The gamification market has seen considerable growth due to a variety of factors.
• There has been a significant expansion in the size of the gamification market in the last few years. The market is projected to increase from $22.01 billion in 2024 to reach $27.11 billion in 2025, demonstrating a compound annual growth rate (CAGR) of 23.2%.
The upsurge throughout the historical period can be linked to the intensified utilization of gamification in marketing, the thriving gaming sector, the advent of mobile gaming, and the demand for employee engagement and training.
The gamification market is expected to maintain its strong growth trajectory in upcoming years.
• Over the next few years, the gamification market size is anticipated to experience a rapid escalation. By 2029, this market will have expanded to $73.66 billion with a compound annual growth rate (CAGR) of 28.4%.
This surge during the projected period can be linked to factors like the application of gamification in the education sector, its adoption in health and wellness, increased utilisation in customer loyalty initiatives, the enlargement of gamification within virtual events, and a focus on data-dependent gamification tactics. Key trends expected during this period encompass technological advancements in gamification, its use in remote and hybrid workplaces, the customization of gamified experiences, incorporation with augmented reality (AR) and virtual reality (VR), and the integration of blockchain for transparent gamification.
The growth of the gamification market is anticipated to be fuelled by the escalating use of smartphones. Smartphones, which are a kind of mobile phone with computing capabilities, facilitate users to utilize gamified mobile apps at any place and at any time, thereby enabling them to compete and attain their learning and victory goals. To illustrate, Uswitch Limited, a firm authorized by the UK’s financial conduct authority, disclosed in February 2023 that the UK's mobile connections had climbed to 71.8 million, gaining a 3.8% increase from the preceding year, and adding roughly 2.6 million additional connections. It's also predicted that the UK's population will grow to 68.3 million by 2025, and it's anticipated that 95% of these people, equivalent to approximately 65 million individuals, will be smartphone owners. Hence, the growing popularity of smartphones is propelling the expansion of the gamification market.
The gamification market covered in this report is segmented –
1) By Platform: Open Platform, Closed Or Enterprise Platform
2) By Size: Small And Medium Enterprises, Large Enterprises
3) By Deployment: On-Premise, On-Cloud
4) By End-User Vertical: Retail, Banking, Government, Healthcare, Education And Research, IT And Telecom, Other End-User Verticals
Subsegments:
1) By Open Platform: Web-Based Open Platforms, Mobile Open Platforms, Community-Driven Open Platforms
2) By Closed Or Enterprise Platform: Proprietary Enterprise Solutions, Customizable Enterprise Platforms, Industry-Specific Enterprise Platforms
In the field of gamification, technological innovation is a trend of growing significance. Major players in this market are striving to debut novel technologies to maintain their market standing. For example, in January 2022, Soffos, a technology company based in the UK, unveiled TestMe, a quiz-based training tool powered by artificial intelligence, designed for institutional training managers and student exam preparation. The tool creates quiz-form, open-ended tests that are uploaded to the platform from any source, the users then can ask or write answers in plain language. Thus, by using gamification, users are encouraged to delve into current trends, share their progression, and remain engaged throughout their learning journey.
Major companies operating in the gamification market include:
• MPS Interactive Systems Limited
• Microsoft Corporation
• Axonify Inc.
• IActionable Inc.
• SAP SE
• Indusgeeks Solutions Pvt. Ltd.
• BI WORLDWIDE
• TGC Technologies Pvt. Ltd.
• Gametize
• Gamify
• Salesforce. com Inc.
• Cognizant Technology Solution Corp.
• Verint
• Hoopla
• Centrical
• Mambo. IO
• Influitive
• LevelEleven
• Ambition
• Khoros
• Scrimmage
• Xoxoday
• Tango Card
• Google LLC
North America was the largest region in the gamification market in 2024.Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa