The gamification market would grow at a CAGR of 27.99% over the predicted time frame. The market is expected to increase in value from US$ 13.44 Bn in 2022 to US$ 96.8 Bn in 2030.
The on gamification Market, which provides a business strategy, research & development activities, concise outline of the market valuation, valuable insights pertaining to market share, size, supply chain analysis, competitive landscape and regional proliferation of this industry.
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Report Scope of the Gamification Market
Report Coverage | Details |
Market Size in 2022 | USD 13.44 Billion |
Market Size by 2030 | USD 96.8 Billion |
Growth Rate from 2022 to 2030 | CAGR of 27.99% |
Base Year | 2021 |
Forecast Period | 2022 to 2030 |
Segments Covered | Component, Deployment Model, Enterprise Size, Application, Industry Vertical, Geography |
A recent report provides crucial insights along with application based and forecast information in the Global Gamification Market. The report provides a comprehensive analysis of key factors that are expected to drive the growth of this market. This study also provides a detailed overview of the opportunities along with the current trends observed in the Gamification market.
A quantitative analysis of the industry is compiled for a period of 10 years in order to assist players to grow in the market. Insights on specific revenue figures generated are also given in the report, along with projected revenue at the end of the forecast period.
Companies and Manufacturers Covered
The study covers key players operating in the market along with prime schemes and strategies implemented by each player to hold high positions in the industry. Such a tough vendor landscape provides a competitive outlook of the industry, consequently existing as a key insight. These insights were thoroughly analysed and prime business strategies and products that offer high revenue generation capacities were identified. Key players of the global Gamification market are included as given below:
Gamification Market Key Players
- Microsoft Corporation
- MPS Interactive Systems Limited
- Ambition
- Aon plc.
- Axonify Inc.
- BI WORLDWIDE (Bunchball Inc.)
- Callidus Software Inc. (SAP SE)
- Cognizant
- G-Cube
- IActionable
Market Segments
By Component
- Solution
- Service
By Deployment Model
- On Premise
- Cloud
By Enterprise Size
- Large Enterprises
- SMEs
By Application
- Sales & Marketing
- Product Development
- Human Resource
- Support
- Others
By Industry Vertical
- Retail
- Education
- IT and telecom
- BFSI
- Manufacturing
- Media and Entertainment
- Other
By Geography
- North America
- U.S.
- Canada
- Europe
- U.K.
- Germany
- France
- Asia-Pacific
- China
- India
- Japan
- South Korea
- Malaysia
- Philippines
- Latin America
- Brazil
- Rest of Latin America
- Middle East & Africa (MEA)
Report Objectives
- To define, describe, and forecast the global gamification market based on product, and region
- To provide detailed information regarding the major factors influencing the growth of the market (drivers, opportunities, and industry-specific challenges)
- To strategically analyze micromarkets1 with respect to individual growth trends, future prospects, and contributions to the total market
- To analyze opportunities in the market for stakeholders and provide details of the competitive landscape for market leaders
- To forecast the size of market segments with respect to four main regions—North America, Europe, Asia Pacific and the Rest of the World (RoW)2
- To strategically profile key players and comprehensively analyze their product portfolios, market shares, and core competencies3
- To track and analyze competitive developments such as acquisitions, expansions, new product launches, and partnerships in the gamification market
Table of Content
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Gamification Market
5.1. COVID-19 Landscape: Gamification Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Gamification Market, By Component
8.1. Gamification Market, by Component, 2022-2030
8.1.1. Solution
8.1.1.1. Market Revenue and Forecast (2017-2030)
8.1.2. Service
8.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 9. Global Gamification Market, By Deployment Model
9.1. Gamification Market, by Deployment Model, 2022-2030
9.1.1. On Premise
9.1.1.1. Market Revenue and Forecast (2017-2030)
9.1.2. Cloud
9.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 10. Global Gamification Market, By Enterprise Size
10.1. Gamification Market, by Enterprise Size, 2022-2030
10.1.1. Large Enterprises
10.1.1.1. Market Revenue and Forecast (2017-2030)
10.1.2. SMEs
10.1.2.1. Market Revenue and Forecast (2017-2030)
Chapter 11. Global Gamification Market, By Application
11.1. Gamification Market, by Application, 2022-2030
11.1.1. Sales & Marketing
11.1.1.1. Market Revenue and Forecast (2017-2030)
11.1.2. Product Development
11.1.2.1. Market Revenue and Forecast (2017-2030)
11.1.3. Human Resource
11.1.3.1. Market Revenue and Forecast (2017-2030)
11.1.4. Support
11.1.4.1. Market Revenue and Forecast (2017-2030)
11.1.5. Others
11.1.5.1. Market Revenue and Forecast (2017-2030)
Chapter 12. Global Gamification Market, By Industry Vertical
12.1. Gamification Market, by Industry Vertical, 2022-2030
12.1.1. Retail
12.1.1.1. Market Revenue and Forecast (2017-2030)
12.1.2. Education
12.1.2.1. Market Revenue and Forecast (2017-2030)
12.1.3. IT and telecom
12.1.3.1. Market Revenue and Forecast (2017-2030)
12.1.4. BFSI
12.1.4.1. Market Revenue and Forecast (2017-2030)
12.1.5. Manufacturing
12.1.5.1. Market Revenue and Forecast (2017-2030)
12.1.6. Media and Entertainment
12.1.6.1. Market Revenue and Forecast (2017-2030)
12.1.7. Others
12.1.7.1. Market Revenue and Forecast (2017-2030)
Chapter 13. Global Gamification Market, Regional Estimates and Trend Forecast
13.1. North America
13.1.1. Market Revenue and Forecast, by Component (2017-2030)
13.1.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.1.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.1.4. Market Revenue and Forecast, by Application (2017-2030)
13.1.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.1.6. U.S.
13.1.6.1. Market Revenue and Forecast, by Component (2017-2030)
13.1.6.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.1.6.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.1.6.4. Market Revenue and Forecast, by Application (2017-2030)
13.1.6.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.1.7. Rest of North America
13.1.7.1. Market Revenue and Forecast, by Component (2017-2030)
13.1.7.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.1.7.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.1.7.4. Market Revenue and Forecast, by Application (2017-2030)
13.1.7.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.2. Europe
13.2.1. Market Revenue and Forecast, by Component (2017-2030)
13.2.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.2.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.2.4. Market Revenue and Forecast, by Application (2017-2030)
13.2.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.2.6. UK
13.2.6.1. Market Revenue and Forecast, by Component (2017-2030)
13.2.6.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.2.6.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.2.6.4. Market Revenue and Forecast, by Application (2017-2030)
13.2.6.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.2.7. Germany
13.2.7.1. Market Revenue and Forecast, by Component (2017-2030)
13.2.7.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.2.7.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.2.7.4. Market Revenue and Forecast, by Application (2017-2030)
13.2.7.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.2.8. France
13.2.8.1. Market Revenue and Forecast, by Component (2017-2030)
13.2.8.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.2.8.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.2.8.4. Market Revenue and Forecast, by Application (2017-2030)
13.2.8.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.2.9. Rest of Europe
13.2.9.1. Market Revenue and Forecast, by Component (2017-2030)
13.2.9.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.2.9.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.2.9.4. Market Revenue and Forecast, by Application (2017-2030)
13.2.9.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.3. APAC
13.3.1. Market Revenue and Forecast, by Component (2017-2030)
13.3.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.3.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.3.4. Market Revenue and Forecast, by Application (2017-2030)
13.3.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.3.6. India
13.3.6.1. Market Revenue and Forecast, by Component (2017-2030)
13.3.6.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.3.6.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.3.6.4. Market Revenue and Forecast, by Application (2017-2030)
13.3.6.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.3.7. China
13.3.7.1. Market Revenue and Forecast, by Component (2017-2030)
13.3.7.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.3.7.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.3.7.4. Market Revenue and Forecast, by Application (2017-2030)
13.3.7.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.3.8. Japan
13.3.8.1. Market Revenue and Forecast, by Component (2017-2030)
13.3.8.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.3.8.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.3.8.4. Market Revenue and Forecast, by Application (2017-2030)
13.3.8.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.3.9. Rest of APAC
13.3.9.1. Market Revenue and Forecast, by Component (2017-2030)
13.3.9.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.3.9.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.3.9.4. Market Revenue and Forecast, by Application (2017-2030)
13.3.9.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.4. MEA
13.4.1. Market Revenue and Forecast, by Component (2017-2030)
13.4.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.4.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.4.4. Market Revenue and Forecast, by Application (2017-2030)
13.4.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.4.6. GCC
13.4.6.1. Market Revenue and Forecast, by Component (2017-2030)
13.4.6.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.4.6.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.4.6.4. Market Revenue and Forecast, by Application (2017-2030)
13.4.6.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.4.7. North Africa
13.4.7.1. Market Revenue and Forecast, by Component (2017-2030)
13.4.7.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.4.7.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.4.7.4. Market Revenue and Forecast, by Application (2017-2030)
13.4.7.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.4.8. South Africa
13.4.8.1. Market Revenue and Forecast, by Component (2017-2030)
13.4.8.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.4.8.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.4.8.4. Market Revenue and Forecast, by Application (2017-2030)
13.4.8.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.4.9. Rest of MEA
13.4.9.1. Market Revenue and Forecast, by Component (2017-2030)
13.4.9.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.4.9.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.4.9.4. Market Revenue and Forecast, by Application (2017-2030)
13.4.9.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.5. Latin America
13.5.1. Market Revenue and Forecast, by Component (2017-2030)
13.5.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.5.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.5.4. Market Revenue and Forecast, by Application (2017-2030)
13.5.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.5.6. Brazil
13.5.6.1. Market Revenue and Forecast, by Component (2017-2030)
13.5.6.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.5.6.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.5.6.4. Market Revenue and Forecast, by Application (2017-2030)
13.5.6.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
13.5.7. Rest of LATAM
13.5.7.1. Market Revenue and Forecast, by Component (2017-2030)
13.5.7.2. Market Revenue and Forecast, by Deployment Model (2017-2030)
13.5.7.3. Market Revenue and Forecast, by Enterprise Size (2017-2030)
13.5.7.4. Market Revenue and Forecast, by Application (2017-2030)
13.5.7.5. Market Revenue and Forecast, by Industry Vertical (2017-2030)
Chapter 14. Company Profiles
14.1. Microsoft Corporation
14.1.1. Company Overview
14.1.2. Product Offerings
14.1.3. Financial Performance
14.1.4. Recent Initiatives
14.2. MPS Interactive Systems Limited
14.2.1. Company Overview
14.2.2. Product Offerings
14.2.3. Financial Performance
14.2.4. Recent Initiatives
14.3. Ambition
14.3.1. Company Overview
14.3.2. Product Offerings
14.3.3. Financial Performance
14.3.4. Recent Initiatives
14.4. Aon plc.
14.4.1. Company Overview
14.4.2. Product Offerings
14.4.3. Financial Performance
14.4.4. Recent Initiatives
14.5. Axonify Inc.
14.5.1. Company Overview
14.5.2. Product Offerings
14.5.3. Financial Performance
14.5.4. Recent Initiatives
14.6. BI WORLDWIDE (Bunchball Inc.)
14.6.1. Company Overview
14.6.2. Product Offerings
14.6.3. Financial Performance
14.6.4. Recent Initiatives
14.7. Callidus Software Inc. (SAP SE)
14.7.1. Company Overview
14.7.2. Product Offerings
14.7.3. Financial Performance
14.7.4. Recent Initiatives
14.8. Cognizant
14.8.1. Company Overview
14.8.2. Product Offerings
14.8.3. Financial Performance
14.8.4. Recent Initiatives
14.9. G-Cube
14.9.1. Company Overview
14.9.2. Product Offerings
14.9.3. Financial Performance
14.9.4. Recent Initiatives
14.10. IActionable
14.10.1. Company Overview
14.10.2. Product Offerings
14.10.3. Financial Performance
14.10.4. Recent Initiatives
Chapter 15. Research Methodology
15.1. Primary Research
15.2. Secondary Research
15.3. Assumptions
Chapter 16. Appendix
16.1. About Us
16.2. Glossary of Terms
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