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The market is segmented by Deployment Mode (on-premises, cloud), Size (small and medium business, large enterprises), Type of Solution (open platform, closed/ enterprise platform), and Region.
Study Period:
2019-2025
Base Year:
2019
Fastest Growing Market:
Asia Pacific
Largest Market:
North America
CAGR:
30.31 %
Major Players:
The global gamification market was valued at USD 7.17 billion in 2019, and it is estimated to witness a CAGR of 30.31% over the forecast period (2020-2025). The exponential growth in the number of smartphones and mobile devices has directly created a vast base for the gamification market. This growth is also supported by the increasing recognition of gamification systems as a method to architecture human behavior, in order to induce innovation, productivity, or engagement. The use of gamification systems has also extended beyond its traditional scope of marketing. As now, they are extensively used in advance applications, like crowdsourcing.
Humans possess the tendency to influence their own behavior based on their experiences while receiving rewards, playing games, reading novels, etc. Gamification makes use of this human tendency of influencing one's own thinking process by engaging its users in becoming effective problem-solvers, even in the real world. Gamification has proven its advantages in different activities such as customer experience enrichment, employee engagement, rewards to people, etc.
| By Deployment | |
| On-premise | |
| On-cloud |
| By Size | |
| Small and Medium Enterprises | |
| Large Enterprises |
| By Platform | |
| Open Platform | |
| Closed/ Enterprise Platform |
| By End-user Vertical | |
| Retail | |
| Banking | |
| Government | |
| Healthcare | |
| Education and Research | |
| IT and Telecom | |
| Other End-user Verticals |
| Geography | |
| North America | |
| Europe | |
| Asia-Pacific | |
| Latin America | |
| Middle East & Africa |
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The retail industry is an emerging industry, growing at a significant rate. Retail sales growth has been increasing steadily since 2012, at a healthy pace, as customers seek experiences and products that reflect the personal brand they promote on social media.
While gamification can add entertainment and drama to a retailer’s marketing or engagement strategy, without diverting the core idea of the business, it can also provide positive behaviors from customers and employees, leading to a rich brand experience and higher sales.
Retail gamification is an e-commerce trend that is growing at a tremendous pace. Online retailers will want to continue creating interactive experiences for customers to drive higher sales growth in their stores. Gamification apps have proven to improve leads and sales for several retailers. Gamification can also drive new and recurring customers to a store, while offering insights into how shoppers engage with a brand.
To understand key trends, Download Sample Report
North America has a mature market for gamification in the field of marketing. However, systems are also finding varied applications in product development and innovation in the region. The high penetration of internet and smartphone users in the region has also led to the greater usage of gamification for marketing, especially by using social media integration tools. These systems are designed to interact with the consumer base and market the interaction at the same time. This region is projected to witness the highest incorporation of gamification systems in enterprise-level solutions and a shift toward more technologically advanced methods in the case of consumer involvement systems.
Since the beginning of the gamification industry, various companies introduced major gamification projects. These include consumer brands such as Adobe, NBC, Walgreens, eBay, Panera, and Threadless, among others. For B2B companies, such as Oracle, Cisco, and Salesforce, gamification has emerged as a key element in their consumerization of the enterprise strategy.
These organizations are attracted by gamification’s ability to raise engagement and loyalty, measured in time, on-site, repeat visits, and viral distribution by an average of 30%. Apart from engagement, gamification’s revenue effects are also impressive. American multinational software company, Autodesk raised its trial usage by 40% and conversion rates by 15% while Extraco Bank raised its customer acquisitions by 700%.
Moreover, companies such as LivingSocial, have replaced the dreaded annual review with a mobile, gamified solution, with over 90% of employees participating voluntarily. Other organizations, including Target, have improved employee throughput and satisfaction while reducing costs through the direct use of gamification.
North America has a mature market for gamification in the field of marketing. However, systems are also finding varied applications in product development and innovation in the region. The high penetration of internet and smartphone users in the region has also led to the greater usage of gamification for marketing, especially by using social media integration tools. These systems are designed to interact with the consumer base and market the interaction at the same time. This region is projected to witness the highest incorporation of gamification systems in enterprise-level solutions and a shift toward more technologically advanced methods in the case of consumer involvement systems.
Since the beginning of the gamification industry, various companies introduced major gamification projects. These include consumer brands such as Adobe, NBC, Walgreens, eBay, Panera, and Threadless, among others. For B2B companies, such as Oracle, Cisco, and Salesforce, gamification has emerged as a key element in their consumerization of the enterprise strategy.
These organizations are attracted by gamification’s ability to raise engagement and loyalty, measured in time, on-site, repeat visits, and viral distribution by an average of 30%. Apart from engagement, gamification’s revenue effects are also impressive. American multinational software company, Autodesk raised its trial usage by 40% and conversion rates by 15% while Extraco Bank raised its customer acquisitions by 700%.
Moreover, companies such as LivingSocial, have replaced the dreaded annual review with a mobile, gamified solution, with over 90% of employees participating voluntarily. Other organizations, including Target, have improved employee throughput and satisfaction while reducing costs through the direct use of gamification.
To understand geography trends, Download Sample Report.
The gamification market is highly competitive and consists of several major players. In terms of market share, few of the major players currently dominate the market. These major players, with a prominent share in the market, are focusing on expanding their customer base across foreign countries. These companies are leveraging on strategic collaborative initiatives to increase their market share and increase their profitability. For instance, in March 2017, Cognizant announced the acquisition of Brilliant Service Co. Ltd, an intelligent products and solutions company, headquartered in Japan, specializing in digital strategy, product design and engineering, the Internet of Things (IoT), and enterprise mobility
1. INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study
2. RESEARCH METHODOLOGY
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 Mobile-based Gamification Gaining Momentum
4.2.2 Crowdsourcing Seen as a Major Opportunity in Innovation and Development
4.3 Market Restraints
4.3.1 Manufacturing Complications and Lower ROI
4.4 Industry Attractiveness Porter's Five Forces Analysis
4.4.1 Threat of New Entrants
4.4.2 Bargaining Power of Buyers/Consumers
4.4.3 Bargaining Power of Suppliers
4.4.4 Threat of Substitute Products
4.4.5 Intensity of Competitive Rivalry
5. MARKET SEGMENTATION
5.1 By Deployment
5.1.1 On-premise
5.1.2 On-cloud
5.2 By Size
5.2.1 Small and Medium Enterprises
5.2.2 Large Enterprises
5.3 By Platform
5.3.1 Open Platform
5.3.2 Closed/ Enterprise Platform
5.4 By End-user Vertical
5.4.1 Retail
5.4.2 Banking
5.4.3 Government
5.4.4 Healthcare
5.4.5 Education and Research
5.4.6 IT and Telecom
5.4.7 Other End-user Verticals
5.5 Geography
5.5.1 North America
5.5.2 Europe
5.5.3 Asia-Pacific
5.5.4 Latin America
5.5.5 Middle East & Africa
6. COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Cognizant Technology Solution Corp.
6.1.2 MPS Interactive Systems Limited
6.1.3 Microsoft Corporation
6.1.4 Callidus Software Inc.
6.1.5 cut-e GmbH (AON, PLC)
6.1.6 Axonify Inc.
6.1.7 IActionable Inc
6.1.8 Bunchball Inc.
6.1.9 Ambition
6.1.10 G-Cube
7. INVESTMENT ANALYSIS
8. MARKET OPPORTUNITIES AND FUTURE TRENDS
** Subject to Availability