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市場調查報告書
商品編碼
1452919

全球遊戲化市場 2024-2031

Global Gamification Market 2024-2031

出版日期: | 出版商: Orion Market Research | 英文 200 Pages | 商品交期: 2-3個工作天內

價格

預計全球遊戲化市場在預測期內(2024-2031)將以 24.2% 的CAGR成長。該市場的成長歸因於全球網際網路普及率不斷成長的需求。網路可訪問性的全球擴張擴大了遊戲化平台的範圍。這對於教育工作尤其重要,例如 ICE 的 360° Inspire 網站,該網站允許所有年齡層的個人存取和利用遊戲化資訊。例如,2022 年 11 月,ICE Inspire 網站推出了遊戲化更新。 ICE 的 360° Inspire 網站已透過遊戲化功能得到增強,使年輕人能夠透過電影、專案、針對年齡的建議以及與公司成員的虛擬互動來探索土木工程。

細分市場前景

全球遊戲化市場按部署模式、組件、應用程式和最終用戶進行細分。根據部署模式,市場分為本地和雲端。根據組件,市場細分為解決方案和服務。根據應用,市場細分為行銷、銷售、支援、產品開發、人力資源和其他(教育和學習、健康和保健)。此外,根據最終用戶,市場分為企業驅動型和消費者驅動型。雲子類別預計將佔據部署領域的很大一部分市場佔有率。這一成長可歸因於中小企業對可靠、安全解決方案的需求不斷成長。然而,隨著技術的進步,公司更願意實施基於雲端的遊戲化解決方案。

預計銷售細分市場將在全球遊戲化市場中佔據相當大的佔有率

在這些應用中,銷售細分市場預計將在全球遊戲化市場中佔據相當大的佔有率。該部門的成長歸因於對員工效率日益重視的需求不斷成長。企業已經意識到員工績效與公司整體成功之間的關聯。 Ace 應用的銷售遊戲化可以作為激勵因素,激勵銷售團隊滿足並超越期望。 2022 年 5 月,LeadSquared 推出了 Ace,幫助企業利用遊戲化提高銷售額。 Ace 是一款銷售績效管理套件,它利用心理和分析策略,為各種規模的企業提供目標、無程式碼設定和可擴展架構。

區域展望

全球遊戲化市場根據地理位置進一步細分,包括北美(美國和加拿大)、歐洲(英國、義大利、西班牙、德國、法國和歐洲其他地區)、亞太地區(印度、中國、日本、韓國、亞洲其他地區)以及世界其他地區(中東和非洲以及拉丁美洲)。其中,亞太地區預計將在全球市場中佔據顯著佔有率,因為對遊戲解決方案的需求增加,遊戲化市場需要提高用戶參與度和保留率的技術。公司可以專注於這些要素來推動產品成長和成功。例如,2021 年 11 月,Parimatch 推出了新工具,透過添加新工具並增強用戶的遊戲體驗來支援產品遊戲化。

北美地區預計全球遊戲化市場複合CAGR顯著成長

在所有地區中,北美地區預計在預測期內將以相當大的CAGR成長。區域成長歸因於人工智慧驅動的互動客製化。人工智慧的使用使得可以根據每個員工的喜好、生產力和學習風格來客製化遊戲化組件。由於遊戲化體驗對員工個人來說更具相關性和娛樂性,因此個人化鼓勵增加參與程度。根據美國國立衛生研究院(gov.) 2023 年7 月的數據,人工智慧、虛擬實境、元宇宙、區塊鏈、擴增實境和協作機器人等新技術的日益採用,對遊戲化和勞動力市場具有潛在影響。必須承認從工業 4.0 到工業 5.0 的轉變,因為這些技術為全球業務和管理的數位化程度的提高奠定了基礎。然而,值得注意的是,近年來嚴肅遊戲和遊戲化的使用越來越流行,其中一些新興技術,包括人工智慧,可能會對招募、人力資源和商業生活產生不利影響。

市場參與者展望

服務全球遊戲化市場的主要公司包括 IBM 公司、微軟公司、甲骨文、Salesforce, Inc.、SAP SE 等。市場參與者透過各種策略(包括併購、合作、合作、融資和新產品發布),為市場成長做出了巨大貢獻,以保持市場競爭力。例如,2022 年 3 月,NSoft 與 Ziqni 合作,為其 iGaming 和賭場合作夥伴提供強大、方便用戶使用且可自訂的投註解決方案,以增強其遊戲化產品和參與策略。

報告涵蓋:

  • 2023年市場價值資料分析及2031年預測。
  • 每個細分市場的年化市場收入(百萬美元)。
  • 主要地理區域的國家分析。
  • 在全球遊戲化市場中運作的主要公司。根據現有資料,報告中還提供了與新產品發布相關的資訊以及相關新聞。
  • 透過確定未來強勁成長的關鍵細分市場來分析業務策略。
  • 市場進入和市場擴張策略分析。透過識別市場中「誰的立場」來制定競爭策略。

目錄

第 1 章:報告摘要

  • 目前行業分析及成長潛力展望
  • 研究方法和工具
  • 市場區隔
    • 按細分
    • 按地區

第 2 章:市場概述與見解

  • 報告範圍
  • 分析師見解和當前市場趨勢
    • 主要發現
    • 建議
    • 結論

第 3 章:競爭格局

  • 主要公司分析
  • Ambition
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • Aon plc
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • BI WORLDWIDE
    • 概述
    • 財務分析
    • SWOT分析
    • 最近的發展
  • 關鍵策略分析

第 4 章:市場細分

  • 按部署模式分類的全球遊戲化市場
    • 本地部署
  • 按組件分類的全球遊戲化市場
    • 解決方案
    • 成分
  • 按應用分類的全球遊戲化市場
    • 行銷
    • 銷售
    • 支援
    • 產品開發
    • 人力資源
    • 其他(教育和學習、健康和保健)
  • 按最終用戶分類的全球遊戲化市場
    • 零售
    • 銀行業
    • 政府和公共部門
    • 衛生保健
    • 教育與研究
    • 資訊科技和電信
    • 其他(旅遊和酒店、體育和娛樂)

第 5 章:區域分析

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 西班牙
    • 法國
    • 歐洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 韓國
    • 亞太其他地區
  • 世界其他地區

第 6 章:公司簡介

  • Axonify Inc.
  • Cognizant Technology Solution Corp.
  • G-Cube Webwide Software Pvt Ltd
  • IActionable, Inc.
  • IBM Corp.
  • Mambo
  • Microsoft Corp.
  • MPS Ltd.
  • NSoft
  • OnMobile
  • Oracle
  • Parimatch
  • Salesforce, Inc.
  • SAP SE
Product Code: OMR2028107

Global Gamification Market Size, Share & Trends Analysis Report by Deployment Mode (On-Premise, and Cloud) by Organization size (Large Enterprises, and Small and Medium-sized Enterprises) By Application (Marketing, Sale, Support, Product Development, Human Resources, and Others) and by End-User (Retail, Banking, Government and Public Sector, Healthcare, Education and Research, IT and Telecom, and Others (Travel and Hospitality, and Sports and Entertainment)) Forecast Period (2024-2031)

The global gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). The market's growth is attributed to the growing demand for increased internet penetration across the globe. The global expansion in internet accessibility has extended the scope of gamified platforms. This is particularly significant for educational efforts such as ICE's 360° Inspire website, which allows individuals of all ages to access and utilize gamified information. For instance, in November 2022, the ICE Inspire website launched a gamification update. The ICE's 360° Inspire website has been enhanced with gamification features, enabling young individuals to explore civil engineering through films, projects, age-specific advice, and virtual interactions with the company's members.

Segmental Outlook

The global gamification market is segmented on the deployment mode, component, application, and end-user. Based on the deployment mode, the market is sub-segmented into on-premise and cloud. Based on the component, the market is sub-segmented into solutions and services. Based on the application, the market is sub-segmented into marketing, sales, support, product development, human resources, and others (education and learning, and health and wellness). Furthermore, based on end-user, the market is sub-segmented into enterprise driven, and consumer-driven. The cloud subcategory is expected to capture a significant portion of the market share within the deployment segment. The growth can be attributed to the owing to the growing demand for dependable and secure solutions among SMEs. However, as technology advances, companies are more disposed to implement cloud-based gamification solutions.

The Sale Sub-Segment is Anticipated to Hold a Considerable Share of the global Gamification Market

Among the applications, the sale sub-segment is expected to hold a considerable share of the global gamification market. The segmental growth is attributed to the growing demand for increased emphasis on employee efficiency. Businesses have realized the connection between employee performance and overall company success. Gamification in sales, as applied by Ace, can be used as a motivator, motivating sales teams to satisfy and exceed expectations. in May 2022, LeadSquared introduced Ace to help businesses improve their sales using gamification. The Ace is a sales performance management suite that utilizes psychological and analytical tactics, offering Goals, a no-code setup, and scalable architecture for businesses of all sizes.

Regional Outlook

The global gamification market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to the demand for gaming solutions increases, the gamification market needs technologies that improve user engagement and retention. The companies can focus on these elements to drive product growth and success. For instance, in November 2021, Parimatch Launched new tools to bolster product gamification by adding new tools and enhancing the gaming experience for its users.

The North America Region is Expected to Grow at a Significant CAGR in the global Gamification Market

Among all regions, the North American region is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to the AI-powered customization for interaction. The use of AI enables it possible to customize gamification components according to the preferences, productivity, and learning styles of each individual employee. Since gamified experiences are more relevant and entertaining for individual employees, personalization encourages an increased degree of involvement. According to the National Institute of Health (gov.) in July 2023, The increasing adoption of new technologies, such as AI, virtual reality, metaverse, blockchain, augmented reality, and collaborative robots, has a potential influence on gamification and the labor market. It is essential to acknowledge the transition from Industry 4.0 to Industry 5.0, as these technologies provide the foundation for increased digitization in business and management globally. However, it is worth noting that the use of serious games and gamification has gained popularity in recent years, and some of these emerging technologies, including AI, can have an adverse influence on hiring, HR, and business life.

Market Players Outlook

The major companies serving the global gamification market include IBM Corp., Microsoft Corp., Oracle, Salesforce, Inc., SAP SE, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in March 2022, NSoft partnered with Ziqni to enhance its gamification offerings and engagement strategy by providing a robust, user-friendly, and customizable betting solution for its iGaming and casino partners.

The Report Covers:

  • Market value data analysis of 2023 and forecast to 2031.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global gamification market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies. Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1.Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1.Research Methods and Tools
  • 1.2.Market Breakdown
    • 1.2.1.By Segments
    • 1.2.2.By Region

2.Market Overview and Insights

  • 2.1.Scope of the Report
  • 2.2.Analyst Insight & Current Market Trends
    • 2.2.1.Key Findings
    • 2.2.2.Recommendations
    • 2.2.3.Conclusion

3.Competitive Landscape

  • 3.1.Key Company Analysis
  • 3.2.Ambition
    • 3.2.1.Overview
    • 3.2.2.Financial Analysis
    • 3.2.3.SWOT Analysis
    • 3.2.4.Recent Developments
  • 3.3.Aon plc
    • 3.3.1.Overview
    • 3.3.2.Financial Analysis
    • 3.3.3.SWOT Analysis
    • 3.3.4.Recent Developments
  • 3.4.BI WORLDWIDE
    • 3.4.1.Overview
    • 3.4.2.Financial Analysis
    • 3.4.3.SWOT Analysis
    • 3.4.4.Recent Developments
  • 3.5.Key Strategy Analysis

4.Market Segmentation

  • 4.1.Global Gamification Market by Deployment Mode
    • 4.1.1.On-Premise
    • 4.1.2.Cloud
  • 4.2.Global Gamification Market by Component
    • 4.2.1.Solution
    • 4.2.2.Components
  • 4.3.Global Gamification Market by Application
    • 4.3.1.Marketing
    • 4.3.2.Sale
    • 4.3.3.Support
    • 4.3.4.Product Development
    • 4.3.5.Human Resource
    • 4.3.6.Others (Education and Learning, and Health and Wellness)
  • 4.4.Global Gamification Market by End-User
    • 4.4.1.Retail
    • 4.4.2.Banking
    • 4.4.3.Government and Public Sector
    • 4.4.4.Healthcare
    • 4.4.5.Education and Research
    • 4.4.6.IT and Telecom
    • 4.4.7.Others (Travel and Hospitality, and Sports and Entertainment)

5.Regional Analysis

  • 5.1.North America
    • 5.1.1.United States
    • 5.1.2.Canada
  • 5.2.Europe
    • 5.2.1.UK
    • 5.2.2.Germany
    • 5.2.3.Italy
    • 5.2.4.Spain
    • 5.2.5.France
    • 5.2.6.Rest of Europe
  • 5.3.Asia-Pacific
    • 5.3.1.China
    • 5.3.2.India
    • 5.3.3.Japan
    • 5.3.4.South Korea
    • 5.3.5.Rest of Asia-Pacific
  • 5.4.Rest of the World

6.Company Profiles

  • 6.1.Axonify Inc.
  • 6.2.Cognizant Technology Solution Corp.
  • 6.3.G-Cube Webwide Software Pvt Ltd
  • 6.4.IActionable, Inc.
  • 6.5.IBM Corp.
  • 6.6.Mambo
  • 6.7.Microsoft Corp.
  • 6.8.MPS Ltd.
  • 6.9.NSoft
  • 6.10.OnMobile
  • 6.11.Oracle
  • 6.12.Parimatch
  • 6.13.Salesforce, Inc.
  • 6.14.SAP SE

LIST OF TABLES

  • 1.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 2.GLOBAL GAMIFICATION BASED ON-PREMISES MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 3.GLOBAL GAMIFICATION BASED ON CLOUD MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 4.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 5.GLOBAL GAMIFICATION BY SOLUTION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 6.GLOBAL GAMIFICATION BY SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 7.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 8.GLOBAL GAMIFICATION IN MARKETING MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 9.GLOBAL GAMIFICATION IN SALE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 10.GLOBAL GAMIFICATION IN SUPPORT MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 11.GLOBAL GAMIFICATION IN PRODUCT DEVELOPMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 12.GLOBAL GAMIFICATION IN HUMAN RESOURCE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 13.GLOBAL GAMIFICATION IN OTHER APPLICATIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 14.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 15.GLOBAL GAMIFICATION FOR RETAIL MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 16.GLOBAL GAMIFICATION FOR BANKING MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 17. GLOBAL GAMIFICATION FOR GOVERNMENT AND PUBLIC SECTOR MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 18.GLOBAL GAMIFICATION FOR HEALTHCARE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 19.GLOBAL GAMIFICATION FOR EDUCATION AND RESEARCH MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 20.GLOBAL GAMIFICATION FOR IT AND TELECOM MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 21.GLOBAL GAMIFICATION FOR OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 22.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 23.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 24.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 25.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 26.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 27.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 28.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 29.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 30.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 31.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 32.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 33.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 34.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 35.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 36.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 37.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 38.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 39.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 40.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 41.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 42.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)

LIST OF FIGURES

  • 1.GLOBAL GAMIFICATION MARKET SHARE BY DEPLOYMENT MODE, 2023 VS 2031 (%)
  • 2.GLOBAL GAMIFICATION BASED ON-PREMISE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 3.GLOBAL GAMIFICATION BASED ON CLOUD MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 4.GLOBAL GAMIFICATION MARKET SHARE BY COMPONENT, 2023 VS 2031 (%)
  • 5.GLOBAL GAMIFICATION BY SOLUTION COMPONENTS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 6.GLOBAL GAMIFICATION BY SERVICES MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 7.GLOBAL GAMIFICATION MARKET SHARE BY APPLICATION, 2023 VS 2031 (%)
  • 8.GLOBAL GAMIFICATION IN MARKETING MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 9.GLOBAL GAMIFICATION IN SALE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 10.GLOBAL GAMIFICATION IN SUPPORT MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 11.GLOBAL GAMIFICATION IN PRODUCT DEVELOPMENT MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 12.GLOBAL GAMIFICATION IN HUMAN RESOURCE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 13.GLOBAL GAMIFICATION IN OTHER APPLICATIONS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 14.GLOBAL GAMIFICATION MARKET SHARE BY END-USER, 2023 VS 2031 (%)
  • 15.GLOBAL GAMIFICATION FOR RETAIL MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 16.GLOBAL GAMIFICATION FOR BANKING MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 17. GLOBAL GAMIFICATION FOR GOVERNMENT AND PUBLIC SECTOR MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 18.GLOBAL GAMIFICATION FOR HEALTHCARE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 19.GLOBAL GAMIFICATION FOR EDUCATION AND RESEARCH MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 20.GLOBAL GAMIFICATION FOR IT AND TELECOM MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 21.GLOBAL GAMIFICATION FOR OTHERS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 22.GLOBAL GAMIFICATION MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 23.US GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 24.CANADA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 25.UK GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 26.FRANCE GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 27.GERMANY GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 28.ITALY GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 29.SPAIN GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 30.REST OF EUROPE GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 31.INDIA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 32.CHINA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 33.JAPAN GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 34.SOUTH KOREA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 35.REST OF ASIA-PACIFIC GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 36.LATIN AMERICA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 37.THE MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)