for growth of the market over the forecast period. For instance: as per Statista, the number of smartphone users worldwide was 2.5 billion in 2016 and is anticipated to rise up to 3.8 billion smartphone users worldwide in 2021. However, AI used for processing and showing personalized results as well as digitization of businesses creating new business avenues for gamification is the major opportunity for the growth of global Gamification market during the forecast period.

The regional analysis of global Gamification market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the expansive usage of the internet to connect with various channel partners and clients among enterprises as well as high adoption of customer-based solutions and enterprise-based solutions. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2026.

Major market player included in this report are:
Microsoft Corp.
SAP SE
BI Worldwide (Bunchball)
Verint Systems
AON (CUT-E GMBH)
Hoopla
Centrical
Mambo.IO
MPS Interactive Systems
Influitive Corporation
LevelEleven

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:
Solution
Services

By Deployment:
Cloud
On-Premise

By Organization Size:
Small and Medium-Sized Enterprises
Large Enterprises

By Vertical:
Education
Healthcare
Banking, Financial Services, And Insurance
Retail
Manufacturing
Media and Entertainment
Telecom
IT and ITES
Hospitality
Others

By End User:
Enterprise-Driven
Consumer-Driven

By Application:
Marketing
Sales
Support
Product Development
Human Resources
Other Applications

By Region:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2016, 2017, 2018
Base year – 2019
Forecast period – 2020 to 2026

Target Audience of the Global Gamification Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors