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Gamification Market Growth, Challenges, Business Trends and Forecast 2030

The increasing integration of social media with gaming platforms will propel the gamification market at a vigorous CAGR of 24.2% between 2020 and 2030.

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Gamification Market Growth, Challenges, Business Trends and Forecast 2030

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  1. 2022 Gamification Market Size, Share, Opportunities, and Trends in Coming Years

  2. The corporate sector is showing a high preference for level progress monitoring solutions to improve engagement with customers and enhance the performance of employees. To achieve these goals, enterprises around the world are adopting gamification solutions as they allow organizations to monitor and improve the performance of their employees by observing activity feeds, in-house competitions, and progress bars of gaming platforms. Thus, the rising focus of business entities on level progress monitoring will facilitate the usage of gamification solutions in the upcoming years. Additionally, the increasing integration of social media with gaming platforms will propel the gamification market at a vigorous CAGR of 24.2% between 2020 and 2030. According to P&S Intelligence, the market revenue stood at $7,841.5 million in 2019 and it will reach $76,298.9 million by 2030. In contemporary years, enterprises are increasingly adopting machine learning (ML) technology-based gamification solutions to study the success rate of such solutions. Additionally, business entities are also using advanced business intelligence (BI) tools to extract information on customer behavior for better output.

  3. At present, the needs of the aforementioned end users are being met by Indusgeeks USA Inc., Microsoft Corporation, MPS Interactive Systems Limited, Ikipixel Information Technologies Inc. (Motivacraft), Torry Harris Business Solutions Private Limited, SAP SE, Diantum Sociedad Limitada, Juego Studio Private Limited, MJV Technology and Innovation, CRMGamified, Axonify Inc., Salesforce.com Inc., and XLPro Training Solutions Pvt. Ltd. In recent years, these gamification companies have emphasized product portfolio expansions to cater to the evolving needs of customers. Globally, the North American region led the gamification market in the recent past, and it is expected to maintain the same trend in the foreseeable future as well. The dominance can be ascribed to the mounting investments being made in the IT industry, the surging need for AI-enabled gamification solutions, and the soaring number of gamification startups in Canada and the U.S. The increasing use of gamification solutions in North America can also be credited to the enormous focus of enterprises on improving their employee performance and customer engagement and early penetration of advanced technologies. Request to Get the Sample Report: https://www.psmarketresearch.com/market-analysis/gamification-market/report-sample

  4. Furthermore, the Asia-Pacific (APAC) region is expected to witness a largescale adoption of gamification solutions in the upcoming years, on account of the growing penetration of smartphones and accelerating digitization rate in regional countries. Moreover, the mounting focus of business entities on enhancing employee performance and improving customer engagement will also result in the widescale adoption of gamification solutions in the region. Additionally, the escalating IT investments will also encourage the adoption of such solutions in China, Japan, Australia, South Korea, and India. Therefore, the surging need for level progress monitoring solutions and the rising integration of social media with gaming platforms will propel the usage of gamification solutions in the forthcoming years.

  5. Market Segmentation by Solution • Enterprise-Driven • Consumer-Driven • Market Segmentation by Deployment • Cloud • On-Premises • Market Segmentation by Application • Marketing • Sales • Product Development • Human Resources • Analytics • E-Commerce • Others (Customer Support and Financial Services)

  6. Market Segmentation by End User • Banking, Financial Services, and Insurance (BFSI) • Retail • Healthcare • Media and Entertainment • Education • Information Technology (IT) and Telecom • Government • Others (Travel and Hospitality, Manufacturing, Agriculture, and Event Management) • Market Segmentation by Region • North America Gamification Market • By solution • By deployment • By application • By end user • By country – U.S. and Canada

  7. Europe Gamification Market • By solution • By deployment • By application • By end user • By country – U.K., Germany, France, Italy, Russia, and Rest of Europe • Asia-Pacific (APAC) Gamification Market • By solution • By deployment • By application • By end user • By country – China, Japan, Australia, South Korea, India, and Rest of APAC

  8. Middle East and Africa (MEA) Gamification Market • By solution • By deployment • By application • By end user • By country – Turkey, U.A.E., Saudi Arabia, South Africa, and Rest of MEA • Latin America (LATAM) Gamification Market • By solution • By deployment • By application • By end user • By country – Brazil, Mexico, and Rest of LATAM

  9. This study covers 1. Historical and the present size of the Gamification Market 2. Historical and the present size of the market segments and understand their comparative future potential 3. Potential of on-demand logistics services, so the market players make informed decisions on the sales of their offerings 4. Competitive scenario of various market segments across key countries in several regions for uncovering market opportunities for the stakeholders 5. Major players operating in the market and their service offerings

  10. Disclaimer: P&S Intelligence always keeps its customers’ interests at the core while carrying out research activities. P&S Intelligence ensures the reliability and accuracy of information and data provided in its market research publications. However, the information in publications is subject to fluctuations, as it is based on primary interviews of officials from various companies or organizations. P&S Intelligence is not responsible for any incorrect data provided by the key industry players of the concerned domain. the information or analysis in P&S Intelligence publications represents opinions based on research and should not be interpreted as statements of fact. Information in this report was believed to be correct at the time of publication, but cannot be guaranteed. P&S Intelligence does not endorse any product, service, or vendor depicted in its research publications. All intellectual properties, including trademarks and copyrights, belong to their respective owners and may be protected by copyright. Under no circumstance can these be reproduced in any form without prior written agreement of their owners. An order for market research report is intended for internal use of the company only and not for disclosure to third parties or any other publication in general. No service, report, or part thereof provided by P&S Intelligence can be reproduced, republished, resold, revealed, distributed, circulated, or sublicensed in any medium or form now realized or hereafter become realized, including but not limited to, all forms of optical-based media, magnetic, electronic, or digital, without a written permission from Prescient & Strategic Intelligence Pvt. Ltd. • For queries related to sales, contact us at: • enquiry@psmarketresearch.com • US/Canada Toll-Free: 1-888-778-7886 • International: +1-347-960-6455 • India: +91 120 4541 337 To know more about us, visit our website psmarketresearch.com

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