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市場調查報告書
商品編碼
1673970

遊戲化市場:按組件、按部署類型、按最終用途行業、按地區分類

Gamification Market, By Component, By Deployment Type, By End-use Industry, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 150 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

預計到 2025 年全球遊戲化市場規模將達到 127.7 億美元,到 2032 年將達到 622.9 億美元,2025 年至 2032 年的複合年成長率為 25.4%。

報告範圍 報告詳細資訊
基準年 2024 2025 年市場規模 127.7 億美元
效能資料 2020-2024 預測期 2025-2032
預測期:2025 年至 2032 年複合年成長率 25.40% 2032 年金額預測 622.9億美元
數字。遊戲化市場佔有率(按地區分類)(%)(2025 年)
遊戲化市場-IMG1

全球遊戲化市場正在經歷顯著成長,這得益於各行各業擴大採用遊戲化作為吸引用戶的有效工具。遊戲化是指在非遊戲環境中使用遊戲機制和設計元素來激勵和吸引人們。遊戲化可以透過運用競爭、成就、自我表達和協作的激勵力量來影響使用者行為。許多組織正在採用遊戲化策略來提高生產力、提高客戶忠誠度、加強學習和發展以及增加數位平台上的用戶參與度。擴增實境、虛擬實境和物聯網等技術進步可能會擴大遊戲化解決方案的範圍。

市場動態

全球遊戲化市場的成長受到多種因素的推動,例如組織越來越關注客戶和員工參與度、社交和手機遊戲的流行以及遊戲化使學習變得有趣的能力。遊戲化已成為客戶忠誠度計畫、群眾外包創意、行銷宣傳活動和企業技能開發的重要工具。對資料隱私和安全的擔憂以及某些行業對遊戲化好處的缺乏認知可能會阻礙市場的成長。遊戲化技術的不斷增強,例如AR/VR的融合以及電子競技的出現,可以為市場參與企業提供有利可圖的機會。

本研究的主要特點

本報告對全球遊戲化市場進行了詳細分析,並以 2024 年為基準年,展示了預測期(2025-2032 年)的市場規模和年複合成長率(CAGR%)。

它還揭示了各個領域的潛在商機並說明了該市場的引人注目的投資提案矩陣。

它還提供了對市場促進因素、限制因素、機會、新產品發布和核准、市場趨勢、區域前景以及主要企業採用的競爭策略的重要見解。

全球遊戲化市場的主要企業是根據公司亮點、產品系列、關鍵亮點、財務績效和策略等參數進行的分析。

研究中介紹的主要企業包括 Ambition、Aon plc、Arcaris、Axonify Inc.、BI WORLDWIDE、Bunchball Inc.、Callidus Software Inc. (SAP SE)、Cognizant Technology Solution Corp.、Cut-e GmbH、G-Cube、Iactionable Inc.、LevelEleven、Microsoft Systems Corporation。

本報告的見解可以幫助負責人和公司經營團隊就未來的產品發布、類型升級、市場擴張和行銷策略做出明智的決策。

全球遊戲化市場報告迎合了該行業的各個相關人員,例如投資者、供應商、產品製造商、經銷商、新進入者和金融分析師。

相關人員將透過用於全球遊戲化市場分析的各種策略矩陣更輕鬆地做出決策。

目錄

第1章 調查目的與前提條件

  • 研究目標
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告描述
    • 市場定義和範圍
  • 執行摘要
  • 一致的機會圖 (COM)

第3章市場動態、法規與趨勢分析

  • 市場動態
    • 驅動程式
    • 限制因素
    • PEST分析
    • 波特五力分析
    • 市場機會
    • 監管情景
    • 產業趨勢
    • 合併和收購

第4章 全球遊戲化市場 - 冠狀病毒 (COVID-19) 大流行的影響

  • 介紹
  • 影響全球遊戲化市場的因素
  • 影響分析

5. 2020 年至 2032 年全球遊戲化市場(依組件分類)

  • 介紹
  • 解決方案
  • 服務

6. 2020 年至 2032 年按部署類型分類的全球遊戲化市場

  • 介紹
  • 本地
  • 雲端基礎

7. 2020 年至 2032 年按最終用途產業分類的全球遊戲化市場

  • 介紹
  • 資訊科技和通訊
  • 政府
  • BFSI
  • 零售
  • 醫療
  • 教育與研究
  • 其他

8. 2020 年至 2032 年全球遊戲化市場(按地區分類)

  • 介紹
  • 北美洲
  • 拉丁美洲
  • 歐洲
  • 亞太地區
  • 中東和非洲

第9章 競爭格局

  • 市場佔有率分析
  • 公司簡介
    • Ambition
    • Aon plc
    • Arcaris
    • Axonify Inc.
    • BI WORLDWIDE
    • Bunchball Inc.
    • Callidus Software Inc.(SAP SE)
    • Cognizant Technology Solution Corp
    • Cut-e GmbH
    • G-Cube
    • Iactionable Inc
    • LevelEleven
    • Microsoft Corporation
    • MPS Interactive Systems Limited
    • Salesforce

第 10 章分析師建議

  • 興衰
  • 一致的機會地圖

第 11 章 參考文獻與調查方法

  • 參考
  • 調查方法
簡介目錄
Product Code: CMI4292

Global Gamification Market is estimated to be valued at USD 12.77 Bn in 2025 and is expected to reach USD 62.29 Bn by 2032, growing at a compound annual growth rate (CAGR) of 25.4% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 12.77 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 25.40% 2032 Value Projection: USD 62.29 Bn
Figure. Gamification Market Share (%), By Region 2025
Gamification Market - IMG1

Global gamification market is witnessing significant growth, owing to increasing adoption of gamification as an effective tool across various industries to engage users. Gamification refers to the use of game mechanics and design elements in non-game contexts to motivate and engage people. It helps to influence user behavior with the application of motivational forces like competition, achievement, self-expression, and collaboration. Many organizations are implementing gamification strategies to improve productivity, drive customer loyalty, enhance learning and development, and boost user engagement on digital platforms. Advancements in technologies like augmented reality, virtual reality, and the internet of things can expand scope of gamification solutions.

Market Dynamics:

Global gamification market growth is driven by factors such as increasing focus of organizations on customer and employee engagement, popularity of social and mobile gaming, and the ability of gamification to make learning fun. Gamification has emerged as an important tool for customer loyalty programs, crowdsourcing ideas, marketing campaigns, and skill development in enterprises. Concerns around data privacy and security and the lack of awareness regarding gamification benefits in some industries can hamper the market growth. Ongoing enhancements in gamification technologies such as integration of AR/VR and emergence of e-Sports can provide lucrative opportunities for the market players.

Key features of the study:

This report provides in-depth analysis of the global gamification market, and provides market size (US$ Bn) and compound annual growth rate (CAGR%) for the forecast period (2025-2032), considering 2024 as the base year

It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market

This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players

It profiles key players in the global gamification market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies

Key companies covered as a part of this study include Ambition, Aon plc, Arcaris, Axonify Inc., BI WORLDWIDE, Bunchball Inc., Callidus Software Inc. (SAP SE), Cognizant Technology Solution Corp, Cut-e GmbH, G-Cube, Iactionable Inc, LevelEleven, Microsoft Corporation, MPS Interactive Systems Limited, Salesforce

Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics

Global gamification market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global gamification market

Detailed Segmentation:

  • By Component
    • Solutions
    • Services
  • By Deployment Type
    • On-premise
    • Cloud-based
  • By End-use Industry
    • IT and Telecom
    • Government
    • BFSI
    • Retail
    • Healthcare
    • Education and Research
    • Others
  • By Region
    • North America
    • Latin America
    • Europe
    • Asia Pacific
    • Middle East & Africa
  • Key Players Insights
    • Ambition
    • Aon plc
    • Arcaris
    • Axonify Inc.
    • BI WORLDWIDE
    • Bunchball Inc.
    • Callidus Software Inc. (SAP SE)
    • Cognizant Technology Solution Corp
    • Cut-e GmbH
    • G-Cube
    • Iactionable Inc
    • LevelEleven
    • Microsoft Corporation
    • MPS Interactive Systems Limited
    • Salesforce

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Component
    • Market Snippet, By Deployment Type
    • Market Snippet, By End-use Industry
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • PEST Analysis
    • PORTER's Five Forces Analysis
    • Market Opportunities
    • Regulatory Scenario
    • Industry Trend
    • Mergers and Acquisitions

4. Global Gamification Market - Impact of Coronavirus (COVID-19) Pandemic

  • Overview
  • Factors Affecting the Global Gamification Market
  • Impact Analysis

5. Global Gamification Market, By Component, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025, 2028 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Solutions
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Services
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends

6. Global Gamification Market, By Deployment Type, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025, 2028 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • On-premise
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Cloud-based
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends

7. Global Gamification Market, By End-use Industry, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, 2025, 2028 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • IT & Telecom
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Government
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • BFSI
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Retail
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Healthcare
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Education and Research
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020 - 2032, (US$ Bn)
    • Segment Trends

8. Global Gamification Market, By Region, 2020-2032, (US$ Bn)

  • Introduction
    • Market Share Analysis, By Region, 2025, 2028 and 2032 (%)
    • Y-o-Y Growth Analysis, For Region, 2021-2032
  • North America
    • Introduction
    • Market Size and Forecast, By Component, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Deployment Type, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, (US$ Bn)
      • U.S.
      • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Component, 2020 - 2032, (US$ Bn))
    • Market Size and Forecast, By Deployment Type, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, (US$ Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Component, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Deployment Type, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, (US$ Bn)
      • U.K.
      • Germany
      • Italy
      • France
      • Spain
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Component, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Deployment Type, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, (US$ Bn)
      • China
      • India
      • Japan
      • ASEAN
      • Australia
      • South Korea
      • Rest of Asia Pacific
  • Middle East & Africa
    • Introduction
    • Market Size and Forecast, By Component, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Deployment Type, 2020 - 2032 (US$ Bn)
    • Market Size and Forecast, By End-use Industry, 2020 - 2032, (US$ Bn)
    • Market Size and Forecast, By Country, 2020 - 2032, (US$ Bn)
      • GCC Countries
      • Israel
      • South Africa
      • Rest of Middle East & Africa

9. Competitive Landscape

  • Market Share Analysis
  • Company Profiles
    • Ambition
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Aon plc
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Arcaris
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Axonify Inc.
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • BI WORLDWIDE
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Bunchball Inc.
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Callidus Software Inc. (SAP SE)
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Cognizant Technology Solution Corp
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Cut-e GmbH
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • G-Cube
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Iactionable Inc
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • LevelEleven
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Microsoft Corporation
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • MPS Interactive Systems Limited
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates
    • Salesforce
      • Company Overview
      • Product Portfolio
      • Recent Developments/Updates

10. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

11. Reference and Research Methodology

  • References
  • Research Methodology
  • About Us and Sales Contact