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市場調查報告書
商品編碼
1308745

2030年遊戲化市場預測-按組件、部署、公司規模、平台、應用程序、行業和地區進行的全球分析

Gamification Market Forecasts to 2030 - Global Analysis By Component, Deployment, Enterprise Size, Platform, Application, Industry Vertical and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 175+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,2023 年全球遊戲化市場規模將達到 163.6 億美元,預測期內復合年增長率為 26.8%,到 20.3 億美元達到 862.4 億美元。

遊戲化是遊戲設計元素和遊戲概念在非遊戲場景中的應用。 也可以說是利用和利用遊戲元素的屬性來處理問題的程序和技術的集合。 此外,遊戲和類似遊戲的元素已經被使用了數千年來教導、吸引和吸引人們。 傳統的遊戲元素包括徽章、排行榜和積分。 遊戲化將游戲元素帶入工作場所、工作場所、在線社區、客戶、員工、供應商和合作夥伴,以激勵和賦予人們權力。

根據美國人口普查局的數據,美國零售總額將從2015年的47,281.2億美元增至2021年的65,948.1億美元。

市場動態:

促進因素

用於混合現實、增強現實和 VR 技術

當今的企業正在大力投資增強現實 (AR)、虛擬現實 (VR) 和混合現實等沉浸式技術。 公司正在提供利用這些沉浸式技術的遊戲化服務。 例如,亞馬遜和沃爾瑪等零售巨頭正在利用 AR、VR 和混合現實技術徹底改變購物體驗。 這些公司正在採用虛擬現實展廳來展示他們的產品,同時利用沉浸式技術。 沃爾瑪還資助增強現實遊戲化來推廣其產品。 零售商現在可以利用這項技術來吸引實體店內外的顧客。 遊戲化和技術可以幫助推動市場增長,因為它們可以更有效地銷售產品並增強客戶的購物體驗。

抑制因素

設計不佳/應用結果不佳

在設計時考慮到遊戲化對於實現預期結果至關重要。 然而,值得注意的是,設計師常常難以提供滿足任何組織要求的創新、前沿的設計。 因此,該解決方案的市場推出可能會延遲。 它使開發過程變得複雜,因為為一個組織設計的解決方案可能無法為其他受眾提供所需的結果。 因此,良好的設計及其有效的實施對於實現預期結果至關重要,否則會損害結果並阻礙市場擴張。

機會:

採用人工智能 (AI) 和基於雲的遊戲化解決方案

基於人工智能平台構建的遊戲化解決方案的日益普及是推動市場擴張的主要因素之一。 為了深入了解員工隊伍,大公司正在部署基於人工智能的解決方案和尖端技術。 基於人工智能的遊戲化模型通過消除員工動機的歧義並幫助他們更有效地實現目標來提供正確的答案。 市場領導者專注於資助基於人工智能的解決方案的開發。 這些基於雲的解決方案是根據中小型企業的需求量身定制的,並考慮到分配的預算。 越來越多的中小企業,尤其是初創企業,也將加速使用基於雲的解決方案。

威脅

開發成本高

遊戲創作比傳統的教學設計需要更多的時間。 金錢就是時間 由於時間壓力增加,預算超支的可能性更大,而且用於增強遊戲玩法的額外材料也更昂貴。 動畫、圖形、庫存圖像、電影、音樂和音效需要花錢。 遊戲不僅設計成本高昂,維護成本也很高。 幾年前發布的一款很酷的遊戲很快就會過時。 員工有時會想,如果遊戲很舊,那麼材料是否已經過時。 遊戲的參考價值是阻礙市場增長的另一個弊端。

新冠肺炎 (COVID-19) 影響:

COVID-19 病毒的傳播影響了世界各地的各個行業。 當今的公司專注於培養員工士氣並激勵人們完成手頭的任務。 遊戲化軟件可以幫助組織在這些情況下激勵員工。 同樣,公司可以利用這個機會為其員工提供培訓和在線課程。 遊戲化提供易於理解、易於學習的模塊,幫助員工更多地了解您的業務及其流程。 這有助於公司指導新員工並為經驗豐富的員工提供新技能。 因此,遊戲化市場預計將在大流行期間和之後蓬勃發展。

服務業將是預測期內最大的行業:

服務部門將實現利潤豐厚的增長,因為它提供廣泛的服務,包括諮詢、安裝、支持和維護。 這些服務為客戶提供構建遊戲化解決方案以及輕鬆安裝、部署和維護現有解決方案的服務。 一些服務提供商甚至幫助為其客戶的業務設計定制解決方案。 此類服務提供商負責部署定制的業務解決方案,包括專門的解決方案。

雲領域預計在預測期內復合年增長率最高:

雲領域預計在預測期內復合年增長率最高。 這是因為隨著最近的技術進步,組織可能會採用基於雲的遊戲化解決方案。 零售、電子商務、BFSI、教育等領域的許多組織正在使用基於雲的基礎設施為其客戶提供協作體驗。 基於雲的解決方案為客戶提供了更輕鬆的軟件安裝、維護和升級等優勢。 在預測期內,基於雲的解決方案的需求預計將增加,因為它們具有廉價的部署成本等主要優勢。

份額最大的地區

由於北美地區利用互聯網通過各種渠道與合作夥伴和客戶互動,因此預計在預測期內將佔據最大的市場份額。 該地區強大的電信基礎設施和對定制解決方案不斷增長的需求預計將支持該地區的市場增長。 北美地區的在線遊戲玩家數量也最多。 加拿大和美國等發達國家的新公司正在使用在線遊戲解決方案來建立文化和士氣。 預計該地區的市場增長將受到移動電話用戶數量的增加以及零售和電子商務行業在線流量的增加的推動。 這一增長將推動營銷和消費者接觸點技術的部署。

複合年增長率最高的地區:

歐洲在整個預測期內經歷了強勁增長,預計其複合年增長率最高。 英國、德國和法國等國家正在由主要參與者和政府主辦會議和活動,以提高對遊戲化解決方案的認識。 例如,歐洲遊戲化會議於 2019 年 12 月舉行,旨在幫助組織學習和了解可用的工具和解決方案。 此外,隨著零售和醫療保健行業的增長,德國和西班牙等國家預計也會出現增長。 隨著主要市場參與者專注於提供尖端解決方案以提高員工敬業度、增加銷售額並創造更好的客戶體驗,最終用戶對軟件的需求正在不斷增加。

主要進展

2019 年 1 月,SAP SE 收購了 Qualtrics International Inc. 通過新的收購,SAP 將為企業提供卓越的客戶、員工、產品和品牌體驗。

2018 年 5 月,SAP SE 發布了 SAP S/4HANA,這是一種面向客戶和合作夥伴的功能和價值發現遊戲化方法。 該紙牌遊戲是一種實驗性學習應用程序,旨在加速商業價值、創新採用、解決方案意識等,並用於團隊合作的參與。

2018 年 4 月,BI Worldwide 收購了遊戲化解決方案創新者 Bunchball Inc.。 客戶將受益於兩家公司擴展和創新的產品。

本報告的內容

  • 區域和國家級細分市場的市場份額評估
  • 給新進入者的戰略建議
  • 2021 年、2022 年、2023 年、2026 年和 2030 年的綜合市場數據
  • 市場趨勢(市場促進因素、抑制因素、機遇、威脅、挑戰、投資機會和建議)
  • 根據市場預測提出關鍵業務領域的戰略建議
  • 繪製主要總體趨勢的競爭格局
  • 公司簡介,包括詳細的戰略、財務狀況和最新發展
  • 供應鏈趨勢映射最新技術趨勢

免費定制服務:

訂閱此報告的客戶將獲得以下免費自定義選項之一:

  • 公司簡介
    • 對其他市場參與者(最多3家公司)進行全面分析
    • 主要公司的SWOT分析(最多3家公司)
  • 區域細分
    • 根據客戶興趣對主要國家/地區的市場估計/預測/複合年增長率(注:基於可行性檢查)
  • 競爭基準測試
    • 根據產品組合、地域分佈和戰略聯盟對主要參與者進行基準測試

內容

第 1 章執行摘要

第 2 章前言

  • 概述
  • 利益相關者
  • 調查範圍
  • 調查方法
    • 數據挖掘
    • 數據分析
    • 數據驗證
    • 研究方法
  • 調查來源

第 3 章市場趨勢分析

  • 促進因素
  • 抑制因素
  • 機會
  • 威脅
  • 應用分析
  • 新興市場
  • 新冠肺炎 (COVID-19) 的影響

第 4 章波特五力分析

  • 供應商的議價能力
  • 買家的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭公司之間存在敵對關係

第 5 章全球遊戲化市場:按組成部分

  • 服務
  • 解決

第 6 章全球遊戲化市場:按部署劃分

  • 雲端
  • 本地

第 7 章全球遊戲化市場:按公司規模劃分

  • 中小企業
  • 大企業

第 8 章全球遊戲化市場:按平台劃分

  • 開放平台
  • 封閉/企業平台

第 9 章全球遊戲化市場:按應用劃分

  • 銷售
  • 營銷
  • 人力資源
  • 產品開發
  • 支持
  • 分析
  • 其他用途

第 10 章全球遊戲化市場:按行業

  • 教育和研究
  • BFSI
  • IT/通信
  • 零售
  • 媒體和娛樂
  • 製造業
  • 政府
  • 其他行業

第 11 章全球遊戲化市場:按地區

  • 北美
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 意大利
    • 法國
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳大利亞
    • 新西蘭
    • 韓國
    • 亞太地區其他地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東和非洲
    • 沙特阿拉伯
    • 阿拉伯聯合酋長國
    • 卡塔爾
    • 南非
    • 其他中東和非洲地區

第 12 章主要進展

  • 合同、夥伴關係、協作和合資企業
  • 收購與合併
  • 推出新產品
  • 業務擴展
  • 其他關鍵策略

第 13 章公司簡介

  • Cognizant Technology Solution Corp.
  • Microsoft Corporation
  • Bunchball Inc.
  • Ambition
  • MPS Interactive Systems Limited
  • SAP SE
  • Axonify Inc.
  • Aon plc
  • IActionable Inc
  • G-Cube
  • Verint Systems
  • BI Worldwide
  • Influitive Corporation
  • Khoros, LLC
  • Hoopla Software, Inc
  • Mambo Solutions Ltd
  • Gamifier
  • Scrimmage
  • Tango Card
  • NIIT
Product Code: SMRC23445

According to Stratistics MRC, the Global Gamification Market is accounted for $16.36 billion in 2023 and is expected to reach $86.24 billion by 2030 growing at a CAGR of 26.8% during the forecast period. Gamification is the application of game design elements and gaming concepts in non-game situations. It might also be seen as a collection of procedures and techniques for dealing with problems by exploiting or utilising the qualities of game elements. In addition, games and game-like elements have been used to teach, enthral, and engage people for thousands of years. Traditional game elements include things like badges, leaderboards, and points. In order to motivate and encourage people, gamification adds game aspects into a variety of situations, including businesses, workplaces, online communities, customers, employees, vendors, and partners.

According to the data from the US Census Bureau, total retail sales in the United States increased from USD 4728.12 billion in 2015 to USD 6594.81 billion in 2021.

Market Dynamics:

Driver:

Adoption to mixed reality, augmented reality, and VR technologies

Businesses today are making significant investments in immersive technologies like augmented reality (AR), virtual reality (VR), and mixed reality. Businesses provide gamification services that make use of this immersive technology. For instance, the key companies in the retail sector, like as Amazon.com, Inc. and Walmart, are revolutionising the shopping experience by utilising AR, VR, and mixed reality technology. These businesses employ virtual reality showrooms to exhibit their products while utilising immersive technologies. Additionally, Walmart is funding the gamification of augmented reality to promote its products. Retailers are now able to utilise this technology to engage customers both inside and outside of physical locations. Gamification and technologies can help to sell items more effectively and improve the shopping experience for customers thus enhancing the growth of the market.

Restraint:

Undesirable results of poor design/application

Designing with gamification in mind is essential to achieving the desired results. However, it has been noted that designers frequently struggle to provide innovative, cutting-edge designs that satisfy the requirements of every organisation. The market's adoption of solutions may be slowed down as a result. Even if a solution is designed for a certain organisation, it won't deliver the desired outcome for other audiences, making the development process cumbersome. Therefore, a correctly designed design and its effective implementation are essential to achieving the desired result; failure to do so will compromise the results and hinder market expansion.

Opportunity:

Adoption of gamification solutions powered by artificial intelligence (AI) and cloud-based

The growing popularity of gamification solutions built on an AI platform is one of the major factors fueling market expansion. For deep employee insights, large organisations are implementing AI-based solutions and cutting-edge technology. AI-based gamification models offer precise answers by removing the ambiguity of employees' motivations and assisting them in more effectively achieving goals. The market's major players are concentrating their efforts on funding the creation of AI-based solutions. These cloud-based solutions are tailored to the demands of SMEs while taking into account the allocated budget. The market's increasing SMEs, particularly startups, will also accelerate the use of cloud-based solutions.

Threat:

High development costs

The creation of games requires more time than conventional instructional design. Money is time. Due of the increased pressure on time, budget overruns are easy to cause and the price of the extra materials utilised to improve the game play. It costs money to use animations, graphics, stock images, films, music, and sound effects. Games are expensive to maintain in addition to expensive to design. Cool games that were released a few years ago quickly start to seem out of date. Employees can wonder if the material is obsolete if the game is old. The game's reference value is yet another drawback which hinders the growth of the market.

COVID-19 Impact:

Every industry in the world was touched by the COVID-19 virus's expanding reach. At the moment, businesses are concentrating on raising employee morale and inspiring people to finish the work at hand. Gamification software helps organisations motivate their staff during these situations. In a similar vein, businesses might use this opportunity to offer training and online courses to the employees. Gamification provides modules that are simple to understand and learn which might enable the employee to learn more about the business and its procedures. This can benefit businesses help mentor new hires and provide experienced workers with new skills. As a result, the Gamification Market is anticipated to develop significantly both during and beyond the pandemic.

The services segment is expected to be the largest during the forecast period:

The services segment is estimated to have a lucrative growth, due to a range of services that are broken down into the following categories such as consultancy, installation, support, and maintenance. These services provide clients services for the creation of gamification solutions as well as for the simple installation, rollout, and upkeep of continuing solutions. Some service providers help clients design customised solutions for their businesses. These service providers handle the deployment of solutions, such as specialised solutions, that are made to meet the business operations.

The cloud segment is expected to have the highest CAGR during the forecast period:

The cloud segment is anticipated to witness the highest CAGR growth during the forecast period, due to organisations is likely to employ cloud-based gamification solutions in light of recent technological improvements. To provide customers with collaborative experiences, a number of significant organisations in sectors including retail, e-commerce, BFSI, education, and others are using cloud-based infrastructure. The customer may benefit from advantages like simple software installation, maintenance, and upgrades thanks to cloud-based solutions. During the projection period, key advantages such cheap implementation costs are anticipated to increase demand for cloud-based solutions.

Region with largest share:

North America is projected to hold the largest market share during the forecast period owing to use of the internet to interact with partners and customers through a variety of channels. The region's strong communication infrastructure and rising demand for tailored solutions are projected to support the market growth there. The largest number of online gamers is likewise located in North America. Online gaming solutions are being used by new companies in developed nations like Canada and the US to boost culture and morale. Regional market growth is anticipated to be fuelled by the rising number of mobile phone users and online traffic in the retail and e-commerce industries. The increase would facilitate the deployment of technology for marketing and consumer contact.

Region with highest CAGR:

Europe is projected to have the highest CAGR over the forecast period, owing to strong growth throughout the projected period. Conferences and events are being organised by important players and governments in countries like the United Kingdom, Germany, France, and others to increase awareness of gamification solutions. For instance, the Europe Gamification Conference was hosted in December 2019 to assist organisations in learning about and comprehending the available tools and solutions. Additionally, as retail and healthcare sectors grow, countries like Germany and Spain are predicted to gain ground. The demand for software among end users is increasing as key market players concentrate on offering cutting-edge solutions to enhance employee engagement, boost sales, and create a better customer experience.

Key players in the market

Some of the key players profiled in the Gamification Market include Cognizant Technology Solution Corp, Microsoft Corporation, Bunchball Inc, Ambition, MPS Interactive Systems Limited, SAP SE, Axonify Inc., Aon plc, IActionable Inc, G-Cube, Verint Systems, BI Worldwide, Influitive Corporation, Khoros, LLC, Hoopla Software, Inc, Mambo Solutions Ltd, Gamifier, Scrimmage, Tango Car and NIIT

Key Developments:

In January 2019 SAP SE acquired Qualtrics International Inc. an experienced management software provider. SAP along with its new acquisition will offer business exceptional customer, employee, product, and brand experiences

In May 2018 SAP SE launched a capability & value discovery gamification approach for customers and partners, SAP S/4HANA. The card game is an experimental learning application to accelerate business value, innovation adoption, solution awareness among others for teamwork engagements.

In April 2018, BI Worldwide acquired Bunchball Inc.an innovator gamification solution. The customer will get benefit from the expanded and innovative offering of both the companies.

Components Covered:

  • Services
  • Solution

Deployments Covered:

  • Cloud
  • On-Premises

Enterprise Sizes Covered:

  • Small & Medium Enterprises
  • Large Enterprises

Platforms Covered:

  • Open Platforms
  • Closed/ Enterprise Platforms

Applications Covered:

  • Sales
  • Marketing
  • Human Resource
  • Product Development
  • Support
  • Analytics
  • Other Applications

Industry Verticals Covered:

  • Education & Research
  • BFSI
  • IT & Telecom
  • Retail
  • Media & Entertainment
  • Manufacturing
  • Government
  • Other Industry Verticals

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Gamification Market, By Component

  • 5.1 Introduction
  • 5.2 Services
  • 5.3 Solution

6 Global Gamification Market, By Deployment

  • 6.1 Introduction
  • 6.2 Cloud
  • 6.3 On-Premises

7 Global Gamification Market, By Enterprise Size

  • 7.1 Introduction
  • 7.2 Small & Medium Enterprises
  • 7.3 Large Enterprises

8 Global Gamification Market, By Platform

  • 8.1 Introduction
  • 8.2 Open Platform
  • 8.3 Closed/ Enterprise Platform

9 Global Gamification Market, By Application

  • 9.1 Introduction
  • 9.2 Sales
  • 9.3 Marketing
  • 9.4 Human Resource
  • 9.5 Product Development
  • 9.6 Support
  • 9.7 Analytics
  • 9.8 Other Applications

10 Global Gamification Market, By Industry Vertical

  • 10.1 Introduction
  • 10.2 Education & Research
  • 10.3 BFSI
  • 10.4 IT & telecom
  • 10.5 Retail
  • 10.6 Media & Entertainment
  • 10.7 Manufacturing
  • 10.8 Government
  • 10.9 Other Industry Verticals

11 Global Gamification Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Cognizant Technology Solution Corp.
  • 13.2 Microsoft Corporation
  • 13.3 Bunchball Inc.
  • 13.4 Ambition
  • 13.5 MPS Interactive Systems Limited
  • 13.6 SAP SE
  • 13.7 Axonify Inc.
  • 13.8 Aon plc
  • 13.9 IActionable Inc
  • 13.10 G-Cube
  • 13.11 Verint Systems
  • 13.12 BI Worldwide
  • 13.13 Influitive Corporation
  • 13.14 Khoros, LLC
  • 13.15 Hoopla Software, Inc
  • 13.16 Mambo Solutions Ltd
  • 13.17 Gamifier
  • 13.18 Scrimmage
  • 13.19 Tango Card
  • 13.20 NIIT

List of Tables

  • Table 1 Global Gamification Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Gamification Market Outlook, By Component (2021-2030) ($MN)
  • Table 3 Global Gamification Market Outlook, By Services (2021-2030) ($MN)
  • Table 4 Global Gamification Market Outlook, By Solution (2021-2030) ($MN)
  • Table 5 Global Gamification Market Outlook, By Deployment (2021-2030) ($MN)
  • Table 6 Global Gamification Market Outlook, By Cloud (2021-2030) ($MN)
  • Table 7 Global Gamification Market Outlook, By On-Premises (2021-2030) ($MN)
  • Table 8 Global Gamification Market Outlook, By Enterprise Size (2021-2030) ($MN)
  • Table 9 Global Gamification Market Outlook, By Small & Medium Enterprises (2021-2030) ($MN)
  • Table 10 Global Gamification Market Outlook, By Large Enterprises (2021-2030) ($MN)
  • Table 11 Global Gamification Market Outlook, By Platform (2021-2030) ($MN)
  • Table 12 Global Gamification Market Outlook, By Open Platform (2021-2030) ($MN)
  • Table 13 Global Gamification Market Outlook, By Closed/ Enterprise Platform (2021-2030) ($MN)
  • Table 14 Global Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 15 Global Gamification Market Outlook, By Sales (2021-2030) ($MN)
  • Table 16 Global Gamification Market Outlook, By Marketing (2021-2030) ($MN)
  • Table 17 Global Gamification Market Outlook, By Human Resource (2021-2030) ($MN)
  • Table 18 Global Gamification Market Outlook, By Product Development (2021-2030) ($MN)
  • Table 19 Global Gamification Market Outlook, By Support (2021-2030) ($MN)
  • Table 20 Global Gamification Market Outlook, By Analytics (2021-2030) ($MN)
  • Table 21 Global Gamification Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 22 Global Gamification Market Outlook, By Industry Vertical (2021-2030) ($MN)
  • Table 23 Global Gamification Market Outlook, By Education & Research (2021-2030) ($MN)
  • Table 24 Global Gamification Market Outlook, By BFSI (2021-2030) ($MN)
  • Table 25 Global Gamification Market Outlook, By IT & telecom (2021-2030) ($MN)
  • Table 26 Global Gamification Market Outlook, By Retail (2021-2030) ($MN)
  • Table 27 Global Gamification Market Outlook, By Media & Entertainment (2021-2030) ($MN)
  • Table 28 Global Gamification Market Outlook, By Manufacturing (2021-2030) ($MN)
  • Table 29 Global Gamification Market Outlook, By Government (2021-2030) ($MN)
  • Table 30 Global Gamification Market Outlook, By Other Industry Verticals (2021-2030) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.