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市場調查報告書
商品編碼
1520411

2024-2032 年按組件、部署模式、企業規模、垂直產業和地區分類的遊戲化市場報告

Gamification Market Report by Component, Deployment Mode, Enterprise Size, Industry Vertical, and Region 2024-2032

出版日期: | 出版商: IMARC | 英文 142 Pages | 商品交期: 2-3個工作天內

價格

2023年全球遊戲化市場規模達186億美元。企業部門對員工敬業度和培訓的需求不斷成長,醫療保健行業為促進健康行為和改善患者治療效果而大幅擴張,以及該行業廣泛使用遊戲化來提高金融知識,這些都是推動這一趨勢的主要因素。

遊戲化策略性地將類似遊戲的元素和機制整合到非遊戲環境中,以吸引和激勵個人。它包含積分、徽章、挑戰和排行榜,以增強用戶參與並實現特定目標。它利用了人類對競爭、成就和獎勵的天生渴望,促進更高層次的互動和承諾。此外,它將平凡的任務轉變為愉快的體驗,推動行為改變並提高參與度。它還利用心理觸發因素來創造互動和有益的環境,最終改善使用者體驗和期望的結果。如今,它在各個領域都有應用,包括教育、醫療保健、行銷、員工培訓和客戶參與。

市場主要是由競爭、成就和獎勵的日益增加所驅動。此外,它還為用戶提供了一種成就感和滿足感,因為他們在挑戰中取得進展並獲得獎勵,從而吸引用戶的注意力並促進長期參與,從而促進市場成長。此外,數位化的不斷發展以及智慧型手機、平板電腦和其他設備的普及,為將遊戲化無縫整合到眾多平台和應用程式中鋪平了道路,這是另一個主要的成長誘導因素。除此之外,教育領域擴大採用將互動和競爭元素融入教育內容來改變傳統學習方法,以提高學生參與、知識保留和學習成果,這正在加速市場成長。除此之外,在企業部門的廣泛使用使學習變得有趣和有趣,從而提高了員工的績效和生產力,正在推動市場的成長。

遊戲化市場趨勢/促進因素:

企業部門的需求不斷成長

該市場主要受到遊戲化需求不斷成長的推動,以重塑員工敬業度、技能發展和整體績效提高。它利用人類內在的競爭、成就和獎勵傾向,將這些元素轉化為引人入勝的學習體驗和提高生產力的工具。它還可以培養成就感,鼓勵良性競爭,並為日常任務注入活力。此外,一些組織認知到它與傳統培訓方法截然不同,透過整合挑戰、徽章和排行榜等遊戲元素,有效地將平凡的學習轉變為互動之旅,這是另一個主要的成長誘導因素。除此之外,企業正在創造一個激勵員工積極參與、協作和提陞技能的環境,進而加速市場成長。此外,遊戲化產生的數據驅動的見解使公司能夠監控進度,確定​​需要改進的領域,並根據個人需求量身定做學習體驗。

醫療保健產業的顯著擴張

醫療保健產業正在將遊戲化視為一種變革工具,它有可能提高患者的參與度、依從性和結果。此外,對預防性護理和以患者為中心的方法的日益重視正在影響市場的成長。此外,一些應用程式和平台結合了遊戲機制來鼓勵健康的行為、追蹤進度並促進明智的決策,這是另一個主要的成長誘導因素。除此之外,將監測健身目標的穿戴式裝置與可遊戲化醫療依從性的行動應用程式結合起來,有助於使健康管理成為更愉快和互動的體驗,從而推動市場成長。同時,醫療保健領域對培訓、診斷和治療計劃的廣泛軟體需求正在推動市場成長。此外,模擬遊戲和互動學習模組為醫療保健提供者提供了實用技能並增強了他們的決策能力。

遊戲化在金融領域的廣泛採用

隨著金融領域滲透到投資、個人理財管理和銀行服務領域,金融業受到典範轉移的推動。即時參與、獎勵和競爭的吸引力導致了遊戲化金融應用程式的廣泛採用。此外,一些投資平台使用遊戲機制讓多個受眾可以進行交易,為用戶提供一個受控的環境來練習和發展他們的金融智慧,這是另一個主要的成長誘導因素。除此之外,個人財務管理應用程式將平凡的預算任務轉變為引人入勝的體驗,正在加速市場成長。除此之外,目標設定、進度追蹤和財務資料的視覺化表示等一些元素可以向用戶灌輸成就感和紀律感,從而促進市場成長。此外,它還透過實施忠誠度計劃、推薦獎勵和個人化優惠來提高客戶忠誠度,這為市場成長提供了積極的推動力。

目錄

第1章:前言

第 2 章:範圍與方法

  • 研究目的
  • 利害關係人
  • 資料來源
    • 主要資源
    • 二手資料
  • 市場預測
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第 3 章:執行摘要

第 4 章:簡介

  • 概述
  • 主要行業趨勢

第 5 章:全球遊戲化市場

  • 市場概況
  • 市場業績
  • COVID-19 的影響
  • 市場預測

第 6 章:市場區隔:按組成部分

  • 解決方案
    • 市場走向
    • 市場預測
  • 服務
    • 市場走向
    • 市場預測

第 7 章:市場區隔:依部署模式

  • 本地
    • 市場走向
    • 市場預測
  • 雲端
    • 市場走向
    • 市場預測

第 8 章:市場區隔:依企業規模

  • 中小企業
    • 市場走向
    • 市場預測
  • 大型企業
    • 市場走向
    • 市場預測

第 9 章:市場區隔:依垂直產業

  • BFSI
    • 市場走向
    • 市場預測
  • 零售
    • 市場走向
    • 市場預測
  • 教育
    • 市場走向
    • 市場預測
  • 資訊科技和電信
    • 市場走向
    • 市場預測
  • 製造業
    • 市場走向
    • 市場預測
  • 媒體與娛樂
    • 市場走向
    • 市場預測
  • 其他
    • 市場走向
    • 市場預測

第 10 章:市場區隔:按地區

  • 北美洲
    • 美國
    • 加拿大
  • 亞太
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 印尼
    • 其他
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 其他
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 其他
  • 中東和非洲
    • 市場走向
    • 市場細分:按國家/地區
    • 市場預測

第 11 章:SWOT 分析

  • 概述
  • 優勢
  • 弱點
  • 機會
  • 威脅

第 12 章:價值鏈分析

第 13 章:波特五力分析

  • 概述
  • 買家的議價能力
  • 供應商的議價能力
  • 競爭程度
  • 新進入者的威脅
  • 替代品的威脅

第 14 章:價格分析

第15章:競爭格局

  • 市場結構
  • 關鍵參與者
  • 關鍵參與者簡介
    • Ambition
    • Aon PLC
    • Axonify Inc.
    • BI WORLDWIDE
    • Cognizant
    • Iactionable
    • Microsoft Corporation
    • MPS Limited
    • NIIT Limited
    • SAP SE
    • Verint Systems Inc.
Product Code: SR112024A5827

The global gamification market size reached US$ 18.6 Billion in 2023. Looking forward, the market is expected to reach US$ 94.1 Billion by 2032, exhibiting a growth rate (CAGR) of 19.3% during 2024-2032. The rising demand in the corporate sector for employee engagement and training, the significant expansion in the healthcare industry to promote healthy behaviors and improve patient outcomes, and the extensive use of gamification in the sector to enhance financial literacy are some of the major factors propelling the market.

Gamification strategically integrates game-like elements and mechanics into non-game contexts to engage and motivate individuals. It incorporates points, badges, challenges, and leaderboards to enhance user participation and achieve specific objectives. It taps into the innate human desire for competition, achievement, and rewards, fostering higher levels of interaction and commitment. Additionally, it transforms mundane tasks into enjoyable experiences, driving behavioral changes and increasing engagement. It also leverages psychological triggers to create an interactive and rewarding environment, ultimately improving user experiences and desired outcomes. Nowadays, it finds applications across various fields, including education, healthcare, marketing, employee training, and customer engagement.

The market is primarily driven by the increasing inclination toward competition, achievement, and rewards. In addition, it offers users a sense of accomplishment and satisfaction as they progress through challenges and earn rewards that capture users' attention and foster long-term engagement, thus contributing to market growth. Moreover, the rising digitization and the proliferation of smartphones, tablets, and other devices are paving the way for seamless gamification integration into numerous platforms and applications, representing another major growth-inducing factor. Besides this, the increasing use in the education sector for transforming traditional learning methods by infusing elements of interactivity and competition into educational content to enhance student engagement, knowledge retention, and learning outcomes is accelerating market growth. Along with this, the extensive use in the corporate sector to make learning engaging and enjoyable, resulting in improved employee performance and productivity, is propelling market growth.

Gamification Market Trends/Drivers:

The rising demand in the corporate sector

The market is primarily driven by the rising demand for gamification to reshape employee engagement, skill development, and overall performance improvement. It harnesses the intrinsic human inclination for competition, achievement, and rewards, translating these elements into engaging learning experiences and productivity-enhancing tools. It also can foster a sense of accomplishment, encourage healthy competition, and infuse a dynamic flair into routine tasks. Moreover, several organizations recognize that it offers a refreshing departure from traditional training methods, effectively transforming mundane learning into an interactive journey by integrating game elements such as challenges, badges, and leaderboards, representing another major growth-inducing factor. Besides this, corporations are creating an environment where employees are inspired to actively participate, collaborate, and upskill thus accelerating market growth. Furthermore, the data-driven insights generated by gamification enable companies to monitor progress, identify areas for improvement, and tailor learning experiences to individual needs.

The significant expansion in the healthcare industry

The healthcare industry is embracing gamification as a transforming tool that has the potential to improve patient engagement, adherence, and outcomes. In addition, the increasing emphasis on preventive care and patient-centered approaches are influencing the market growth. Moreover, several applications and platforms incorporate game mechanics to encourage healthy behaviors, track progress, and facilitate informed decision-making representing another major growth-inducing factor. Apart from this, the incorporation of wearable devices that monitor fitness goals to mobile applications that gamify medical adherence helps make health management a more enjoyable and interactive experience, thus propelling market growth. Along with this, the extensive software demand in the healthcare sector for training, diagnosis, and treatment planning is propelling the market growth. Furthermore, simulation games and interactive learning modules equip healthcare providers with practical skills and enhance their decision-making abilities.

The widespread adoption of gamification in the finance sector

The finance sector is driven by a paradigm shift as it infiltrates investment, personal finance management, and banking services. The allure of real-time engagement, rewards, and competition has led to the widespread adoption of gamified financial applications. Moreover, several investment platforms use game mechanics to make trading accessible to several audiences, offering a controlled environment for users to practice and develop their financial acumen representing another major growth-inducing factor. Besides this, the personal finance management applications transforming the mundane task of budgeting into an engaging experience are accelerating the market growth. Along with this, some elements, such as goal-setting, progress tracking, and visual representations of financial data, instill a sense of achievement and discipline among users, thus augmenting market growth. Furthermore, it enhances customer loyalty by implementing loyalty programs, referral incentives, and personalized offers, which provides a positive thrust to the market growth.

Gamification Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global gamification market report, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on component, deployment mode, enterprise size and industry vertical.

Breakup by Component:

Solution

Service

Solution represents the most popular component

The report has provided a detailed breakup and analysis of the market based on the component. This includes solutions and service. According to the report, solution accounted for the largest market share.

Solutions includes numerous applications, ranging from employee training and performance enhancement to customer loyalty programs and marketing campaigns. These solutions uses game mechanics such as rewards, badges, challenges, leaderboards, and immersive narratives to create engaging experiences that drive desired behaviors and outcomes, which has positioned the solutions as indispensable tools for organizations aiming to create meaningful interactions and experiences with their target audience.

Moreover, solutions transform traditional training methods by infusing interactivity and competitiveness representing another major growth-inducing factor. Learning becomes an enjoyable experience as employees participate in engaging simulations, knowledge quizzes, and interactive scenarios which improves knowledge retention and enhances skill development, contributing to a more competent and motivated workforce.

Furthermore, customer engagement receives a substantial boost through solutions. Loyalty programs that integrate gamified elements encourage repeat purchases, foster brand advocacy, and deepen customer loyalty by offering personalized experiences and rewards, businesses create a bond that transcends transactional interactions, thus propelling market growth.

Breakup by Deployment Mode:

On-premises

On-Cloud

On-cloud mode holds the largest share of the market

A detailed breakup and analysis of the market based on the deployment mode has also been provided in the report. This includes on-premises, and on-cloud. According to the report, on-cloud accounted for the largest market share.

The on-cloud deployment segment is driven by the evolving demands of modern businesses. In addition, on-cloud deployment offers unparalleled scalability, enabling organizations to seamlessly adjust their gamification resources in response to changing requirements, thus contributing to the market growth. This scalability is particularly valuable in scenarios where businesses experience fluctuating user demands, ensuring optimal performance even during peak periods.

Moreover, organizations can swiftly integrate tools without the need for extensive hardware investments or intricate setup processes which facilitates rapid deployment, accelerating the time-to-market for initiatives, and the ease of implementation of cloud-based solutions are propelling the market growth.

Furthermore, cloud-based models offer a more cost-effective approach, with subscription-based payment structures that align operational costs with actual usage. This democratization of access to solutions levels the playing field, enabling businesses of all sizes to harness the power of gamification to drive engagement, learning, and performance.

Breakup by Enterprise Size:

Small and Medium-sized Enterprises

Large Enterprises

Large enterprises presently account for the largest market share

A detailed breakup and analysis of the market based on the enterprise size has also been provided in the report. This includes small and medium-sized enterprises, and large enterprises. According to the report, large enterprises accounted for the largest market share.

The market is primarily driven by large organizations that possess the resources and capabilities to invest in the development and implementation of comprehensive initiatives. These initiatives include employee training, performance management, customer engagement, and marketing efforts. The financial bandwidth allows them to allocate substantial budgets for the creation of sophisticated gamified platforms and experiences.

Moreover, large enterprises often operate in complex and competitive markets. It offers them a strategic advantage by fostering a culture of continuous learning, innovation, and motivation among their employees. It transforms routine tasks into engaging experiences, resulting in improved productivity and heightened job satisfaction with a dynamic workforce engagement that contributes to the realization of organizational goals and the retention of top talent.

Furthermore, in customer-centric industries, large enterprises leverage gamification to enhance brand loyalty, customer retention, and user experience with gamified loyalty programs, interactive customer journeys, and personalized rewards systems that resonate strongly with consumers, creating lasting impressions and driving repeat business.

Breakup by Industry Vertical:

BFSI

Retail

Education

IT and Telecom

Manufacturing

Media and Entertainment

Others

Retail sector represents the leading industry vertical

The report has provided a detailed breakup and analysis of the market based on the industry vertical. This includes BFSI, retail, education, IT and telecom, manufacturing, media and entertainment, and others. According to the report, retail accounted for the largest market share.

The retail industry is driven by the power of game mechanics to redefine customer engagement, loyalty, and overall shopping experiences. In addition, retailers recognize that gamification taps into intrinsic human desires for achievement, competition, and rewards, driving increased interaction with brands and products thus contributing to the market growth. Along with this, through loyalty programs, interactive shopping apps, and personalized challenges, retailers have turned routine shopping trips into immersive journeys that capture consumers' attention and foster brand loyalty.

Moreover, the creation of gamified loyalty programs in the retail sector offers engaging quests, tier-based rewards, and interactive experiences that incentivize customers to explore and engage with products and turn shopping into an interactive adventure, representing another major growth-inducing factor.

Furthermore, the integration of interactive elements such as virtual try-ons, augmented reality (AR) shopping, and interactive product recommendations enhance engagement and enable consumers to make more informed choices. Retailers can analyze user data generated through gamified experiences to refine their marketing strategies, adapt to consumer preferences, and tailor promotions.

Breakup by Region:

North America

United States

Canada

Asia-Pacific

China

Japan

India

South Korea

Australia

Indonesia

Others

Europe

Germany

France

United Kingdom

Italy

Spain

Russia

Others

Latin America

Brazil

Mexico

Others

Middle East and Africa

North America exhibits a clear dominance in the market

The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America accounted for the largest market share.

North America's market is driven by the supremacy in technologically advanced ecosystems. In addition, the widespread adoption of cutting-edge technologies provides a solid foundation for the integration of solutions across several industries, thus influencing the market growth.

Moreover, entrepreneurs, businesses, and institutions in the region are inherently open to experimenting with novel solutions by introducing engaging and unconventional approaches for achieving objectives, thus representing another major growth-inducing factor.

Besides this, the robust presence of diverse industries such as the corporate sector, healthcare, education, finance, and entertainment industries to enhance engagement, learning, and customer experiences within the North American market contributes to its dominance. Furthermore, collaboration is essential in North America's leadership which boasts a network of research institutions, industry associations, and think tanks that facilitate the exchange of ideas and best practices.

Competitive Landscape:

Nowadays, key players in the market are strategically deploying various measures to reinforce their positions and leverage the industry's growth potential. They are investing significantly in research and development (R&D) to pioneer new techniques, technologies, and applications, committed to staying ahead of market trends by developing innovative solutions that address evolving customer needs. Moreover, companies are focusing on tailoring solutions to cater to specific industry requirements and individual client needs which enhances the relevance and effectiveness of gamified experiences, leading to higher engagement rates. Apart from this, key players are using data analytics, to gain insights into user behaviors and preferences within gamified experiences which informs iterative improvements and facilitates the creation of more compelling and effective gamification strategies. Furthermore, companies are offering educational resources, workshops, and training programs to equip businesses with the knowledge and skills needed to implement successful gamification strategies in-house.

The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

Ambition

Aon PLC

Axonify Inc.

BI WORLDWIDE

Cognizant

Iactionable Inc.

Microsoft Corporation

MPS Limited

NIIT Limited

SAP SE

Verint Systems Inc.

Recent Developments:

In April 2022, Microsoft Corporation acquired Activision Blizzard, an American video game holding firm, this strategic move was aimed at accelerating the expansion of Microsoft's gaming sector across various platforms, including PC, mobile, console, and cloud.

In December 2021, SAP SE revealed a collaboration with Attensi, a global leader in three-dimensional (3D) gamified simulation training to offer innovative development and learning opportunities through the use of SAP SuccessFactors Solutions. Notably, Attensi introduced enhancements, such as game automation and a competitive aspect, to deliver a fresh and engaging learning experience.

Key Questions Answered in This Report:

  • How has the global gamification market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global gamification market?
  • What is the impact of each driver, restraint, and opportunity on the global gamification market?
  • What are the key regional markets?
  • Which countries represent the most attractive gamification market?
  • What is the breakup of the market based on the component?
  • Which is the most attractive component in the gamification market?
  • What is the breakup of the market based on the deployment mode?
  • Which is the most attractive deployment mode, in the gamification market?
  • What is the breakup of the market based on the enterprise size?
  • Which is the most attractive enterprise size in the gamification market?
  • What is the breakup of the market based on the industry vertical?
  • Which is the most attractive industry vertical in the gamification market?
  • What is the competitive structure of the global gamification market?
  • Who are the key players/companies in the global gamification market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gamification Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Component

  • 6.1 Solution
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Service
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Deployment Mode

  • 7.1 On-premises
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 On-cloud
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Enterprise Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Large Enterprises
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Industry Vertical

  • 9.1 BFSI
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Retail
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Education
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 IT and Telecom
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Manufacturing
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Media and Entertainment
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Others
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Ambition
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Aon PLC
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
      • 15.3.2.3 Financials
      • 15.3.2.4 SWOT Analysis
    • 15.3.3 Axonify Inc.
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 BI WORLDWIDE
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 Cognizant
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
      • 15.3.5.3 Financials
      • 15.3.5.4 SWOT Analysis
    • 15.3.6 Iactionable
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Microsoft Corporation
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
      • 15.3.7.3 Financials
      • 15.3.7.4 SWOT Analysis
    • 15.3.8 MPS Limited
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
      • 15.3.8.3 Financials
    • 15.3.9 NIIT Limited
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
    • 15.3.10 SAP SE
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
      • 15.3.10.4 SWOT Analysis
    • 15.3.11 Verint Systems Inc.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
      • 15.3.11.3 Financials
      • 15.3.11.4 SWOT Analysis

List of Figures

  • Figure 1: Global: Gamification Market: Major Drivers and Challenges
  • Figure 2: Global: Gamification Market: Sales Value (in Billion US$), 2018-2023
  • Figure 3: Global: Gamification Market Forecast: Sales Value (in Billion US$), 2024-2032
  • Figure 4: Global: Gamification Market: Breakup by Component (in %), 2023
  • Figure 5: Global: Gamification Market: Breakup by Deployment Mode (in %), 2023
  • Figure 6: Global: Gamification Market: Breakup by Enterprise Size (in %), 2023
  • Figure 7: Global: Gamification Market: Breakup by Industry Vertical (in %), 2023
  • Figure 8: Global: Gamification Market: Breakup by Region (in %), 2023
  • Figure 9: Global: Gamification (Solution) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 10: Global: Gamification (Solution) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 11: Global: Gamification (Service) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 12: Global: Gamification (Service) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 13: Global: Gamification (On-premises) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 14: Global: Gamification (On-premises) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 15: Global: Gamification (On-cloud) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 16: Global: Gamification (On-cloud) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 17: Global: Gamification (Small and Medium-sized Enterprises) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 18: Global: Gamification (Small and Medium-sized Enterprises) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 19: Global: Gamification (Large Enterprises) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 20: Global: Gamification (Large Enterprises) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 21: Global: Gamification (BFSI) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 22: Global: Gamification (BFSI) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 23: Global: Gamification (Retail) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 24: Global: Gamification (Retail) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 25: Global: Gamification (Education) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 26: Global: Gamification (Education) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 27: Global: Gamification (IT and Telecom) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 28: Global: Gamification (IT and Telecom) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 29: Global: Gamification (Manufacturing) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 30: Global: Gamification (Manufacturing) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 31: Global: Gamification (Media and Entertainment) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 32: Global: Gamification (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 33: Global: Gamification (Other Industry Verticals) Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 34: Global: Gamification (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 35: North America: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 36: North America: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 37: United States: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 38: United States: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 39: Canada: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 40: Canada: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 41: Asia-Pacific: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 42: Asia-Pacific: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 43: China: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 44: China: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 45: Japan: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 46: Japan: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 47: India: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 48: India: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 49: South Korea: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 50: South Korea: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 51: Australia: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 52: Australia: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 53: Indonesia: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 54: Indonesia: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 55: Others: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 56: Others: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 57: Europe: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 58: Europe: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 59: Germany: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 60: Germany: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 61: France: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 62: France: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 63: United Kingdom: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 64: United Kingdom: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 65: Italy: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 66: Italy: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 67: Spain: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 68: Spain: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 69: Russia: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 70: Russia: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 71: Others: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 72: Others: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 73: Latin America: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 74: Latin America: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 75: Brazil: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 76: Brazil: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 77: Mexico: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 78: Mexico: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 79: Others: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 80: Others: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 81: Middle East and Africa: Gamification Market: Sales Value (in Million US$), 2018 & 2023
  • Figure 82: Middle East and Africa: Gamification Market: Breakup by Country (in %), 2023
  • Figure 83: Middle East and Africa: Gamification Market Forecast: Sales Value (in Million US$), 2024-2032
  • Figure 84: Global: Gamification Industry: SWOT Analysis
  • Figure 85: Global: Gamification Industry: Value Chain Analysis
  • Figure 86: Global: Gamification Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Gamification Market: Key Industry Highlights, 2023 and 2032
  • Table 2: Global: Gamification Market Forecast: Breakup by Component (in Million US$), 2024-2032
  • Table 3: Global: Gamification Market Forecast: Breakup by Deployment Mode (in Million US$), 2024-2032
  • Table 4: Global: Gamification Market Forecast: Breakup by Enterprise Size (in Million US$), 2024-2032
  • Table 5: Global: Gamification Market Forecast: Breakup by Industry Vertical (in Million US$), 2024-2032
  • Table 6: Global: Gamification Market Forecast: Breakup by Region (in Million US$), 2024-2032
  • Table 7: Global: Gamification Market: Competitive Structure
  • Table 8: Global: Gamification Market: Key Players