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