The value of the global gamification market was USD 10.19 million in 2020 and is expected to reach USD 38.4 million by 2026 and grow at a CAGR of 25% over the forecast period (2021-2026). The exponential growth of the number of smartphones and mobile devices has directly created a vast base for the gamification market. This growth is supported by increasing awareness of gamification systems as a way to architecture human behavior to drive innovation, productivity or engagement. The use of gamification systems has expanded beyond the traditional marketing scope. Currently, it is used extensively in dictionary applications such as crowdsourcing.
A full report of Gamification Market is available at: https://www.orionmarketreports.com/artificial-lift-market/46080/
Gamification Market Segmentations
By Solutions
• Gamification Platform and Service Providers
• Open-Source Providers
• Mobile SDK/LBS Providers
By Services
• Enterprise Apps Integrable Services
• Social Connectors
By Applications
• Marketing
• Sales
• Product Development
• Human Resources
• Others
By Verticals
• Public Sector and Government
• Banking, Financial Services and Insurance (BFSI)
• Consumer Goods and Retail
• High-Tech
• Media and Publishing
• Energy, Power and Utilities
• Healthcare and Pharmaceuticals
• Entertainment
• Travel and Logistics
• Education
By End Users
• Consumer Gamification
• Enterprise Gamification
By User Deployment
• On-Premise
• On-Demand
• Hybrid
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