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市場調查報告書
商品編碼
1646226

遊戲化市場規模、佔有率和成長分析(按組件、部署、組織規模、垂直產業、最終用戶、應用程式和地區)—2025-2032 年產業預測

Gamification Market Size, Share, Growth Analysis, By Component (Solution, Services), By Deployment (Cloud, On-Premises), By Organization Size, By Vertical, By End-User, By Application, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023 年全球遊戲化市場規模價值為 172 億美元,預計將從 2024 年的 218.1 億美元成長到 2032 年的 1,457.5 億美元,預測期內(2025-2032 年)的複合年成長率為 26.8%。

遊戲化透過在非遊戲環境中融入遊戲機制,徹底改變了使用者參與度,提高了組織效率和跨部門客戶互動。公司在員工培訓、招募和評估中使用遊戲化,以及提高選民參與度和消費者忠誠度。這種方法將安全和合規培訓等繁瑣的任務轉變為促進社會互動和社區發展的有趣體驗。一個顯著的成功案例是 Service Corporation International,其實施後成交量增加了 88%。此外,遊戲化與社群媒體的協同效應使用戶能夠共用他們的經驗並擴大他們的影響力。隨著人工智慧和機器學習的應用不斷成長,我們可以預見未來幾年供應商的投資和自適應解決方案的開發將會增加,以推動更大的參與和效率。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 案例研究
  • 監管分析

遊戲化市場規模(按組件和複合年成長率) (2025-2032)

  • 市場概況
  • 解決方案
  • 服務

遊戲化市場規模(按部署和複合年成長率) (2025-2032)

  • 市場概況
  • 本地

遊戲化市場規模(按組織規模和複合年成長率) (2025-2032)

  • 市場概況
  • 中小型企業
  • 大型企業

遊戲化市場規模(依垂直產業分類)及複合年成長率(2025-2032 年)

  • 市場概況
  • 教育
  • 衛生保健
  • BFSI
  • 零售
  • 製造業
  • 媒體和娛樂
  • 通訊
  • 資訊科技和 ITE
  • 飯店業
  • 其他

遊戲化市場規模(依最終用戶和複合年成長率) (2025-2032)

  • 市場概況
  • 企業
  • 消費者

遊戲化市場規模(按應用分類)及複合年成長率(2025-2032)

  • 市場概況
  • 行銷
  • 銷售
  • 支援
  • 產品開發
  • 人力資源
  • 其他用途

遊戲化市場規模(依地區分類)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分析市場佔有率
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Microsoft Corporation(United States)
  • Salesforce.com, Inc.(United States)
  • SAP SE(Germany)
  • BigDoor, Inc.(A part of 500friends)(United States)
  • Arcaris, Inc.(A part of Tango Card)(United States)
  • Cognizant Technology Solutions Corporation(United States)
  • Mambo.IO, Inc.(United Kingdom)
  • Faya Corporation(United States)
  • Ambition, Inc.(United States)
  • GamEffective(Israel)
  • Playlyfe(United States)
  • Scrimmage(United States)
  • Swift Shift(United States)
  • PugPharm Productions, Inc.(Canada)
  • Kuato Studios(United Kingdom)

結論和建議

簡介目錄
Product Code: SQMIG50I2004

Global Gamification Market size was valued at USD 17.2 billion in 2023 and is poised to grow from USD 21.81 billion in 2024 to USD 145.75 billion by 2032, growing at a CAGR of 26.8% during the forecast period (2025-2032).

Gamification is revolutionizing user engagement by infusing game mechanics into non-game settings, enhancing organizational efficiency and customer interactions across various sectors. Businesses utilize gamification for employee training, recruitment, and assessment, while also encouraging voter participation and consumer loyalty. This method transforms tedious tasks, such as safety and compliance training, into engaging experiences that promote social interaction and community development. A notable success is Service Corporation International, which achieved an 88% increase in closed deals post-implementation. Furthermore, gamification's synergy with social media allows users to share experiences, amplifying its impact. As businesses increasingly adopt AI and machine learning, we anticipate a rise in vendor investment and the creation of adaptive solutions to further enhance engagement and effectiveness in the coming years.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gamification market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Gamification Market Segments Analysis

Global Gamification Market is segmented by Component, Deployment, Organization Size, Vertical, End-User, Application and region. Based on Component, the market is segmented into Solution and Services. Based on Deployment, the market is segmented into Cloud and On-Premises. Based on Organization Size, the market is segmented into Small And Medium-Sized Enterprises and Large Enterprises. Based on Vertical, the market is segmented into Education, Healthcare, BFSI, Retail, Manufacturing, Media And Entertainment,telecom, IT And ITEs, Hospitality and Others. Based on End-User, the market is segmented into Enterprise-Driven and Consumer-Driven. Based on Application, the market is segmented into Marketing, Sales, Support, Product Development, Human Resources and Other Applications. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Gamification Market

The global gamification market is experiencing significant growth, primarily fueled by the increasing adoption of gamification strategies within enterprises. This approach involves integrating gaming concepts and mechanics into business processes, enhancing employee engagement and creating a more enjoyable experience for customers. As organizations recognize the value of gamification in fostering intrinsic motivation among staff, this trend is becoming a crucial factor in boosting productivity and job satisfaction. Consequently, the positive impact of gamification on employee performance and overall workplace dynamics is a key driver for the expansion of the gamification market, leading to a notable rise in revenue generation.

Restraints in the Global Gamification Market

An essential factor for achieving successful outcomes in the Global Gamification market is the thoughtful design of gamification strategies. However, it has been observed that designers often struggle to produce unique and innovative designs tailored to various businesses. This limitation can slow down the market's adoption of specific solutions. The development process is complex; a design intended for one organization may not resonate with different audiences. To attain the desired goals, it is crucial to implement a well-crafted design correctly; failure to do so could undermine results and impede overall market growth, highlighting the need for improved design practices in the industry.

Market Trends of the Global Gamification Market

The Global Gamification market is experiencing a significant trend with the rise of blockchain gaming, particularly in the GameFi sector. This innovative approach combines gaming with financial incentives, enabling players to earn while they play. As investments surge, GameFi is shifting from mere profit-driven models to creating sustainable gaming experiences that engage players beyond the initial financial allure. This evolution addresses previous criticisms of low-quality games targeting only crypto enthusiasts, paving the way for more robust and rewarding gameplay. Consequently, the market is poised for growth as both developers and players seek meaningful interactions within this dual ecosystem of entertainment and finance.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Regulatory Analysis

Global Gamification Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Solution
  • Services

Global Gamification Market Size by Deployment & CAGR (2025-2032)

  • Market Overview
  • Cloud
  • On-Premises

Global Gamification Market Size by Organization Size & CAGR (2025-2032)

  • Market Overview
  • Small And Medium-Sized Enterprises
  • Large Enterprises

Global Gamification Market Size by Vertical & CAGR (2025-2032)

  • Market Overview
  • Education
  • Healthcare
  • BFSI
  • Retail
  • Manufacturing
  • Media And Entertainment
  • Telecom
  • IT And ITEs
  • Hospitality
  • Others

Global Gamification Market Size by End-User & CAGR (2025-2032)

  • Market Overview
  • Enterprise-Driven
  • Consumer-Driven

Global Gamification Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Marketing
  • Sales
  • Support
  • Product Development
  • Human Resources
  • Other Applications

Global Gamification Market Size & CAGR (2025-2032)

  • North America (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • US
    • Canada
  • Europe (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Microsoft Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Salesforce.com, Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SAP SE (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BigDoor, Inc. (A part of 500friends) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Arcaris, Inc. (A part of Tango Card) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cognizant Technology Solutions Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mambo.IO, Inc. (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Faya Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ambition, Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GamEffective (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Playlyfe (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scrimmage (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Swift Shift (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PugPharm Productions, Inc. (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kuato Studios (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations