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Gamification Market Size At Around US$ 96.8 Bn In 2030

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.

Gamification Market Size 2022 To 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 CoverageDetails
Market Size in 2022

USD 13.44 Billion

Market Size by 2030

USD 96.8 Billion

Growth Rate from 2022 to 2030CAGR of 27.99%
Base Year2021
Forecast Period2022 to 2030
Segments CoveredComponent, 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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