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Gamification Market Size, Share and Global By Platform (Open Platform, Closed Platform), By Deployment (On-Premise, Cloud), By Organization Size (SME’s, Large Enterprises), By Application(Marketing, Sales, Product Development, Human Resource), End User (Retail, Banking, Government, Healthcare, Education and research, It & Telecom), and Geography Forecast till 2026

Region : Global | Report ID: FBI100632 | Status : Ongoing



Gamification can be referred as the applications in problem-solving where game thinking and game mechanics and are used in non-game scenarios to engage users. employee gamification can work for the motivation of employees towards organisational strategies, disciplinary plans and tasks aiming for an increase in productivity, whereas Consumer gamification increases referrals and purchases. The global spending on the Internet of Things is anticipated to be more than US$ 700 Bn by 2019, which would also contribute to the growth of the gamification market.

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Furthermore, gamification brings about a better learning experience and environment, providing instant feedback to participants. It also assists in bringing behavioural changes. Owing to its multiple advantages, it can be leveraged to facilitate most learning needs such as onboarding and induction, customer support, soft skills, product sales, generating awareness, etc.

Key Players Covered

Key Players in Gamification Market Include Gigya Inc., Microsoft Corporation, Lithium Technologies Inc., SAP SE, Bunchball Inc., Cisco Systems Inc., Knewton, CloudCaptive, Gamifier, Gamify, Gamification Co. Badgeville Inc., Kuato Studios, BigDoor Inc., etc.




By Platform

·      Open Platform

·      Closed Platform

By Deployment

·      On-Premise

·      Cloud

By Organization Size

·      SME’s

·      Large Enterprises

By Application

·      Marketing

·      Sales

·      Product Development

·      Human Resource

·      Others

End User

·      Retail

·      Banking

·      Government

·      Healthcare

·      Education and research

·      It & Telecom

·     Others

By Geography

·      North America (USA and Canada)

·      Europe (UK, Germany, France, Italy, Spain, Scandinavia and Rest of Europe)

·      Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)

·      Latin America (Brazil, Mexico and Rest of Latin America)

·      Middle East & Africa (South Africa, GCC and Rest of Middle East & Africa)



Additionally, the rising penetration of smartphones and mobile internet has immensely extended the opportunities for gamification market. The integration of gamification solutions with social networking platforms has assisted users in sharing their experiences with friends, co-workers and acquaintances, thus, increasing the effective reach of this gamification platform.

Regional Analysis

North America has a saturated market for gamification in the marketing field. The high diffusion of smartphone and internet users in the region has also led to the more usage of gamification for marketing, especially by using social media integration tools. This region is anticipated to witness the highest incorporation of gamification systems in enterprise-level solutions and a shift toward more technologically advanced methods in the case of consumer involvement systems.

Europe market is expected to witness substantial growth in the global gamification market during the forecast period 2019 – 2026, owing to primarily due to the high adoption of gamification solution in countries such as U.K., Italy and Germany. Also, the adoption rate of gamification is significantly high in Europe, owing to factors such as the high penetration of mobile gaming.

Key Industry Developments

  • March 2017: Cognizant announced the acquisition of Brilliant Service Co. Ltd, an intelligent products and solutions company, specializing in digital strategy, product design and engineering, the Internet of Things (IoT), and enterprise mobility.
  • January 2017: Organizations such as LivingSocial, have replaced the dreaded annual review with a mobile gamified solution, with over 90% of employees participating voluntarily. Other organizations, including Target, have improved employee output and satisfaction while reducing costs through the direct use of gamification.

Gamification Market Size, Share and Global Industry Trend Forecast till 2026
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