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Pulished Date August, 2021
ID: 11940
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Gamification Market Research Report - Segmented By Solution (Enterprise Driven And Consumer Driven), By Deployment (On Premises Deployment And Cloud Deployment), By Application (Marketing, Sales, Product Development, Human Resources, Analytics And E-Commerce), By End User (Government And Financial Services, Banking, Insurance, IT And Telecom, Healthcare, Retail, Education) And By Geography – Forecast (2021-2026)

Pulished: August, 2021
ID: 11940
Pages: 150

Gamification Market Size & Growth Analysis (2021-2026)

The Gamification Market was worth US$ 9.1 billion in 2021, and it is estimated to reach a valuation of US$ 30.7 billion by the end of 2026, expanding at an annual growth rate of 27.4% between 2021 and 2026. The increasing use of number of smartphones and mobile devices is a factor that is expected to lead the Gamification market during the forecast period.

The Gamification makes use of the human tendency to influence their own behaviour which was based on their experiences while receiving the rewards and playing games, reading novels by engaging the users in becoming effective problem solvers even in the real world.

Gamification Market

Recent Developments

  • Microsoft Company has added new features and applications for the Dynamics 365 by adding the AI driven insights in the month of September 2019 in which the product enhancement will empower the organizations to take informed actions and also to improve the customer experiences.
  • SAP company has acquired Qualtrics company which was an experience management software provider in the month of January 2019 in which this acquisition helped SAP to deliver exceptional customer, employee, product and brand experiences whereas this acquisition will also accelerates SAP’s new experience management category by combining the Qualtrics experience data with operational data from the SAP software.
  • In the month of August 2019, Verint Company has partnered with the authorities of city of Barrie, Ontario whereas this partnership has helped Barrie city to simplify, modernize, employee satisfaction.


Several benefits such as increasing efforts by companies to enhance their engagement with the customers is expected to play an essential role in the growth of market of Gamification across the globe. Another factor such as rising focus on monitoring level progress as a result of the company’s efforts to better engage with customers and improve the performance of the employees which influence the growth of Gamification market during the forecast period. Productivity or engagement, integration with the social media has allowed users to share their experiences with friends, acquaintances, which in turn increasing the reach and effectiveness of the platform, Increasing recognition of gamification systems as a method to architecture human behaviour in order to induce innovation are some of the major driving factors which promotes the growth of the revenue rate of Gamification market during the forecast period.


Competition from other market players is one of the important barriers to market growth.

Market Segmentation

The Gamification market is segmented based on solution, based on deployment, based on application and based on end user.

By solution, the Gamification Market is divided into enterprise driven and consumer driven. The consumer driven solution segment held the prominent share in terms of revenue and is predicted to remain at the forefront throughout the forecast period since most of the companies are mainly focussing on good customer engagement for the gamification.

By deployment, the Gamification Market is divided into on premises deployment mode and cloud deployment mode. The cloud deployment mode segment holds the major share of the market and this region is expected to hold the dominance during the forecast period due to the increasing demand for configurable gamification platforms which helps to get the most return on investment.

By application, the Gamification Market is bifurcated into marketing, sales, product development, human resources, analytics and e-commerce. Among these segments, the marketing segment held the prominent share and it is predicted to remain at the forefront in the upcoming years since the companies are strongly focusing on enhancing the data collection for strategic planning, better the consumer engagement for higher and more regular sales raising the brand awareness.

By end user, the Gamification Market is divided into government and financial services, banking, insurance, IT and telecom, healthcare, retail, education and other verticals. The retail services segment held prominent share of the market among the other segments due to the factors such as high adoption of gamification solutions by retailers to augment their sales and brand loyalty by engaging with customers in a best possible way.

Regional Analysis

On the basis of region, the Gamification market is segmented into Asia Pacific region, Europe region, Latin America region and Middle East and Africa region, North America region.

North America region hold the prominent share of the market due to the factors such as increasing number of gamification start-ups, heavy investments in IT sector. Furthermore, earlier penetration of the technology for marketing and product development, surging requirement for gamification solutions which were equipped with artificial intelligence helps the growth of the market in the region especially in some of the countries such as US, Canada. The North America region is expected to hold the dominance during the forecast period.

Asia Pacific region is also expected to increase the market growth due to high adoption of customer based solutions and enterprise based solutions, rising demand for cloud based gamified solutions among the enterprises due to its low implementation cost promotes the growth of the market in Asia Pacific region.

Europe region is also expected to increase the market value followed by North America region and Asia Pacific region due to the factors such as high penetration of internet and smartphone users which has led greater usage of gamification for marketing, especially by using the social media integration tools.

Key Players

Key market participants of Gamification market are Hoopla (US), Centrical (US), Mambo.IO (UK), MPS Interactive Systems (India), Influitive (Canada), Microsoft (US), SAP (Germany), BI WORLDWIDE (US), Verint (US) Aon (UK), LevelEleven (US), Ambition (US), Axonify Inc. (Canada), Scrimmage (US), Xoxoday (India), Tango Card (US), and NIIT (US), Gamifier (Latin America), IActionable (US), Khoros (US).

Impact of COVID 19 on Gamification Market

Unlike the other industries, the gamification market has gained a lot of revenue during the COVID since most of the users are addicted to online games during the lockdown restrictions and due to this, there is upsurge in revenue of the gamification market when compared to other markets and this gamification market will get impeccable growth rate in the upcoming years to come.

1. Introduction                                 

                1.1 Market Definition                    

                1.2 Scope of the report                 

                1.3 Study Assumptions                 

                1.4 Base Currency, Base Year and Forecast Periods                           

2. Research Methodology                                           

                2.1 Analysis Design                         

                2.2 Research Phases                      

                                2.2.1 Secondary Research           

                                2.2.2 Primary Research 

                                2.2.3 Data Modelling     

                                2.2.4 Expert Validation  

                2.3 Study Timeline                          

3. Report Overview                                        

                3.1 Executive Summary                

                3.2 Key Inferencees                       

4. Market Dynamics                                       

                4.1 Impact Analysis                        

                                4.1.1 Drivers      

                                4.1.2 Restaints 

                                4.1.3 Opportunities        

                4.2 Regulatory Environment                       

                4.3 Technology Timeline & Recent Trends                            

5. Competitor Benchmarking Analysis                                    

                5.1 Key Player Benchmarking                     

                                5.1.1 Market share analysis         

                                5.1.2 Products/Service 

                                5.1.3 Regional Presence

                5.2 Mergers & Acquistion Landscape                      

                5.3 Joint Ventures & Collaborations                        

6. Market Segmentation                                              

                6.1 Gamification Market, By solution                      

                                6.1.1 enterprise driven 

                                6.1.2 consumer driven  

                                6.1.3 Market Size Estimations & Forecasts (2021-2026)   

                                6.1.4 Y-o-Y Growth Rate Analysis              

                                6.1.5 Market Attractiveness Index           

                6.2 Gamification Market, By deployment                              

                                6.2.1 on premises deployment 

                                6.2.2 cloud deployment

                                6.2.3 Market Size Estimations & Forecasts (2021-2026)   

                                6.2.4 Y-o-Y Growth Rate Analysis              

                                6.2.5 Market Attractiveness Index           

                6.3 Gamification Market, By application                

                                6.3.1 marketing

                                6.3.2 sales          

                                6.3.3 product development        

                                6.3.4 human resources 

                                6.3.5 analytics  

                                6.3.6 e-commerce          

                                6.3.7 Market Size Estimations & Forecasts (2021-2026)   

                                6.3.8 Y-o-Y Growth Rate Analysis              

                                6.3.9 Market Attractiveness Index           

                6.4 Gamification Market, By end user                     

                                6.4.1 government and financial services

                                6.4.2 banking    

                                6.4.3 insurance

                                6.4.4 IT and telecom      

                                6.4.5 healthcare              

                                6.4.6 retail          

                                6.4.7 education

                                6.4.8 Market Size Estimations & Forecasts (2021-2026)   

                                6.4.9 Y-o-Y Growth Rate Analysis              

                                6.4.10 Market Attractiveness Index        

7. Geographical Landscape                                         

                7.1 Global Identity Governance and Administration Market, by Region                    

                7.2 North America - Market Analysis (2018 - 2024)                            

                                7.2.1 By Country              



                                7.2.2 By solution              

                                7.2.3 By deployment     

                                7.2.4 By application        

                                7.2.5 By end user            

                7.3 Europe                         

                                7.3.1 By Country              






                                       Rest of Europe

                                7.3.2 By solution              

                                7.3.3 By deployment     

                                7.3.4 By application        

                                7.3.5 By end user            

                7.4 Asia Pacific                  

                                7.4.1 By Country              




                                       South Korea

                                       South East Asia

                                       Australia & NZ

                                       Rest of Asia-Pacific

                                7.4.2 By solution              

                                7.4.3 By deployment     

                                7.4.4 By application        

                                7.4.5 By end user            

                7.5 Latin America                            

                                7.5.1 By Country              




                                       Rest of Latin America

                                7.5.2 By solution              

                                7.5.3 By deployment     

                                7.5.4 By application        

                                7.5.5 By end user            

                7.6 Middle East and Africa                           

                                7.6.1 By Country              

                                       Middle East


                                7.6.2 By solution              

                                7.6.3 By deployment     

                                7.6.4 By application        

                                7.6.5 By end user            

8. Key Player Analysis                                    

                8.1 Microsoft                    

                                8.1.1 Business Description           

                                8.1.2 Products/Service 

                                8.1.3 Financials 

                                8.1.4 SWOT Analysis      

                                8.1.5 Recent Developments       

                                8.1.6 Analyst Overview 

                8.2 Hoopla                         

                8.3 Centrical                      

                8.4 Mambo.IO                  

                8.5 MPS Interactive Systems                      

                8.6 Influitive                      

                8.7 SAP                                

                8.8 BI WORLDWIDE                        

                8.9 Verint                           

                8.10 LevelEleven                             

9. Market Outlook & Investment Opportunities                                 


                List of Tables                     

                List of Figures                   

  • Global, regional and country-level analysis and forecasts of the study market; providing Insights on the major countries/regions in which this industry is blooming and to also identify the regions that are still untapped.
  • Segment-level analysis in terms of solution, deployment, application, end user along with market size forecasts and estimations to detect key areas of industry growth in detail.
  • Identification of key drivers, restraints, opportunities, and challenges (DROC) in the market and their impact on shifting market dynamics.
  • Study of the effect of exogenous and endogenous factors that affect the global market; which includes broadly demographic, economics, and political, among other macro-environmental factors presented in an extensive PESTLE Analysis.
  • Study the microenvironment factors that determine the overall profitability of an Industry, using Porter’s five forces analysis for analysing the level of competition and business strategy development.
  • A comprehensive list of key market players along with their product portfolio, current strategic interests, key financial information, legal issues, SWOT analysis and analyst overview to study and sustain the market environment.
  • Competitive landscape analysis listing out the mergers, acquisitions, collaborations in the field along with new product launches, comparative financial studies and recent developments in the market by the major companies.
  • An executive summary, abridging the entire report in such a way that decision-making personnel can rapidly become acquainted with background information, concise analysis and main conclusions.
  • Expertly devised analyst overview along with Investment opportunities to provide both individuals and organizations a strong financial foothold in the market.
  1. Global Gamification  Market By Region, From 2021-2026 ( USD Billion )
  2. Global Gamification  Market By solution , From 2021-2026 ( USD Billion )
  3. Global enterprise driven Market By Region, From 2021-2026 ( USD Billion )
  4. Global consumer driven Market By Region, From 2021-2026 ( USD Billion )
  5. Global Gamification  Market By deployment , From 2021-2026 ( USD Billion )
  6. Global on premises deployment Market By Region, From 2021-2026 ( USD Billion )
  7. Global cloud deployment Market By Region, From 2021-2026 ( USD Billion )
  8. Global Gamification  Market By application , From 2021-2026 ( USD Billion )
  9. Global marketing Market By Region, From 2021-2026 ( USD Billion )
  10. Global sales Market By Region, From 2021-2026 ( USD Billion )
  11. Global product development Market By Region, From 2021-2026 ( USD Billion )
  12. Global human resources Market By Region, From 2021-2026 ( USD Billion )
  13. Global analytics  Market By Region, From 2021-2026 ( USD Billion )
  14. Global e-commerce Market By Region, From 2021-2026 ( USD Billion )
  15. Global Gamification  Market By end user, From 2021-2026 ( USD Billion )
  16. Global government and financial services Market By Region, From 2021-2026 ( USD Billion )
  17. Global banking Market By Region, From 2021-2026 ( USD Billion )
  18. Global insurance Market By Region, From 2021-2026 ( USD Billion )
  19. Global IT and telecom Market By Region, From 2021-2026 ( USD Billion )
  20. Global healthcare Market By Region, From 2021-2026 ( USD Billion )
  21. Global retail Market By Region, From 2021-2026 ( USD Billion )
  22. Global education Market By Region, From 2021-2026 ( USD Billion )

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