Gamification Market Size, Share, Opportunities, COVID 19 Impact, And Trends By Enterprise Size (Small, Medium, Large), By Deployment (Cloud, On-premise), By Industry Verticals (BFSI, Retail, Retail, Government, Education, IT and Telecom, Others), And By Geography - Forecasts From 2022 To 2027

  • Published : Jan 2025
  • Report Code : KSI061613578
  • Pages : 125
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The gamification market was estimated at US$37.359 billion in 2025 and is expected to grow at a CAGR of 20.22% to attain US$93.813 billion by 2030.

Gamification Market Trends

The gamification market is experiencing robust growth due to increasing demand for innovative solutions by companies and organizations to boost their employee productivity. The rise in technological advancements and its increasing integration in the gamification market is enhancing user engagement and experience, driving this market’s expansion.

Gamification Market Growth Drivers:

  • Increasing adoption of gamification for employee engagement: The primary factor driving the adoption of gamification platforms is the growing focus of organizations on the engagement, development, and innovation of their employee’s behavioral architecture. As per a survey done for the International Conference on Digital Innovation: Meeting the Business Challenges, 66.7% of the respondents in the questionnaire selected employee engagement as the primary function of gamification. 42.9% of the respondents believed that using gamification was effective in accurate performance measurement of employees.
  • Growing technological advancement: Artificial intelligence, virtual reality, and others are witnessing significant technological development. There is an upsurge in the adoption of emerging new technologies, such as artificial intelligence and virtual reality, among others, in the gamification market, leading to enhanced employee engagement and, thus, driving the market expansion. 

Gamification Market Segmentation Analysis by Deployment

  • Cloud: The cloud-based deployment model offers crucial benefits to the gamification market. Organizations do not need heavy infrastructure development for deploying gamification systems, leading to easy adaptability, especially for small and mid-size firms. Thus, cost-effectiveness is the major factor for this segment’s growth.
  • On-Premise: The on-premise deployment will also have a significant market share, mainly due to the growing concern about data privacy. Large enterprises commonly use this deployment type. The need for customization, as per customer demand, is also a factor in this growth.  

Gamification Market Geographical Outlook:

  • The Gamification Market report analyzes growth factors across the following five regions:
  • North America: North America holds a significant share of the gamification market due to the prevalence of a culture where employee enhancement, engagement, productivity, and well-being are fostered, leading to greater adoption of gamification. Additionally, the prevalence of technology-based companies is driving market expansion. 
  • Europe: Europe has a significant share of the gamification market. The prevalence of strong cultural emphasis on employee engagement and customer experience is leading to steady growth in the gamification market.
  • Asia-Pacific: The Asia-Pacific region will also have a considerable share of the gamification market. The growing economies, corporate culture growth, and the rise in technological adoption for employee engagement are driving the market.
  • South America and MEA: They are the emerging markets for gamification. Growing awareness and technological adoption for gamification across industries such as education are driving this emergence.

Gamification Market– Competitive Landscape

  • SAP
  • BI WORLDWIDE
  • Microsoft Corporation
  • Cognizant
  • Raydiant, Inc.
  • Ambition
  • Adobe
  • Axonify Inc.
  • G-Cube
  • IActionable
  • MPS Interactive Systems Limited

These companies are at the forefront of offering gamification solutions. They are investing in innovative gaming solutions for various non-game works at the workplace, such as recruitment, training, etc., driving enhanced employee engagement and experience.

Gamification Market Latest Developments

  • In December 2024, Lucra, a market player in social gamification technology, announced that it would raise $10 million from 7GC, SeventySix Capital alongside NBA MVP Giannis Antetokounmpo, Ark Invest, Simplex Equity, and others.

Gamification Market is segmented and analyzed as follows:

By Enterprise Size

  • Small
  • Medium
  • Large

By Deployment

  • Cloud
  • On-premises

By Industry Vertical

  • BFSI
  • Retail
  • Government
  • Education
  • IT and Telecom
  • Others

By Geography

  • North America
  • Europe
  • South America
  • Middle East & Africa
  • Asia Pacific

1. INTRODUCTION

1.1. Market Overview

1.2. Market Definition

1.3. Scope of the Study

1.4. Market Segmentation

1.5. Currency

1.6. Assumptions

1.7. Base and Forecast Years Timeline

1.8. Key Benefits to the Stakeholder

2. RESEARCH METHODOLOGY  

2.1. Research Design

2.2. Research Processes

3. EXECUTIVE SUMMARY

3.1. Key Findings

3.2. CXO Perspective

4. MARKET DYNAMICS

4.1. Market Drivers

4.2. Market Restraints

4.3. Porter’s Five Forces Analysis

4.3.1. Bargaining Power of Suppliers

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

4.5. Analyst View 

5. GAMIFICATION MARKET BY ENTERPRISE SIZE

5.1. Introduction

5.2. Small

5.3. Medium

5.4. Large

6. GAMIFICATION MARKET BY DEPLOYMENT

6.1. Introduction

6.2. Cloud

6.3. On-premises

7. GAMIFICATION MARKET MARKET BY INDUSTRY-VERTICAL

7.1. Introduction

7.2. BFSI

7.3. Retail

7.4. Government

7.5. Education

7.6. IT and Telecom

7.7. Others

8. GAMIFICATION MARKET BY GEOGRAPHY

8.1. Introduction

8.2. North America

8.2.1. By Enterprise Size

8.2.2. By Deployment

8.2.3. By Industry-Vertical

8.2.4. By Country

8.2.4.1. USA

8.2.4.2. Canada

8.2.4.3. Mexico

8.3. South America

8.3.1. By Enterprise Size

8.3.2. By Deployment

8.3.3. By Industry-Vertical

8.3.4. By Country

8.3.4.1. Brazil

8.3.4.2. Argentina

8.3.4.3. Others

8.4. Europe

8.4.1. By Enterprise Size

8.4.2. By Deployment

8.4.3. By Industry-Vertical

8.4.4. By Country

8.4.4.1. United Kingdom

8.4.4.2. Germany

8.4.4.3. France

8.4.4.4. Spain

8.4.4.5. Others

8.5. Middle East and Africa

8.5.1. By Enterprise Size

8.5.2. By Deployment

8.5.3. By Industry-Vertical

8.5.4. By Country

8.5.4.1. Saudi Arabia

8.5.4.2. UAE

8.5.4.3. Others

8.6. Asia Pacific

8.6.1. By Enterprise Size

8.6.2. By Deployment

8.6.3. By Industry-Vertical

8.6.4. By Country

8.6.4.1. China

8.6.4.2. Japan

8.6.4.3. South Korea

8.6.4.4. Australia

8.6.4.5. India

8.6.4.6. Indonesia

8.6.4.7. Thailand

8.6.4.8. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Market Share Analysis

9.3. Mergers, Acquisitions, Agreements, and Collaborations

9.4. Competitive Dashboard

10. COMPANY PROFILES

10.1. SAP

10.2. BI WORLDWIDE

10.3. Microsoft Corporation

10.4. Cognizant

10.5. Raydiant, Inc.

10.6. Ambition

10.7. Adobe

10.8. Axonify Inc.

10.9. G-Cube

10.10. IActionable

10.11. MPS Interactive Systems Limited

SAP

BI WORLDWIDE

Microsoft Corporation

Cognizant

Raydiant, Inc.

Ambition

Adobe

Axonify Inc.

G-Cube

IActionable

MPS Interactive Systems Limited