Gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). The market’s growth is attributed to the growing demand for increased internet penetration across the globe. The global expansion in internet accessibility has extended the scope of gamified platforms. This is particularly significant for educational efforts such as ICE’s 360° Inspire website, which allows individuals of all ages to access and utilize gamified information. For instance, in November 2022, the ICE Inspire website launched a gamification update. The ICE’s 360° Inspire website has been enhanced with gamification features, enabling young individuals to explore civil engineering through films, projects, age-specific advice, and virtual interactions with the company’s members.
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The global gamification market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to the demand for gaming solutions increases, the gamification market needs technologies that improve user engagement and retention. The companies can focus on these elements to drive product growth and success. For instance, in November 2021, Parimatch Launched new tools to bolster product gamification by adding new tools and enhancing the gaming experience for its users.
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- Market Coverage
- Market number available for – 2024-2031
- Base year- 2024
- Forecast period- 2024-2031
- Segment Covered- By Source, By Product Type, By Applications
- Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill
- , and others
Market Segmentation
Global Gamification Market by Deployment Mode
- On-Premise
- Cloud
Global Gamification Market by Component
- Solution
- Components
Global Gamification Market by Application
- Marketing
- Sale
- Support
- Product Development
- Human Resource
- Others (Education and Learning, and Health and Wellness)
Global Gamification Market by End-User
- Retail
- Banking
- Government and Public Sector
- Healthcare
- Education and Research
- IT and Telecom
- Others (Travel and Hospitality, and Sports and Entertainment)
Regional Analysis
- North America
- United States
- Canada
- Europe
- UK
- Germany
- Italy
- Spain
- France
- Rest of Europe
- Asia-Pacific
- China
- India
- Japan
- South Korea
- Rest of Asia-Pacific
- Rest of the World
Company Profiles
- Axonify Inc.
- Cognizant Technology Solution Corp.
- G-Cube Webwide Software Pvt Ltd
- IActionable, Inc.
- IBM Corp.
- Mambo
- Microsoft Corp.
- MPS Ltd.
- NSoft
- OnMobile
- Oracle
- Parimatch
- Salesforce, Inc.
- SAP SE
The Report Covers
- Market value data analysis of 2023 and forecast to 2031.
- Annualized market revenues ($ million) for each market segment.
- Country-wise analysis of major geographical regions.
- Key companies operating in the global gamification market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
- Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
- Analysis of market-entry and market expansion strategies. Competitive strategies by identifying ‘who-stands-where’ in the market.
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