[Latest] Global Gamifi Market Size/Share Worth USD 95.3 Billion by 2030 at a 25.40% CAGR: Zion Market Research (Gamification Industrial Trends, Report, Analysis, Players, Outlook, Forecast, Growth, Value, Segmentation)

[210+ Pages Study] According to Zion Market Research, the Global Gamifi Market size was valued at around USD 10.2 Billion in 2022 and is estimated to grow around USD 95.3 Billion by 2030, at a CAGR of approximately 25.40% between 2023 and 2030. The key market players covered in the report are Microsoft, SAP, Verint, Aon, Badgeville, Bunchball, Cognizant, Gigya, Gondola, Hoopla, Influitive, IBM, Keas, MindTickle, Nitro, Opower, PugPharm, SAP, Salesforce, Scavify, Tango Card, The Game Agency, The Level Up, The Octalysis Group, Thrive Global, Zamzee Centrical, MPS Interactive Systems, LevelEleven, Axonify Inc., Gamifier, IActionable, Xoxoday, Tango Card, and Callidus Software Inc., and others.


NEW YORK, United States, April 21, 2023 (GLOBE NEWSWIRE) -- Zion Market Research has published a new research report titled “Gamifi Market By Deployment Mode (On-Premises, Cloud), Enterprise Size (Small And Medium Enterprises, Large Enterprises), By End-Use Industry (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data And Forecasts 2023 – 2030” in its research database.

“According to the latest research study, the demand of global Gamifi Market size & share in terms of revenue was valued at USD 10.2 Billion in 2022 and it is expected to surpass around USD 95.3 billion mark by 2030, growing at a compound annual growth rate (CAGR) of approximately 25.40% during the forecast period 2023 to 2030.”

What is Gamifi? How big is the Gamifi Industry?

Gamifi Industry Coverage & Overview:

Gamification is considered to be an application of game design features and principles in non-game situations. It can also be defined as a set of actions and procedures that use or utilize the features of game elements to solve problems. For thousands of years, games and game-like features have been utilized to educate, entertain, and engage people. Points, badges, and leaderboards are all classic game components. The exponential rise in the number of smartphones and mobile devices has immediately resulted in the growth of the market for gamification. Gamification systems are increasingly being recognized as a means of architecting human behavior in order to induce innovation, productivity, or engagement, which further supporting the growth of the market. Gamification systems have also gone beyond their usual marketing applications. They are currently widely employed in advanced applications such as crowdsourcing.

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Global Gamifi Market: Growth Factors

The increasing use of smartphones has greatly increased the possibilities for gamification. On average, Americans are known to check their phones 80 times per day. As per the 2022 GSMA Mobile Economy Report, the number of mobile internet subscribers reached 4.2 billion people globally and by the end of 2022, 5.3 billion people subscribed to mobile services, representing 67% of the global population. Further, the shift of customers and staff from desktop computers to mobile phones and internet devices provides a valuable platform for banks to attract consumer interest and increase conversion/usage. Additionally, the platform's interaction with social networking sites has allowed users to share their experiences with friends, acquaintances, and coworkers, expanding its reach and efficacy. Another benefit is that mobile applications allow marketers to conduct surveys, even if they are only one question long, allowing them to collect firsthand data from their target demographic and tailor their efforts accordingly.

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Report Scope

Report Attribute Details
Market Size in 2022 USD 10.2 Billion in 2022
Projected Market Size in 2030 USD 95.3 Billion
CAGR Growth Rate 25.40% CAGR
Base Year 2022
Forecast Years 2023-2030
Key Market Players Microsoft, SAP, Verint, Aon, Badgeville, Bunchball, Cognizant, Gigya, Gondola, Hoopla, Influitive, IBM, Keas, MindTickle, Nitro, Opower, PugPharm, SAP, Salesforce, Scavify, Tango Card, The Game Agency, The Level Up, The Octalysis Group, Thrive Global, Zamzee Centrical, MPS Interactive Systems, LevelEleven, Axonify Inc., Gamifier, IActionable, Xoxoday, Tango Card, and Callidus Software Inc.
Key Segment By Deployment Mode, By Enterprise Size, By End-Use Industry, And By Region
Major Regions Covered North America, Europe, Asia Pacific, Latin America, and the Middle East &, Africa
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Gamifi Market: Segmentation Analysis

The global gamifi market is bifurcated on the basis of deployment mode, enterprise size, end-use industry, and region.

On the basis of deployment mode, the market is segmented into on-premises and cloud. The cloud segment is expected to generate maximum revenue during the forecast period. This is attributable to the increasing need for safe and reliable solutions among SMEs. Additionally, most companies are expected to adopt cloud-based gamification technology to create collaborative experiences for users.

On the basis of enterprise size, the market is divided into large enterprises and SMEs. The large enterprises segment held the maximum shares in 2021. This is attributable to the increasing adoption of the solutions and software by these enterprises. Furthermore, most companies are expected to adopt cloud-based gamification technology to create collaborative experiences for users.

On the basis of end-use industry, the market is divided into banking, retail, government, education, it and telecom, healthcare, and others. The telecom segment is expected to grow at the fastest CAGR during the forecast period. This is attributable to the increasing number of subscribers with consistent experiences. Companies must include gamification in their business models since customers have gotten more aware and are more inclined to use numerous services.

The global Gamifi market is segmented as follows:

By Deployment Mode

  • On-premises
  • Cloud

By Enterprise Size

  • Small and Medium Enterprises
  • Large Enterprises

By End-Use Industry

  • Banking
  • Retail
  • Government
  • Education
  • IT and Telecom
  • Healthcare
  • Others

Browse the full “Gamifi Market By Deployment Mode (On-Premises, Cloud), Enterprise Size (Small And Medium Enterprises, Large Enterprises), By End-Use Industry (Banking, Retail, Government, Education, IT & Telecom, Healthcare, Others), And By Region – Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data And Forecasts 2023 – 2030” Report at https://www.zionmarketresearch.com/report/gamefi-gafi-market

Competitive Landscape

Some of the main competitors dominating the global Gamifi market include - 

  • Microsoft
  • SAP
  • Verint
  • Aon
  • Badgeville
  • Bunchball
  • Cognizant
  • Gigya
  • Gondola
  • Hoopla
  • Influitive
  • IBM
  • Keas
  • MindTickle
  • Nitro
  • Opower
  • PugPharm
  • SAP
  • Salesforce
  • Scavify
  • Tango Card
  • The Game Agency
  • The Level Up
  • The Octalysis Group
  • Thrive Global
  • Zamzee   Centrical
  • MPS Interactive Systems
  • LevelEleven
  • Axonify Inc.
  • Gamifier
  • IActionable
  • Xoxoday
  • Tango Card
  • Callidus Software Inc.

 Key Insights from Primary Research:

  • As per the analysis shared by our research analyst, the global gamification market is expected to grow annually at a promising CAGR of around 25.40% during the forecast period 2022-2030.
  • In terms of revenue, the global gamification market size was valued at around USD 10.2 billion in 2022 and is estimated to grow to about USD 95.3 billion by 2030.
  • Gamification is the process of applying and effectively using game mechanics and design principles in various non-game contexts to captivate and motivate users. It involves using various techniques such as points, badges, levels, and leaderboards to encourage user participation and reward desired behaviors.
  • Based on deployment mode, the cloud segment held the largest market share in 2022.
  • Based on end-use industry, the telecom segment is expected to cite the fastest CAGR during the forecast period.
  • Based on region, the North American region held the largest market share in 2022.

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Key questions answered in this report:

  • What is the market size and growth rate forecast for Gamifi industry?
  • What are the main driving factors propelling the Gamifi Market forward?
  • What are the leading companies in the Gamifi Industry?
  • What segments does the Gamifi Market cover?
  • How can I receive a free copy of the Gamifi Market sample report and company profiles?

Key Offerings:

  • Market Size & Forecast by Revenue | 2023−2030
  • Market Dynamics – Leading Trends, Growth Drivers, Restraints, and Investment Opportunities
  • Market Segmentation – A detailed analysis By Deployment Mode, By Enterprise Size, By End-Use Industry, And By Region
  • Competitive Landscape – Top Key Vendors and Other Prominent Vendors

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Regional Analysis:

North America held the largest share in the global gamifi market in 2021 and is likely to continue the same trend during the forecast period. This is attributable to the high adoption of customer-based solutions and enterprise-based solutions in the region. Further, countries like the United States and Canada are implementing gamification solutions to improve their marketing efforts by improving advertising, consumer contact, branding, and selling. Furthermore, the growing popularity of cloud-based gamified solutions among businesses, owing to their inexpensive deployment costs, has aided the gamification market's rapid growth. In comparison to other regions, the gamification market in North America currently contributes a considerable amount of revenue.

By Region

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • Europe
    • France
    • UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Rest of Asia Pacific
  • The Middle East & Africa
    • Saudi Arabia
    • South Africa
    • Rest of the Middle East & Africa
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America

Recent Developments

  • May 2022 - Truist Financial Corporation announced that it has acquired Long Game, the award-winning gamified finance mobile app that is changing the way people save, learn and engage with their finances.
  • March 2020 - Genesys announced its acquisition of nGUVU to add artificial intelligence (AI)-powered gamification to its workforce engagement management (WEM) suite.
  • In 2021, Domino's Pizza, a dominant US-based company announced the launch of its gamified loyalty program, called "Piece of the Pie Rewards". This allows customers to earn points for every pizza they order. Customers can then redeem their points for free pizzas, sides, and drinks. The program also includes a leaderboard where customers can compete against each other for rewards.
  • In 2020, Microsoft, one of the leading American multinational technology companies, announced the launch of "Xbox Game Pass Quests", a gamification feature for its Xbox Game Pass subscription service. Users can earn points and rewards for completing various quests and challenges, such as playing specific games or achieving certain in-game accomplishments.

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FREQUENTLY ASKED QUESTIONS:

  • What is Gamification?
  • At what CAGR, the global gamifi market will expand during forecast years?
  • What will be the market value of global gamifi market by the end of 2030?
  • What are the factors driving the global gamifi market growth?
  • Which region will contribute notably towards the gamifi market value?
  • Who are the leading players in global gamifi market?

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Language Learning Games Market: https://www.zionmarketresearch.com/report/language-learning-games-market

Game-Based Learning Market: https://www.zionmarketresearch.com/report/game-based-learning-market

Serious Games Market: https://www.zionmarketresearch.com/report/serious-games-market

Online Gambling & Betting Market: https://www.zionmarketresearch.com/report/online-gambling-betting-market

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