封面
市場調查報告書
商品編碼
1643154

歐洲和拉丁美洲的遊戲化:市場佔有率分析、行業趨勢和統計、成長預測(2025-2030 年)

Europe And Latin America Gamification - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 100 Pages | 商品交期: 2-3個工作天內

價格

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

簡介目錄

歐洲和拉丁美洲的遊戲化市場規模預計在 2025 年為 111.8 億美元,預計到 2030 年將達到 387.8 億美元,預測期內(2025-2030 年)的複合年成長率為 28.24%。

歐洲與拉丁美洲遊戲化市場-IMG1

該地區智慧型手機和行動裝置的快速普及正在推動遊戲化市場的需求。此外,人們越來越認知到遊戲化系統是一種建構人類行為以推動創新、生產力和參與度的方法,這也支持了這種成長。

主要亮點

  • 預計學習成果的改善將增加歐洲和拉丁美洲國家終端用戶對遊戲化的需求。遊戲化作為一種很有前景的學習方法,在製造業、教育業、醫療培訓等領域正在興起。
  • 基於行動的遊戲化正在獲得發展勢頭,並正在推動歐洲和拉丁美洲的遊戲化市場的發展。隨著智慧型手機和平板電腦的普及,基於行動的遊戲化已成為吸引用戶和創造沉浸式體驗的有效方式。
  • 群眾外包已成為創新和發展的關鍵機遇,同時也推動了遊戲化市場的發展。群眾外包涉及從大量人群中獲取想法、內容或服務,通常是透過網路。遊戲化可以成為群眾外包工作的有效工具,因為它可以激勵和吸引人群。
  • 開發遊戲化解決方案非常複雜,帶來了挑戰並限制了遊戲化市場的發展。開發引人入勝、激勵人心且符合商業目標的有效遊戲機制可能很困難。它需要深入了解使用者行為、心理和動機,這可能會阻礙市場成長。
  • 新冠疫情加速了數位技術的採用,迫使企業轉向遠距工作和虛擬學習。這促使企業尋找在虛擬環境中吸引和激勵員工和客戶的方法,為遊戲化創造了新的機會。在持續的數位轉型以及對引人入勝且有效的虛擬體驗的需求的推動下,遊戲化市場預計將在後疫情時代成長。

歐洲和拉丁美洲的遊戲化市場趨勢

零售終端用戶市場預計將佔據主要市場佔有率

  • 遊戲化在歐洲和拉丁美洲日益流行,許多零售商利用它來吸引顧客並增加銷售。在這種情況下,最終用戶是與遊戲化元素互動的客戶。
  • 零售業的遊戲化是指獎勵顧客購買的忠誠度計畫。此類計劃通常使用積分或徽章來獎勵顧客繼續在零售商處購物。透過在忠誠度計劃中添加遊戲化,零售商可以為客戶提供更具吸引力和趣味的體驗,從而提高客戶忠誠度和回頭客。
  • 一些拉丁美洲零售商也正在利用遊戲化來鼓勵社會責任和永續性。例如,他們可能會為帶來可回收材料或參與社區服務計劃的顧客提供折扣或其他獎勵。透過遊戲化,零售商可以鼓勵顧客思考他們對環境和社群的影響,同時提高品牌忠誠度。
  • 在歐洲,一些零售商正在利用遊戲化來創造沉浸式的購物體驗。例如,服飾可以使用擴增實境(AR) 讓顧客虛擬試穿衣服。這是一種有趣且引人入勝的方式,讓客戶與您的產品互動並增加他們購買的可能性。
  • 根據經合組織統計,2022年,歐盟零售總額指數基本持平,約117.08。儘管如此,2009年至2022年,社會消費品零售總額指數創下了歷史最高值。

預計歐洲將佔據較大的市場佔有率

  • 遊戲化在歐洲的許多領域越來越受歡迎,包括教育、醫療保健、行銷和員工參與。企業正在利用遊戲化來增加客戶參與、提高員工績效並創建更有效的培訓計劃。
  • 此外,由於該地區網際網路和智慧型手機普及率高,遊戲化被廣泛應用於行銷,尤其是整合社交媒體工具。據愛立信稱,到 2028 年,西歐智慧型手機普及率預計將達到 4.594 億。
  • 德國和英國的遊戲產業蓬勃發展,擁有多家遊戲開發公司和龐大的電子遊戲市場。這創造了一個可用於遊戲化計劃的人才庫和基礎設施。
  • 由於廣告主使用遊戲化來最佳化品牌知名度、瞄準更大的受眾並進一步增加網站流量,該地區各行業的廣告支出均較高。
  • 由於各個領域擴大採用遊戲化,並且可以使用人工智慧(AI)和虛擬實境(VR)等先進技術來增強遊戲化體驗,歐洲遊戲化市場預計將繼續成長。

歐洲和拉丁美洲遊戲化產業概況

歐洲和拉丁美洲的遊戲化市場高度分散,主要參與者包括 Young Targets GmbH、Growth Engineering Ltd.、Gamifier, Inc.、3radical Limited 和 CUT-E GMBH (AON, PLC)。市場上的競爭對手正在採取聯盟、併購等策略來加強其產品供應並獲得永續的競爭優勢。

2023 年 10 月,SAP UI World 推出了 SAP 的新使用者介面,該介面摒棄了文字繁多的程式。此外,在未來工作世界大會上,SAP 展示了科技如何幫助部署全面勞動力管理策略。

2022 年 11 月,受眾參與和資料擷取解決方案的市場領導者之一 3radical 宣布成功為聖戈班的專業代理品牌交付了一個互動式數位學習平台。為了有效地向員工傳達公司的永續性計劃並提高對關鍵環境問題的認知,3radical 為同事創建了相同的遊戲化微型網站。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3 個月的分析師支持

目錄

第 1 章 簡介

  • 研究假設和市場定義
  • 研究範圍

第2章調查方法

第3章執行摘要

第4章 市場洞察

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 消費者議價能力
    • 新進入者的威脅
    • 競爭對手之間的競爭
    • 替代品的威脅
  • COVID-19 如何影響遊戲化與數位參與策略
  • 遊戲化的演變以及歐洲和拉丁美洲在全球舞台上的地位

第5章 市場動態

  • 市場促進因素
    • 基於行動端的遊戲化勢頭強勁
    • 群眾外包被視為創新和發展的巨大機遇
    • 提高拉丁美洲對教育和公民參與遊戲化的認知
  • 市場挑戰
    • 眾所周知,一些遊戲化技術會對觀眾產生短期影響。
    • 開發遊戲化解決方案的複雜性
  • 市場機會
    • 人工智慧和機器學習的廣泛採用推動了主要終端用戶群體參與率的顯著提高

第6章 市場細分

  • 按類型
    • 解決方案
    • 按服務
  • 按最終用戶產業
    • 零售
    • 衛生保健
    • 教育
    • 銀行與金融
    • 資訊科技/通訊
    • 其他最終用戶產業
  • 按地區
    • 歐洲
      • 義大利
      • 德國
      • 英國
      • 其他歐洲國家
    • 拉丁美洲
      • 巴西
      • 墨西哥
      • 其他拉丁美洲國家

第7章 競爭格局

  • 公司簡介
    • Young Targets GmbH
    • Growth Engineering Ltd.
    • Gamifier, Inc.
    • 3radical Limited
    • CUT-E GMBH(AON, PLC)
    • Gamehill
    • MMD Games
    • BrandNewGame
    • Mindonsite SA
    • Bluerabbit Edu, SAPI de CV
    • Matifac
    • Senac Brasil

第8章投資分析

第9章 市場展望

簡介目錄
Product Code: 70044

The Europe And Latin America Gamification Market size is estimated at USD 11.18 billion in 2025, and is expected to reach USD 38.78 billion by 2030, at a CAGR of 28.24% during the forecast period (2025-2030).

Europe And Latin America Gamification - Market - IMG1

The exponential growth in the number of smartphones and mobile devices in the region has boosted the demand for the gamification market. The increasing recognition of gamification systems also supports this growth as a method to architecture human behavior to induce innovation, productivity, or engagement.

Key Highlights

  • Improved learning outcomes are anticipated to increase the gamification demand among end-users in European and Latin American countries. As a promising learning method, gamification is a growing trend in manufacturing, education, healthcare training, etc.
  • Mobile-based gamification is gaining momentum and driving the gamification market in Europe and Latin America. With the widespread use of smartphones and tablets, mobile-based gamification has become an effective way to engage users and create immersive experiences.
  • Crowdsourcing has emerged as a significant opportunity in innovation and development, and it has also been driving the gamification market. Crowdsourcing involves sourcing ideas, content, or services from a large group of people, often via the Internet. Gamification can motivate and engage the crowd, making it an effective tool for crowdsourcing initiatives.
  • The development of gamification solutions can be complex, posing a challenge and restraining the gamification market. Developing effective game mechanics that are engaging, motivating, and aligned with the business objectives can be challenging. It requires a deep understanding of user behavior, psychology, and motivations that may restrain market growth.
  • The COVID-19 pandemic accelerated the adoption of digital technologies and forced companies to shift to remote work and virtual learning. This created new opportunities for gamification as companies look for ways to engage and motivate employees and customers in a virtual environment. The gamification market is expected to grow in the post-COVID-19 era, driven by the ongoing digital transformation and the need for engaging and effective virtual experiences.

Europe & Latin America Gamification Market Trends

Retail End-User Vertical Segment is Expected to Hold Significant Market Share

  • Gamification is a growing trend in Europe and Latin America, with many retailers using it to engage with their customers and increase sales. In this case, end users would be the customers interacting with the gamification elements.
  • Gamification in retail is loyalty programs that reward customers for their purchases. These programs often use points or badges to incentivize customers to continue shopping with the retailer. By adding a gamification element to their loyalty program, retailers can make the experience more engaging and fun for customers, increasing customer loyalty and repeat business.
  • Some retailers in Latin America also use gamification to encourage social responsibility and sustainability. For example, a store might offer discounts or other incentives for customers who bring in recyclable materials or participate in community service projects. By using gamification, retailers can encourage customers to think about their impact on the environment and their communities while building brand loyalty.
  • In Europe, some retailers also use gamification to create immersive shopping experiences. For example, a clothing store might use augmented reality to allow customers to try on clothes virtually. This can be a fun and engaging way for customers to interact with the products and increase their likelihood of purchasing.
  • According to OECD, In 2022, the total retail trade sales volume index in the European Union remained nearly unchanged at approximately 117.08. Still, the total retail trade sales volume index reached its highest value from 2009 to 2022.

European Region is Expected to Hold Significant Market Share

  • Gamification has gained popularity in various European sectors, including education, healthcare, marketing, and employee engagement. Companies use gamification to enhance customer engagement, improve employee performance, and create more effective training programs.
  • The high penetration of internet and smartphone users in the region has also led to the more significant usage of gamification for marketing, especially using social media integration tools. According to Ericsson, smartphone adoption in Western Europe is estimated to be 459.40 million by 2028.
  • Germany and the United Kingdom have a strong gaming industry, with several established game development companies and a large market for video games. This has created a talent pool and infrastructure that can be leveraged for gamification projects.
  • High expenditure on advertising is witnessed across industries in the region, as advertisers use gamification to optimize brand awareness, target more audiences, and make additional website traffic.
  • The gamification market in Europe is expected to continue growing, driven by the increasing adoption of gamification across various sectors and the availability of advanced technologies like artificial intelligence (AI) and virtual reality (VR) that can enhance the gamification experience.

Europe & Latin America Gamification Industry Overview

The Europe and Latin America Gamification Market is highly fragmented, with major players like Young Targets GmbH, Growth Engineering Ltd., Gamifier, Inc., 3radical Limited, and CUT-E GMBH (AON, PLC). Players in the market are adopting strategies such as partnerships, mergers, and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In October 2023, SAP UI World announced SAP's new user interface, eliminating text-heavy programs. The Launch of SAP Learning World allowed participants to understand better how to recruit, employ, and manage a strong workforce, and the Future of Work World demonstrated how SAP technology can help businesses deploy a Total Workforce Management strategy.

In November 2022, 3radical, one of the market leaders in audience engagement and consented to data capturing solutions, announced the successful delivery of an interactive digital learning platform for Saint-Gobain's specialized distributor brands. 3radical created an identical gamified micro-site for colleagues to effectively convey the company's sustainability plan to employees and raise awareness of critical environmental concerns.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Intensity of Competitive Rivalry
    • 4.2.5 Threat of Substitutes
  • 4.3 Impact of COVID-19 on Gamification and Digital Engagement Strategies
  • 4.4 Evolution of Gamification and the Current Positioning of Europe and Latin America in the Global Scenario

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Mobile-based Gamification Gaining Momentum
    • 5.1.2 Crowdsourcing seen as a major Opportunity in Innovation and Development
    • 5.1.3 Growing Awareness on the use of Gamification in the field of Education and Local Citizen Engagement in Latin America
  • 5.2 Market Challenges
    • 5.2.1 Several Gamification Techniques have been known to have a Short-Term Impact on the Audience
    • 5.2.2 Complexities Involved in the Development of Gamification Solutions
  • 5.3 Market Opportunities
    • 5.3.1 Increased Adoption of AI and Machine Learning has Greatly Improved Engagement Rates in key End-User Segments

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Solution
    • 6.1.2 Services
  • 6.2 By End User Vertical
    • 6.2.1 Retail
    • 6.2.2 Healthcare
    • 6.2.3 Education
    • 6.2.4 Banking and Finance
    • 6.2.5 Telecommunications & IT
    • 6.2.6 Other End-user Vertical
  • 6.3 By Geography
    • 6.3.1 Europe
      • 6.3.1.1 Italy
      • 6.3.1.2 Germany
      • 6.3.1.3 United Kingdom
      • 6.3.1.4 Rest of Europe
    • 6.3.2 Latin America
      • 6.3.2.1 Brazil
      • 6.3.2.2 Mexico
      • 6.3.2.3 Rest of Latin America

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Young Targets GmbH
    • 7.1.2 Growth Engineering Ltd.
    • 7.1.3 Gamifier, Inc.
    • 7.1.4 3radical Limited
    • 7.1.5 CUT-E GMBH (AON, PLC)
    • 7.1.6 Gamehill
    • 7.1.7 MMD Games
    • 7.1.8 BrandNewGame
    • 7.1.9 Mindonsite SA
    • 7.1.10 Bluerabbit Edu, S.A.P.I. de C.V.
    • 7.1.11 Matifac
    • 7.1.12 Senac Brasil

8 INVESTMENT ANALYSIS

9 MARKET OUTLOOK