Gamification Market by End-user, Need, Application, and Geography - Forecast and Analysis 2021-2025

  • Published: Jun 2021
  • Pages: 120
  • SKU: IRTNTR44285
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The gamification market value is projected to grow by $ 19.69 bn at a CAGR of 27% during 2021-2025.

This gamification market analysis report entails exhaustive statistical qualitative and quantitative data on End-user (Healthcare, Entertainment, Retail, Education, and Others), Application (Consumer-driven application and Enterprise-driven application), and Geography (North America, Europe, APAC, South America, and MEA) and their contribution to the target market. View our sample report to gather market insights on the segmentations. Furthermore, with the latest key findings on the post COVID-19 impact on the market, available in this report, you can create successful business strategies to generate new sales opportunities.

What will the Gamification Market Size be in 2021?

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Gamification Market: Key Drivers and Trends

According to our research output, there has been a positive impact on the market growth post COVID-19 era. Key drivers such as the increasing adoption of gamification in e-learning are notably supporting the gamification market growth. However, one of the foremost factors impeding market growth is lack of awareness and inconsistency. Get detailed insights on the trends and challenges to stay prepared for the obstacles in the future, which will help companies analyze and develop growth strategies.

This gamification market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. Get detailed insights on the trends and challenges, which will help companies evaluate and develop growth strategies.

Who are the Major Gamification Market Vendors?

The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

  • Allen Interactions Inc.
  • Ambition
  • Aon Plc
  • BI WORLDWIDE
  • Cognizant Technology Solutions Corp.
  • GP Strategies Corp.
  • Hoopla Software Inc.
  • Microsoft Corp.
  • MPS Interactive Systems Ltd.
  • SAP SE

The gamification market analysis report contains exhaustive actionable insights on the organic and inorganic growth strategies deployed by the vendors. The gamification market is fragmented and is expected to provide favorable growth environment to new and existing players in the coming years. Click here to uncover details of successful business strategies adopted by the vendors.

Furthermore, to make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments. Buy the full gamification market statistics report to understand the magnitude of the economic impact on each segment and recovery expectations.

The key vendor profiles include information on their production, sustainability, and growth prospects. Download a free sample of the gamification market forecast report for insights on complete key vendor profiles.

Which are the Key Regions for Gamification Market?

Gamification Market Share by Geography

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45% of the market’s growth will originate from North America during the forecast period. US, Germany, Canada, China, and UK are the key markets for gamification market in North America.

North America has been recording significant growth rate and is expected to offer several growth opportunities to market vendors during the forecast period. Increased adoption of gamification-based corporate training has been identified as one of the chief factors that will drive the gamification market growth in North America over the forecast period. To garner further competitive intelligence and regional opportunities in store for vendors, view our sample report.

What are the Revenue-generating End-user Segments in the Gamification Market?

Gamification Market Share by End-user

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The gamification market share growth by the __ segment has been significant. The gamification market report provides comprehensive understanding of the subsegments of the target market to identify niche customer groups and demographic requirements. Furthermore, the report provides insights on the impact of COVID-19 on market segments, which can be used to deduce transformation patterns in consumer behavior in the coming years and improvise business plans.

This report provides an accurate prediction of the contribution of all the segments to the growth of the gamification market size. Request for a free sample of the report to get an exclusive glimpse of actionable market insights on post COVID-19 impact on each segment.

Gamification Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 27%

Market growth 2021-2025

$ 19.69 billion

Market structure

Fragmented

YoY growth (%)

22.00

Regional analysis

North America, Europe, APAC, South America, and MEA

Performing market contribution

North America at 45%

Key consumer countries

US, Germany, Canada, China, and UK

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Allen Interactions Inc., Ambition, Aon Plc, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Microsoft Corp., MPS Interactive Systems Ltd., and SAP SE

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Factors Covered in this Gamification Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive gamification market growth during the next five years
  • Precise estimation of the gamification market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the gamification market across North America, Europe, APAC, South America, and MEA 
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gamification market vendors

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Executive Summary

    Market Landscape

    • Market ecosystem
    • Value chain analysis

    Market Sizing

    • Market definition
    • Market segment analysis
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025

    Five Forces Analysis

    • Five forces summary
    • Bargaining power of buyers
    • Bargaining power of suppliers
    • Threat of new entrants
    • Threat of substitutes
    • Threat of rivalry
    • Market condition

    Market Segmentation by Application

    • Market segments
    • Comparison by Application
    • Consumer-driven application - Market size and forecast 2020-2025
    • Enterprise-driven application - Market size and forecast 2020-2025
    • Market opportunity by Application

    Market Segmentation by End-user

    • Market segments
    • Comparison by End user
    • Healthcare - Market size and forecast 2020-2025
    • Entertainment - Market size and forecast 2020-2025
    • Retail - Market size and forecast 2020-2025
    • Education - Market size and forecast 2020-2025
    • Others - Market size and forecast 2020-2025
    • Market opportunity by End user

    Market Segmentation by Need

    • Market segments
    • Comparison by Need
    • User engagement - Market size and forecast 2020-2025
    • Brand loyalty - Market size and forecast 2020-2025
    • Brand awareness - Market size and forecast 2020-2025
    • Training - Market size and forecast 2020-2025
    • Motivation - Market size and forecast 2020-2025
    • Market opportunity by Need

    Customer landscape

    • Customer landscape

    Geographic Landscape

    • Geographic segmentation
    • Geographic comparison
    • North America - Market size and forecast 2020-2025
    • Europe - Market size and forecast 2020-2025
    • APAC - Market size and forecast 2020-2025
    • South America - Market size and forecast 2020-2025
    • MEA - Market size and forecast 2020-2025
    • Key leading countries
    • Market opportunity by geography
    • Market drivers
    • Market challenges
    • Market trends

    Vendor Landscape

    • Overview
    • Landscape disruption

    Vendor Analysis

    • Vendors covered
    • Market positioning of vendors
    • Allen Interactions Inc.
    • Ambition
    • Aon Plc
    • BI WORLDWIDE
    • Cognizant Technology Solutions Corp.
    • GP Strategies Corp.
    • Hoopla Software Inc.
    • Microsoft Corp.
    • MPS Interactive Systems Ltd.
    • SAP SE

    Appendix

    • Scope of the report
    • Currency conversion rates for US$
    • Research methodology
    • List of abbreviations

    Research Framework

    Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

    TechnavioINFORMATION SOURCES

    Primary sources

    • Manufacturers and suppliers
    • Channel partners
    • Industry experts
    • Strategic decision makers

    Secondary sources

    • Industry journals and periodicals
    • Government data
    • Financial reports of key industry players
    • Historical data
    • Press releases
    Technavio

    TechnavioDATA ANALYSIS

    Data Synthesis

    • Collation of data
    • Estimation of key figures
    • Analysis of derived insights

    Data Validation

    • Triangulation with data models
    • Reference against proprietary databases
    • Corroboration with industry experts
    Technavio

    TechnavioREPORT WRITING

    Qualitative

    • Market drivers
    • Market challenges
    • Market trends
    • Five forces analysis

    Quantitative

    • Market size and forecast
    • Market segmentation
    • Geographical insights
    • Competitive landscape
    Interested in this report?
    Get your FREE sample now!
    The gamification market growth will increase by $17561.91 million during 2019-2024.
    The gamification market is expected to grow at a CAGR of 27.21% during 2019-2024.
    Technavio has segmented the gamification market by end user (Healthcare, Entertainment, Retail, Education, and Others) ,other1 (User engagement, Brand loyalty, Brand awareness, Training, and Motivation) , and application (Consumer-driven application and Enterprise-driven application).
    Allen Interactions Inc., Ambition, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Intertek Group Plc, Microsoft Corp., MPS Interactive Systems Ltd., SAP SE are a few of the key vendors in the gamification market.
    North America will register the highest growth rate of 45.12% among the other regions. Therefore, the gamification market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
    The key factors driving the gamification market growth are:
    • Increasing adoption of gamification in e-learning
    • Rise in mergers and acquisitions
    The gamification market vendors should focus on grabbing business opportunities from the healthcare segment as it accounted for the largest market share in the base year.
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