Gamification Market: Global Industry Analysis and Forecast (2023-2029)

Gamification Market size was valued at US$ 18.86 Bn. in 2022 and the total revenue is expected to grow at 27.5% through 2022 to 2029, reaching nearly US$ 103.30 Bn.

Gamification Market Overview:

The Gamification Market was estimated at US$ 18.86 Bn. in 2022, and it is expected to reach US$ 103.30 Bn. by 2029, growing at a CAGR of 27.5% during the forecast period 2023-2029. Gamification is steadily gaining popularity, in which programmers incorporate gameplay features in a non-gaming context to increase user interest in a product or service. Designers aim to keep consumers engaged by adding badges and leader boards into an existing structure. They improve the efficiency of staff and consumer satisfaction. Although, the gamification market is still in a nascent stage, with both existing companies and newcomers hopping on to it with new goods and this seems to boom the market in the near future.Gamification MarketTo know about the Research Methodology :- Request Free Sample Report

Positive Impact of COVID-19 Pandemic on Gamification Market

The COVID-19 pandemic has necessitated a change to entirely online recruitment and training solutions for businesses. Creating flexible and engaging L&D programmes for remote employees has become increasingly important. As a result, businesses will continue to use gamified approaches to address these issues. Employees start learning methods and ways of functioning with the help of gamified eLearning sessions. Due to game elements like stages and scorecards, teams are also obtaining real-time feedback on their academic achievement. As a result, the outcomes are self-evident. After completing a gamified training session, over 54% of new hires report being extremely productive. Participants also scored 14 points higher on skill evaluation tests than non-participants.

Gamification Market Dynamics:

Gamification has many advantages. It brings in a healthier learning process and atmosphere and gives participants instant feedback. It may also bring in improvements in actions. It can be leveraged to promote most learning criteria, such as recruitment and on boarding, customer service, product distribution, soft skills, knowledge generation, and compliance, due to its multi-faceted advantages. Both of the above services drive consumer demand. Companies involved in avoiding staff turnover are seen embracing the modern strategy of employee engagement; corporate companies are often seen seeking to sell goods or services through it. Despite such setbacks, due to the vast amount of knowledge being generated in the digital environment and also due to developments such as bringing your own devices (BYOD) into workplaces, the gamification industry is expected to make remarkable strides in the next few years. The adoption of cost-effective cloud-based gamification strategies, especially in small and medium-sized companies, is a visible trend in the industry. Integrating machine learning (ML) and other artificial intelligence (AI) technologies with gamification is a crucial area of growth for the gamification industry. With these tools, enterprises may, with a dashboard, research the success rate of gamification solutions. Similarly, using sophisticated business intelligence (BI) software, insights into consumer behaviour derived from gaming networks can be analysed. For e.g., in September 2018, Tritium Software S.L. acquired Sellf S.r.l., a Europe-based customer relationship management company designing gamification solutions (Manager Force). Tritium Software has developed an intuitive personal assistant by combining its AI features into Self’s field sales gamification solutions. However, due to a lack of understanding of the comparatively new commodity, the consumer potential is being eroded to a degree. In addition, with designers struggling every now and then to deliver viable and original products, the growth of the industry is also declining.

Gamification Market Segment Analysis:

Based on the Deployment, the Gamification market is sub-segmented into Cloud and On-Premises. The Cloud deployment segment is expected to hold the largest market shares of xx% by 2029. Today's business results show that game-based cloud hosting solutions increase customer engagement, provide greater access to behavior analytics, and improve brand engagement. Employees can access their learning experiences from anywhere and on any device with a cloud-based LMS, making learning more intuitive and a part of their daily life. To further motivate them, offer incentives and set deadlines. Deadline reminders can be sent out automatically through email or text message, giving learners a little push if they need it. These are the key factor that drives the growth of this segment in the Gamification market during the forecast period 2023-2029. The on-premise deployment segment is expected to grow rapidly at a CAGR of xx% during the forecast period 2023-2029. On-premise gaming deployments will become increasingly common in the market. Gamification's advantages are becoming more widely recognized, resulting in an increase in on-premise and hybrid solutions. Based on the Application, the Gamification market is sub-segmented into Marketing, Sales, Product Development, Human Resources, Analytics, and E-Commerce. The Marketing segment is expected to grow rapidly at a CAGR of xx% during the forecast period 2023-2029. This is due to the technology's capacity to increase customer experience and staff skill augmentation; gamification is now widely used in marketing and human resources management software. These are the key drivers that boost the growth of this segment in the Gamification market during the forecast period 2023-2029.

Gamification Market Regional Insights:

North America dominates the Gamification market during the forecast period 2023-2029. North America is expected to hold the largest market share of xx% by 2029. This is due to a high level of knowledge of the method among businesses in the region, as well as a high level of digitization. For the reasons stated above, as well as the presence of numerous significant firms in the region, the regions are projected to remain dominant marketplaces in the future. The United States is now driving the North American market, where enterprise-based gamification solutions are in high demand due to a well-developed gamification ecosystem. In the field of marketing, North America has a significant market for gamification. However, systems are being used in a variety of ways across the region for product creation and innovation. Because of the region's high internet and smartphone penetration, gamification for marketing has become more popular, particularly when combined with social media integration tools. These systems are intended to connect with customers while also marketing the interaction. This region is expected to see the most gamification systems integrated into enterprise-level solutions, as well as a shift toward more technologically advanced consumer participation systems. These are the major drivers that boost the growth of this region in the Gamification market during the forecast period 2023-2029. The objective of the report is to present a comprehensive analysis of the Gamification Market to the stakeholders in the industry. The past and current status of the industry with the forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that include market leaders, followers, and new entrants. PORTER, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The reports also helps in understanding the Gamification Market dynamic, structure by analyzing the market segments and project the Gamification Market size. Clear representation of competitive analysis of key players by product, price, financial position, product portfolio, growth strategies, and regional presence in the Gamification Market make the report investor’s guide.

Gamification Market Scope: Inquire before buying

Global Gamification Market
Report Coverage Details
Base Year: 2022 Forecast Period: 2023-2029
Historical Data: 2018 to 2022 Market Size in 2022: US $ 18.86 Bn.
Forecast Period 2023 to 2029 CAGR: 27.5% Market Size in 2029: US $ 103.30  Bn.
Segments Covered: by Solution enterprise driven consumer driven
by Deployment Cloud On Premises
by Application Marketing Sales Product Development Human Resources Analytics E-Commerce
by End-User BFSI Retail Healthcare Media and Entertainment Education Information Technology (IT) and Telecom Government Others

Gamification Market, by Region

North America (United States, Canada and Mexico) Europe (UK, France, Germany, Italy, Spain, Sweden, Austria and Rest of Europe) Asia Pacific (China, South Korea, Japan, India, Australia, Indonesia, Malaysia, Vietnam, Taiwan, Bangladesh, Pakistan and Rest of APAC) Middle East and Africa (South Africa, GCC, Egypt, Nigeria and Rest of ME&A) South America (Brazil, Argentina Rest of South America)

Gamification Market Key Players

1. SAP SE 2. Indusgeeks USA Inc. 3. Axonify Inc. 4. BI WORLDWIDE 5. TGC Technologies Pvt. Ltd. 6. Gametize Pte. Ltd 7. Gamify 8. Microsoft Corporation 9. Salesforce.com Inc. 10.Faya Corporation 11.Verint Systems Inc 12.Khoros LLC 13.MPS Interactive Systems Limited 14.IActionable Inc. 15.nGUVU Technologies Inc. 16.Juego Studio Private Limited 17.Ikipixel Information Technologies Inc. 18.EASYPROMOS S.L 19.Mindspace LLC 20.XLPro Training Solutions Pvt. Ltd. 21.MJV Technology and Innovation 22.Torry Harris Business Solutions Private Limited 23.Diantum Sociedad Limitada 24.Program-Ace 25.Bigtincan Holdings Limited 26.Centigrade GmbH 27.CRMGamified 28.Infosys Limited

Frequently Asked Questions:

1] What segments are covered in Gamification Market report? Ans. The segments covered in Gamification Market report are based on Solution, Deployment, Deployment, and End-User. 2] Which region is expected to hold the highest share in the Gamification Market? Ans. North America is expected to hold the highest share in the Gamification Market. 3] What is the market size of Gamification Market by 2029? Ans. The market size of Gamification Market is US $ 103.30 Bn. by 2029. 4] Who are the top key players in the Gamification Market? Ans. SAP SE, Indusgeeks USA Inc., Axonify Inc., BI WORLDWIDE, TGC Technologies Pvt. Ltd., and Gametize Pte. Ltd are the top key players in the Gamification Market. 5] What was the market size of Gamification Market in 2022? Ans. The market size of Gamification Market was US $ 18.86 Bn. in 2022. 6] Which segment holds the largest market share in the Gamification market by 2029? Ans. Cloud deployment segment hold the largest market share in the Gamification market by 2029.
Gamification market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Gamification market size, by Market Value (US$ Mn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Gamification market Analysis and Forecast 7. Gamification market Analysis and Forecast, By Solution 7.1. Introduction and Definition 7.2. Key Findings 7.3. Gamification market Value Share Analysis, By Solution 7.4. Gamification market size (US$ Mn) Forecast, By Solution 7.5. Gamification market Analysis, By Solution 7.6. Gamification market Attractiveness Analysis, By Solution 8. Gamification market Analysis and Forecast, By Deployment 8.1. Introduction and Definition 8.2. Key Findings 8.3. Gamification market Value Share Analysis, By Deployment 8.4. Gamification market size (US$ Mn) Forecast, By Deployment 8.5. Gamification market Analysis, By Deployment 8.6. Gamification market Attractiveness Analysis, By Deployment 9. Gamification market Analysis and Forecast, By Application 9.1. Introduction and Definition 9.2. Key Findings 9.3. Gamification market Value Share Analysis, By Application 9.4. Gamification market Size (US$ Mn) Forecast, By Application 9.5. Gamification market Analysis, By Application 9.6. Gamification market Attractiveness Analysis, By Application 10. Gamification market Analysis and Forecast, By End-User 10.1. Introduction and Definition 10.2. Key Findings 10.3. Gamification market Value Share Analysis, By End-User 10.4. Gamification market Size (US$ Mn) Forecast, By End-User 10.5. Gamification market Analysis, By End-User 10.6. Gamification market Attractiveness Analysis, By End-User 11. Gamification market Analysis and Forecast, by Region 11.1. Introduction and Definition 11.2. Key Findings 11.3. Gamification market Value Share Analysis, by Region 11.4. Gamification market Size (US$ Mn) Forecast, by Region 11.5. Gamification market Analysis, by Region 11.6. Gamification market Attractiveness Analysis, by Region 12. Gamification market Analysis 12.1. Key Findings 12.2. Gamification market Overview 12.3. Gamification market Forecast, By Solution 12.3.1. Enterprise driven 12.3.2. Consumer driven 12.4. Gamification market Forecast, By Deployment 12.4.1. Cloud 12.4.2. On Premises 12.5. Gamification market Forecast, By Application 12.5.1. Marketing 12.5.2. Sales 12.5.3. Product Development 12.5.4. Human Resources 12.5.5. Analytics 12.5.6. E-Commerce 12.6. Gamification market, By End-User 12.6.1. BFSI 12.6.2. Retail 12.6.3. Healthcare 12.6.4. Media and Entertainment 12.6.5. Education 12.6.6. Information Technology (IT) and Telecom 12.6.7. Government 12.6.8. Others 12.7. Gamification market Forecast, by Region 12.7.1. North America 12.7.2. Europe 12.7.3. Asia-Pacific 12.7.4. ME & Africa 12.7.5. Latin America 12.8. PEST Analysis 12.9. Key Trends 12.10. Key Developments 13. North-America Gamification market Analysis 13.1. Key Findings 13.2. North-America Gamification market Overview 13.3. North-America Gamification market, By Solution 13.3.1. enterprise driven 13.3.2. consumer driven 13.4. North-America Gamification market, By Deployment 13.4.1. Cloud 13.4.2. On Premises 13.5. North-America Gamification market, By Application 13.5.1. Marketing 13.5.2. Sales 13.5.3. Product Development 13.5.4. Human Resources 13.5.5. Analytics 13.5.6. E-Commerce 13.6. North America Gamification market, By End-User 13.6.1. BFSI 13.6.2. Retail 13.6.3. Healthcare 13.6.4. Media and Entertainment 13.6.5. Education 13.6.6. Information Technology (IT) and Telecom 13.6.7. Government 13.6.8. Others 13.7. North-America Gamification market Forecast, by Country 13.7.1. US 13.7.2. Canada 13.8. US Gamification market, By Solution 13.8.1. Enterprise driven 13.8.2. Consumer driven 13.9. US Gamification market, By Deployment 13.9.1. Cloud 13.9.2. On Premises 13.10. US Gamification market, By Application 13.10.1. Marketing 13.10.2. Sales 13.10.3. Product Development 13.10.4. Human Resources 13.10.5. Analytics 13.10.6. E-commerce 13.11. US Gamification market, By End-User 13.11.1. BFSI 13.11.2. Retail 13.11.3. Healthcare 13.11.4. Media and Entertainment 13.11.5. Education 13.11.6. Information Technology (IT) and Telecom 13.11.7. Government 13.11.8. Others 13.12. Canada Gamification market Forecast, By Solution 13.12.1. Enterprise driven 13.12.2. Consumer driven 13.13. Canada Gamification market, By Deployment 13.13.1. Cloud 13.13.2. On Premises 13.14. Canada Gamification market, By Application 13.14.1. Marketing 13.14.2. Sales 13.14.3. Product Development 13.14.4. Human Resources 13.14.5. Analytics 13.14.6. E-commerce 13.15. Canada Gamification market, By End-User 13.15.1. BFSI 13.15.2. Retail 13.15.3. Healthcare 13.15.4. Media and Entertainment 13.15.5. Education 13.15.6. Information Technology (IT) and Telecom 13.15.7. Government 13.15.8. Others 13.16. PEST Analysis 13.17. Key Trends 13.18. Key Developments 14. Europe Gamification market Analysis 14.1. Key Findings 14.2. Europe Gamification market Overview 14.3. Europe Gamification market, By Solution 14.3.1. Enterprise driven 14.3.2. Consumer driven 14.4. Europe Gamification market, By Deployment 14.4.1. Cloud 14.4.2. On Premises 14.5. Europe Gamification market, By Application 14.5.1. Marketing 14.5.2. Sales 14.5.3. Product Development 14.5.4. Human Resources 14.5.5. Analytics 14.5.6. E-commerce 14.6. Europe Gamification market, By End-User 14.6.1. BFSI 14.6.2. Retail 14.6.3. Healthcare 14.6.4. Media and Entertainment 14.6.5. Education 14.6.6. Information Technology (IT) and Telecom 14.6.7. Government 14.6.8. Others 14.7. Europe Gamification market Forecast, by Country 14.7.1. UK 14.7.2. France 14.7.3. Germany 14.7.4. Russia 14.7.5. Italy 14.7.6. Rest of Europe 14.8. UK Gamification market, By Solution 14.8.1. Enterprise driven 14.8.2. Consumer driven 14.9. UK Gamification market, By Deployment 14.9.1. Cloud 14.9.2. On Premises 14.10. UK Gamification market, By Application 14.10.1. Marketing 14.10.2. Sales 14.10.3. Product Development 14.10.4. Human Resources 14.10.5. Analytics 14.10.6. E-commerce 14.11. UK Gamification market, By End-User 14.11.1. BFSI 14.11.2. Retail 14.11.3. Healthcare 14.11.4. Media and Entertainment 14.11.5. Education 14.11.6. Information Technology (IT) and Telecom 14.11.7. Government 14.11.8. Others 14.12. France Gamification market, By Solution 14.12.1. Enterprise driven 14.12.2. Consumer driven 14.13. France Gamification market, By Deployment 14.13.1. Cloud 14.13.2. On Premises 14.14. France Gamification market, By Application 14.14.1. Marketing 14.14.2. Sales 14.14.3. Product Development 14.14.4. Human Resources 14.14.5. Analytics 14.14.6. E-commerce 14.15. France Gamification market, By End-User 14.15.1. BFSI 14.15.2. Retail 14.15.3. Healthcare 14.15.4. Media and Entertainment 14.15.5. Education 14.15.6. Information Technology (IT) and Telecom 14.15.7. Government 14.15.8. Others 14.16. Germany Gamification market, By Solution 14.16.1. Enterprise driven 14.16.2. Consumer driven 14.17. Germany Gamification market, By Deployment 14.17.1. Cloud 14.17.2. On Premises 14.18. Germany Gamification market, By Application 14.18.1. Marketing 14.18.2. Sales 14.18.3. Product Development 14.18.4. Human Resources 14.18.5. Analytics 14.18.6. E-commerce 14.19. Germany Gamification market, By End-User 14.19.1. BFSI 14.19.2. Retail 14.19.3. Healthcare 14.19.4. Media and Entertainment 14.19.5. Education 14.19.6. Information Technology (IT) and Telecom 14.19.7. Government 14.19.8. Others 14.20. Russia Gamification market, By Solution 14.20.1. Enterprise driven 14.20.2. Consumer driven 14.21. Russia Gamification market, By Deployment 14.21.1. Cloud 14.21.2. On Premises 14.22. Russia Gamification market, By Application 14.22.1. Marketing 14.22.2. Sales 14.22.3. Product Development 14.22.4. Human Resources 14.22.5. Analytics 14.22.6. E-commerce 14.23. Russia Gamification market, By End-User 14.23.1. BFSI 14.23.2. Retail 14.23.3. Healthcare 14.23.4. Media and Entertainment 14.23.5. Education 14.23.6. Information Technology (IT) and Telecom 14.23.7. Government 14.23.8. Others 14.24. Italy Gamification market, By Solution 14.24.1. Enterprise driven 14.24.2. Consumer driven 14.25. Italy Gamification market, By Deployment 14.25.1. Cloud 14.25.2. On Premises 14.26. Italy Gamification market, By Application 14.26.1. Marketing 14.26.2. Sales 14.26.3. Product Development 14.26.4. Human Resources 14.26.5. Analytics 14.26.6. E-commerce 14.27. Italy Gamification market, By End-User 14.27.1. BFSI 14.27.2. Retail 14.27.3. Healthcare 14.27.4. Media and Entertainment 14.27.5. Education 14.27.6. Information Technology (IT) and Telecom 14.27.7. Government 14.27.8. Others 14.28. Spain Gamification market, By Solution 14.28.1. Enterprise driven 14.28.2. Consumer driven 14.29. Spain Gamification market, By Deployment 14.29.1. Cloud 14.29.2. On Premises 14.30. Spain Gamification market, By Application 14.30.1. Marketing 14.30.2. Sales 14.30.3. Product Development 14.30.4. Human Resources 14.30.5. Analytics 14.30.6. E-commerce 14.31. Spain Gamification market, By End-User 14.31.1. BFSI 14.31.2. Retail 14.31.3. Healthcare 14.31.4. Media and Entertainment 14.31.5. Education 14.31.6. Information Technology (IT) and Telecom 14.31.7. Government 14.32. Others Rest of Europe Gamification market, By Solution 14.32.1. Enterprise driven 14.32.2. Consumer driven 14.33. Rest of Europe Gamification market, By Deployment 14.33.1. Cloud 14.33.2. On Premises 14.34. Rest of Europe Gamification market, By Application 14.34.1. Marketing 14.34.2. Sales 14.34.3. Product Development 14.34.4. Human Resources 14.34.5. Analytics 14.34.6. E-commerce 14.35. Rest of Europe Gamification market, By End-User 14.35.1. BFSI 14.35.2. Retail 14.35.3. Healthcare 14.35.4. Media and Entertainment 14.35.5. Education 14.35.6. Information Technology (IT) and Telecom 14.35.7. Government 14.35.8. Others 14.36. PEST Analysis 14.37. Key Trends 14.38. Key Developments 15. Asia-Pacific Gamification market Analysis 15.1. Key Findings 15.2. Asia-Pacific Gamification market Overview 15.3. Asia-Pacific Gamification market, By Solution 15.3.1. Enterprise driven 15.3.2. Consumer driven 15.4. Asia-Pacific Gamification market, By Deployment 15.4.1. Cloud 15.4.2. On Premises 15.5. Asia-Pacific Gamification market, By Application 15.5.1. Marketing 15.5.2. Sales 15.5.3. Product Development 15.5.4. Human Resources 15.5.5. Analytics 15.5.6. E-commerce 15.6. Asia-Pacific Gamification market, By End-User 15.6.1. BFSI 15.6.2. Retail 15.6.3. Healthcare 15.6.4. Media and Entertainment 15.6.5. Education 15.6.6. Information Technology (IT) and Telecom 15.6.7. Government 15.7. Others Asia-Pacific Gamification market Forecast, by Country 15.7.1. China 15.7.2. India 15.7.3. Japan 15.7.4. Malaysia 15.7.5. Indonesia 15.7.6. Rest of Asia-Pacific 15.8. China Gamification market, By Solution 15.8.1. Enterprise driven 15.8.2. Consumer driven 15.9. China Gamification market, By Deployment 15.9.1. Cloud 15.9.2. On Premises 15.10. China Gamification market, By Application 15.10.1. Marketing 15.10.2. Sales 15.10.3. Product Development 15.10.4. Human Resources 15.10.5. Analytics 15.10.6. E-commerce 15.11. China Gamification market, By End-User 15.11.1. BFSI 15.11.2. Retail 15.11.3. Healthcare 15.11.4. Media and Entertainment 15.11.5. Education 15.11.6. Information Technology (IT) and Telecom 15.11.7. Government 15.11.8. Others 15.12. India Gamification market, By Solution 15.12.1. Enterprise driven 15.12.2. Consumer driven 15.13. India Gamification market, By Deployment 15.13.1. Cloud 15.13.2. On Premises 15.14. India Gamification market, By Application 15.14.1. Marketing 15.14.2. Sales 15.14.3. Product Development 15.14.4. Human Resources 15.14.5. Analytics 15.14.6. E-commerce 15.15. India Gamification market, By End-User 15.15.1. BFSI 15.15.2. Retail 15.15.3. Healthcare 15.15.4. Media and Entertainment 15.15.5. Education 15.15.6. Information Technology (IT) and Telecom 15.15.7. Government 15.15.8. Others 15.16. Japan Gamification market, By Solution 15.16.1. Enterprise driven 15.16.2. Consumer driven 15.17. Japan Gamification market, By Deployment 15.17.1. Cloud 15.17.2. On Premises 15.18. Japan Gamification market, By Application 15.18.1. Marketing 15.18.2. Sales 15.18.3. Product Development 15.18.4. Human Resources 15.18.5. Analytics 15.18.6. E-commerce 15.19. Japan Gamification market, By End-User 15.19.1. BFSI 15.19.2. Retail 15.19.3. Healthcare 15.19.4. Media and Entertainment 15.19.5. Education 15.19.6. Information Technology (IT) and Telecom 15.19.7. Government 15.19.8. Others 15.20. Indonesia Gamification market, By Solution 15.20.1. Enterprise driven 15.20.2. Consumer driven 15.21. Indonesia Gamification market, By Deployment 15.21.1. Cloud 15.21.2. On Premises 15.22. Indonesia Gamification market, By Application 15.22.1. Marketing 15.22.2. Sales 15.22.3. Product Development 15.22.4. Human Resources 15.22.5. Analytics 15.22.6. E-commerce 15.23. Indonesia Gamification market, By End-User 15.23.1. BFSI 15.23.2. Retail 15.23.3. Healthcare 15.23.4. Media and Entertainment 15.23.5. Education 15.23.6. Information Technology (IT) and Telecom 15.23.7. Government 15.23.8. Others 15.24. Malaysia Gamification market, By Solution 15.24.1. Enterprise driven 15.24.2. Consumer driven 15.25. Malaysia Gamification market, By Deployment 15.25.1. Cloud 15.25.2. On Premises 15.26. Malaysia Gamification market, By Application 15.26.1. Marketing 15.26.2. Sales 15.26.3. Product Development 15.26.4. Human Resources 15.26.5. Analytics 15.26.6. E-commerce 15.27. Malaysia Gamification market, By End-User 15.27.1. BFSI 15.27.2. Retail 15.27.3. Healthcare 15.27.4. Media and Entertainment 15.27.5. Education 15.27.6. Information Technology (IT) and Telecom 15.27.7. Government 15.27.8. Others 15.28. Indonesia Gamification market, By Solution 15.28.1. Enterprise driven 15.28.2. Consumer driven 15.29. Indonesia Gamification market, By Deployment 15.29.1. Cloud 15.29.2. On Premises 15.30. Indonesia Gamification market, By Application 15.30.1. Marketing 15.30.2. Sales 15.30.3. Product Development 15.30.4. Human Resources 15.30.5. Analytics 15.30.6. E-commerce 15.31. Indonesia Gamification market, By By End-User 15.31.1. BFSI 15.31.2. Retail 15.31.3. Healthcare 15.31.4. Media and Entertainment 15.31.5. Education 15.31.6. Information Technology (IT) and Telecom 15.31.7. Government 15.31.8. Others 15.32. Others 15.33. PEST Analysis 15.34. Key Trends 15.35. Key Developments 16. ME & Africa Gamification market Analysis 16.1. Key Findings 16.2. ME & Africa Gamification market Overview 16.3. ME &Africa Gamification market, By Solution 16.3.1. Enterprise driven 16.3.2. Consumer driven 16.4. ME &Africa Gamification market, By Deployment 16.4.1. Cloud 16.4.2. On Premises 16.5. ME &Africa Gamification market, By Application 16.5.1. Marketing 16.5.2. Sales 16.5.3. Product Development 16.5.4. Human Resources 16.5.5. Analytics 16.5.6. E-commerce 16.6. ME &Africa Gamification market Forecast, by Country 16.6.1. GCC 16.6.2. South Africa 16.6.3. Rest of MEA & Africa 16.7. ME &Africa Gamification market, By End-User 16.7.1. BFSI 16.7.2. Retail 16.7.3. Healthcare 16.7.4. Media and Entertainment 16.7.5. Education 16.7.6. Information Technology (IT) and Telecom 16.7.7. Government 16.7.8. Others 16.8. GCC Gamification market, By Solution 16.8.1. Enterprise driven 16.8.2. Consumer driven 16.9. GCC Gamification market, By Deployment 16.9.1. Cloud 16.9.2. On Premises 16.10. GCC Gamification market, By Application 16.10.1. Marketing 16.10.2. Sales 16.10.3. Product Development 16.10.4. Human Resources 16.10.5. Analytics 16.10.6. E-commerce 16.11. GCC Gamification market, By End-User 16.11.1. BFSI 16.11.2. Retail 16.11.3. Healthcare 16.11.4. Media and Entertainment 16.11.5. Education 16.11.6. Information Technology (IT) and Telecom 16.11.7. Government 16.11.8. Others 16.12. South Africa Gamification market, By Solution 16.12.1. Enterprise driven 16.12.2. Consumer driven 16.13. South Africa Gamification market, By Deployment 16.13.1. Cloud 16.13.2. On Premises 16.14. South Africa Gamification market, By Application 16.14.1. Marketing 16.14.2. Sales 16.14.3. Product Development 16.14.4. Human Resources 16.14.5. Analytics 16.14.6. E-commerce 16.15. South Africa Gamification market, By End-User 16.15.1. BFSI 16.15.2. Retail 16.15.3. Healthcare 16.15.4. Media and Entertainment 16.15.5. Education 16.15.6. Information Technology (IT) and Telecom 16.15.7. Government 16.15.8. Others 16.16. Rest of ME &Africa Gamification market, By Solution 16.16.1. Enterprise driven 16.16.2. Consumer driven 16.17. Rest of ME &Africa Gamification market, By Deployment 16.17.1. Cloud 16.17.2. On Premises 16.18. Rest of ME &Africa Gamification market, By Application 16.18.1. Marketing 16.18.2. Sales 16.18.3. Product Development 16.18.4. Human Resources 16.18.5. Analytics 16.18.6. E-commerce 16.19. Rest of ME &Africa Gamification market, By End-User 16.19.1. BFSI 16.19.2. Retail 16.19.3. Healthcare 16.19.4. Media and Entertainment 16.19.5. Education 16.19.6. Information Technology (IT) and Telecom 16.19.7. Government 16.19.8. Others 16.20. PEST Analysis 16.21. Key Trends 16.22. Key Developments 17. Latin America Gamification market Analysis 17.1. Key Findings 17.2. Latin America Gamification market Overview 17.3. Latin America Gamification market, By Solution 17.3.1. Enterprise driven 17.3.2. Consumer driven 17.4. Latin America Gamification market, By Deployment 17.4.1. Cloud 17.4.2. On Premises 17.5. Latin America Gamification market, By Application 17.5.1. Marketing 17.5.2. Sales 17.5.3. Product Development 17.5.4. Human Resources 17.5.5. Analytics 17.5.6. E-commerce 17.6. Latin America Gamification market, By End-User 17.6.1. BFSI 17.6.2. Retail 17.6.3. Healthcare 17.6.4. Media and Entertainment 17.6.5. Education 17.6.6. Information Technology (IT) and Telecom 17.6.7. Government 17.6.8. Others 17.7. Latin America Gamification market Forecast, by Country 17.7.1. Mexico 17.7.2. Brazil 17.7.3. Rest of Latin America 17.8. Mexico Gamification market, By Solution 17.8.1. Enterprise driven 17.8.2. Consumer driven 17.9. Mexico Gamification market, By Deployment 17.9.1. Cloud 17.9.2. On Premises 17.10. Mexico Gamification market, By Application 17.10.1. Marketing 17.10.2. Sales 17.10.3. Product Development 17.10.4. Human Resources 17.10.5. Analytics 17.10.6. E-commerce 17.11. Mexico Gamification market, By End-User 17.11.1. BFSI 17.11.2. Retail 17.11.3. Healthcare 17.11.4. Media and Entertainment 17.11.5. Education 17.11.6. Information Technology (IT) and Telecom 17.11.7. Government 17.11.8. Others 17.12. Brazil Gamification market, By Solution 17.12.1. Enterprise driven 17.12.2. Consumer driven 17.13. Brazil Gamification market, By Deployment 17.13.1. Cloud 17.13.2. On Premises 17.14. Brazil Gamification market, By Application 17.14.1. Marketing 17.14.2. Sales 17.14.3. Product Development 17.14.4. Human Resources 17.14.5. Analytics 17.14.6. E-commerce 17.15. Brazil Gamification market, By End-User 17.15.1. BFSI 17.15.2. Retail 17.15.3. Healthcare 17.15.4. Media and Entertainment 17.15.5. Education 17.15.6. Information Technology (IT) and Telecom 17.15.7. Government 17.15.8. Others 17.16. Rest of Latin America Gamification market, By Solution 17.16.1. Enterprise driven 17.16.2. Consumer driven 17.17. Rest of Latin America Gamification market, By Deployment 17.17.1. Cloud 17.17.2. On Premises 17.18. Rest of Latin America Gamification market, By Application 17.18.1. Marketing 17.18.2. Sales 17.18.3. Product Development 17.18.4. Human Resources 17.18.5. Analytics 17.18.6. E-commerce 17.19. Rest of Latin America Gamification market, By End-User 17.19.1. BFSI 17.19.2. Retail 17.19.3. Healthcare 17.19.4. Media and Entertainment 17.19.5. Education 17.19.6. Information Technology (IT) and Telecom 17.19.7. Government 17.19.8. Others 17.20. PEST Analysis 17.21. Key Trends 17.22. Key Developments 18. Company Profiles 18.1. Market Share Analysis, by Company 18.2. Market Share Analysis, by Region 18.3. Market Share Analysis, by Country 18.4. Competition Matrix 18.4.1. Competitive Benchmarking of key players by price, presence, market share, Material and R&D investment 18.4.2. New Product Launches and Product Enhancements 18.4.3. Market Consolidation 18.4.3.1. M&A by Regions, Investment and Material 18.4.3.2. M&A Key Players, Forward Integration and Backward Integration 18.5. Company Profiles: Key Players 18.5.1. SAP SE 18.5.1.1. Company Overview 18.5.1.2. Financial Overview 18.5.1.3. Product Portfolio 18.5.1.4. Business Strategy 18.5.1.5. Recent Developments 18.5.1.6. Development Footprint 18.5.2. Indusgeeks USA Inc. 18.5.3. Axonify Inc. 18.5.4. BI WORLDWIDE 18.5.5. TGC Technologies Pvt. Ltd. 18.5.6. Gametize Pte. Ltd. 18.5.7. Gamify 18.5.8. Microsoft Corporation 18.5.9. Salesforce.com Inc. 18.5.10. Faya Corporation 18.5.11. Verint Systems Inc. 18.5.12. Khoros LLC 18.5.13. MPS Interactive Systems Limited 18.5.14. IActionable Inc. 18.5.15. nGUVU Technologies Inc. 18.5.16. Juego Studio Private Limited 18.5.17. Ikipixel Information Technologies Inc. (Motivacraft) 18.5.18. EASYPROMOS S.L. 18.5.19. Mindspace LLC 18.5.20. XLPro Training Solutions Pvt. Ltd. 18.5.21. MJV Technology and Innovation 18.5.22. Torry Harris Business Solutions Private Limited 18.5.23. Diantum Sociedad Limitada 18.5.24. Program-Ace 18.5.25. Bigtincan Holdings Limited 18.5.26. Centigrade GmbH 18.5.27. CRMGamified 18.5.28. Infosys Limited Primary Key Insights

About This Report

Report ID 12975
Category Information Technology & Telecommunication
Published Date June 2023
Updated Date
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