The global gamification market size was USD 11.69 Billion in 2021 and is expected to register a revenue CAGR of 27.4% during the forecast period, according to latest analysis by Emergen Research. Use of Artificial Intelligence (AI) for processing and showing personalized results and rapid digitization of businesses to generate new revenue avenues are factors driving gamification market revenue growth.
To gain deep insights into their staff, large enterprises are implementing Al-based solutions and cutting-edge technology. Al-based gamification models give correct answers by removing uncertainty in employee motives and assisting employees in meeting objectives more effectively. For instance, since Cisco Systems gamified its social media training program, over 650 Cisco Systems workers have received accreditation for over 13,000 courses. Small and Medium-sized businesses (SMEs) are implementing Al-based solutions to improve employee motivation, engagement, and involvement. General acceptance of Al-based solutions will contribute to development of transparent and cooperative cultures, leading to market expansion.
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Gamification Market Size – USD 11.69 Billion in 2021, Market Growth – at a CAGR of 27.4%, Market Trends – Significant investments in research & development activities
The latest market intelligence report, titled ‘Global Gamification Market ’, is intended to provide the target audience with the necessary information about the global Gamification Market industry. The report comprises a detailed analysis of the vital elements of the Gamification Market , including key drivers, constraints, opportunities, limitations, threats, and micro- and macro-economic factors.
Competitive Landscape:
The latest report encases an in-depth summary of the intensely competitive landscape of the global Gamification Market , with systematic profiling of the companies operating across this industry. In this section of the report, experts have listed down the strategic initiatives undertaken by these market rivals for proposed business expansion. Additionally, it highlights the key developments and financial positions of these companies to explain the overall market scenario. The company profiles of the established and new players have also been assessed in the report through effective analytical tools like SWOT analysis.
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The Asia Pacific market accounted for second-largest revenue share in 2021. Larger user base of smart mobile devices ensures a larger user population for any gamified approach. Access to smartphones and smart tablets is becoming more convenient across Asia. This is mostly due to the fact that competitive manufacturers around Asia are already ahead in discovering shortcuts to make their products more inexpensive, hence more accessible to general population, which is expected to drive market growth in the region.
Some Key Highlights From the Report :
The solution segment accounted for largest revenue share in 2021. Gamification is popular among learners because it combines “entertainment” with serious learning. Organizations recognize advantages of using it for sticky learning, on-the-job application, practice and nudges to mastery, and achieving necessary behavioral change. There is a high rate of adoption of gamification solutions in corporate world owing to various advantages, such as it provides stickier learning experience, since learner is completely involved in numerous activities and challenges, as opposed to passive learning method provided by a more typical eLearning approach.
The cloud-based infrastructure segment is being used by many big businesses in areas, such as BFSI, e-commerce, education, retail, and others, to build collaborative experiences for users. Cloud-based solutions assist users with features, such as simple installation, maintenance, and software upgrades, among others which is driving revenue growth of this segment.
The retail segment accounted for a significant revenue share in 2021. Gamification is not a new marketing approach and many firms have used it to acquire new consumers. Gamification is widely used in the retail industry, from lotteries and quizzes to game applications designed to promote brand and encourage sales. The firm creates a game that sells its product, but it effectively incorporates advertising within gameplay. With a multiplayer advergame, business marketing chances expand significantly, as consumers seek out competitive partners, persuading friends and family to download the game and ultimately, purchase product, which is driving revenue growth of this segment.
Competition in the Ventilator Market
The Gamification Market report contains information on leading vendors’ product launches, sustainability, and prospects, such as: Key players in the market include Microsoft, SAP, BI WORLDWIDE, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd, MPS Interactive Systems, and Influitive.
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The Global Gamification Market report assesses the historical and current data along with a thorough analysis of the market dynamics. The report also sheds light on the significant market growth driving and restraining factors that are anticipated to influence the market growth through the forecast period. The report explores the effects of the pandemic on the market and its key segments and regions. It also offers a forecast estimation of the market growth in a post-COVID-19 scenario.
Emergen Research has segmented the global gamification market based on component type, deployment type, vertical, and region:
Component Type Outlook (Revenue, USD Billion; 2019-2030)
Solution
Services
Deployment Type Outlook (Revenue, USD Billion; 2019-2030)
Cloud
On-premises
Vertical Outlook (Revenue, USD Billion; 2019-2030)
Education
Healthcare
Banking, Financial Services and Insurance (BFSI)
Retail
Manufacturing
Telecom
IT
Hospitality
Others
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Global Gamification Market has been classified into the subsequent geographical segments:
North America (U.S., Canada, Mexico)
Europe (U.K., Italy, Germany, France, Rest of EU)
Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
Latin America (Chile, Brazil, Argentina, Rest of Latin America)
Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
Key questions answered in the report:
What will the Gamification Market growth rate be?
What are the primary factors propelling the Global Gamification Market ?
Who are the market’s leading manufacturers?
What are the market’s opportunities, threats, and market structure?
What are the top manufacturers’ sales, revenue, and price analysis in the Ventilator market?
Who are the Gamification Market distributors, traders, and dealers?
What are the Gamification Market opportunities and threats that vendors in the Global Ventilator industries are confronted with?
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