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市場調查報告書
商品編碼
1292894
遊戲化的全球市場:類型 (結構·內容)·提供區分·組織規模·部署模式·用途 (HRM·CRM·客戶參與)、終端用戶產業 (BFSI·零售&電子商務·教育&研究)·各地區Gamification Market by Type (Structural, Content), Offering, Organization Size, Deployment Mode, Application (HRM, CRM, Customer Engagement), End-use Industry (BFSI, Retail & E-commerce, Education & Research) and Geography-Global Forecast to 2030 |
預計2023-2030年期間,全球遊戲化市場規模將以27.4%的複合年增長率增長,到2030年將達到963億美元。
市場增長的推動因素包括遊戲化在培訓專業人員和改善用戶體驗方面的好處,以及在銷售和營銷中越來越多地使用遊戲化來提高客戶參與度和保留率。此外,遊戲化作為戰略管理工具的潛力不斷增長,預計也將為進入者帶來增長機會。
本報告提供全球遊戲化的市場調查,彙整市場定義和概要,市場影響因素的分析,案例研究,市場規模的轉變·預測,各種區分·地區/各主要國家的詳細分析,競爭情形,主要企業簡介等資訊。
The research report titled 'Gamification Market by Type (Structural, Content), Offering, Organization Size, Deployment Mode, Application (HRM, CRM, Customer Engagement), End-use Industry (BFSI, Retail & E-commerce, Education & Research) and Geography-Global Forecast to 2030' provides an in-depth analysis of gamification market across five major geographies and emphasizes on the current market trends, market sizes, market shares, recent developments, and forecasts till 2030.
The global gamification market is projected to reach $96.3 billion by 2030, at a CAGR of 27.4% during the forecast period of 2023-2030.
The growth of the gamification market is driven by the benefits of gamification in training professionals and enhancing user experience and the growing use of gamification in sales & marketing to improve customer engagement and retention. However, low awareness regarding the advantages of gamification among schools and SMEs (small & medium-sized enterprises) restrains the growth of the gamification market.
The increasing potential of gamification as a strategic management tool is expected to generate growth opportunities for the players operating in this market. However, user disengagement and confusion due to gamification platforms' poor designs and monotonous elements pose major challenges to the market's growth.
Based on type, the global gamification market is segmented into structural gamification and content gamification. In 2023, the structural gamification segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of structural gamification among various end-use industries to engage and motivate users and the growing use of structural gamification over content gamification due to its easy implementation and potential benefits for learners.
Based on offering, the global gamification market is segmented into solutions and services. In 2023, the solutions segment is expected to account for the larger share of the global gamification market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is driven by the increasing adoption of gamification solutions by organizations to attract more customers and clients. Additionally, the demand for these solutions is increasing as they enhance employee engagement by providing recognition and rewards based on their performance.
Based on organization size, the global gamification market is segmented into small & medium-sized enterprises and large enterprises. The small & medium-sized enterprises segment is expected to register the higher CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of gamification to increase employee engagement and the rising use of artificial intelligence & machine learning in mobile gaming and E-commerce.
However, in 2023, the large enterprises segment is expected to account for the larger share of the global gamification market. The large market share of this segment is attributed to the growing adoption of advanced technologies such as AI and AR/VR and gamification among large enterprises for engaging employee onboarding & pre-onboarding experiences.
Based on deployment mode, the global gamification market is segmented into on-premise deployments and cloud-based deployments. In 2023, the cloud-based deployments segment is expected to account for the larger share of the market. This segment is also expected to register the higher CAGR during the forecast period. The growth of this segment is driven by the increasing adoption of cloud-based solutions among small & medium-sized enterprises, the rising adoption of advanced technologies, and the low implementation costs of cloud-based gamification solutions.
Based on application, the global gamification market is segmented into human resource management, customer relationship management, sales & marketing, customer engagement, learning & development, and other applications. In 2023, the sales & marketing segment is expected to account for the largest share of the global gamification market. This segment is also expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the increasing adoption of gamification by organizations for marketing strategies and the use of gamification to increase brand awareness and sales of products.
Based on end-use industry, the global gamification market is segmented into retail & E-commerce, media & entertainment, education & research, IT & telecom, lifestyle & fitness, hospitality, marketing & advertising, BFSI, healthcare, manufacturing, government, and other end-use industries. The retail & E-commerce segment is expected to register the highest CAGR during the forecast period. The growth of this segment is attributed to the rising adoption of gamification solutions by retail & e-commerce to enhance customer engagement, increase product sales, and improve brand loyalty.
However, the media & entertainment segment is expected to account for the largest share of the global gamification market in 2023. The large market share of this segment is attributed to the rapid proliferation of mobile devices, the rise of multi-digital channels, and the increased need for user engagement with a new product or event.
Based on geography, the global gamification market is segmented into North America, Europe, North America, Latin America, and the Middle East & Africa. Asia-Pacific is expected to register the highest CAGR during the forecast period. The growth of this market is attributed to the high penetration of smartphones, widespread internet availability, and increasing government initiatives promoting gamification platforms to improve employee productivity and increase revenue.
However, in 2023, North America is expected to account for the largest share of the global gamification market. North America's major market share is attributed to the growing demand for cloud-based gamification solutions from businesses, the high adoption of customer- and enterprise-based solutions, and the growing need to retain user information more effectively.
The key players operating in the global gamification market are Microsoft Corporation (U.S.), Cognizant Technology Solutions Corporation (U.S.), MPS Interactive Systems Limited (India), Aon Plc (U.K.), SAP SE (Germany), Verint Systems Inc. (U.S.), Ambition Solutions, Inc. (U.S.), Axonify Inc. (Canada), IActionable, Inc. (U.S.), Schoeneckers, Inc. (U.S.), G-Cube Webwide Software Pvt Ltd (U.S.), Raydiant, Inc. (U.S.), Biz-Effective Ltd. (U.S.), Mambo Solutions Ltd. (U.K.), Ascent Cloud LLC (U.S.), and Letrium Ltd. (Ukraine).
Gamification Market Assessment-by Type
Gamification Market Assessment-by Offering
Gamification Market Assessment-by Organization Size
Gamification Market Assessment-by Deployment Mode
Gamification Market Assessment-by Application
Gamification Market Assessment-by End-use Industry
Gamification Market Assessment-by Geography