Gamification Market Statistics: 2027
Major factors driving gamification market are increased need for customer & employee engagement, user experience enrichment, etc. The market faces limitations due to factors such as inappropriate game designs and lack of awareness regarding gamification merits. However, the market can sense opportunities due to explosion of information in digital world and increasing adoption of BYOD by companies.
Humans possess tendency to influence their own behavior due to experiences while playing games, reading novels, receiving rewards, etc. Gamification makes use of this human tendency of influencing own thinking process due to games to engage users for effective problem solving in real world.
Gamification proves its advantages in activities such as rewards to people, customer experience enrichment, employee engagement, etc. Report delivers detailed analysis about gamification market dynamics, top winning strategies and overview of market’s ecosystem in order to facilitate business planning.
Based on solutions type, market is classified into platform & service providers, open source developers and mobile SDK/LBS providers. The platform and service providers hold the largest share of the Gamification market. Open source platform providers are expected to fuel market growth in the future due to cost efficiency and increased acceptance from industry stakeholders.
According to services perspectives, market is segmented into enterprise apps integrable services and social connectors. As social connector, gamification assists in peer engagement activities. With increasing need of engagement activities, gamification is serving the purpose as a social connector.
From applications viewpoint, the gamification market is segmented according to marketing, sales, product development, human resources and others. In today’s scenario, gamification is commonly used in marketing and human resources management applications due to ability of the technology to improve customer experience and employee skills enhancement.
Based on verticals catered, the market is categorized into public sector & government, BFSI, consumer goods & retail, high-tech, media & publishing, energy, power & utilities, healthcare & pharmaceuticals, entertainment, travel & logistics, education and others. Gamification was commonly used in entertainment industry; however, its presence in retail, health and pharmaceuticals, BFSI, education and high-tech verticals is continuously improving due to the need of peer engagement and experience enhancement needs. Among all verticals, retail and healthcare & pharmaceuticals are expected to drive the gamification market in future.
By End users
From end-users perspective, market is broadly segmented into consumer gamification and enterprise gamification. The market is in nascent phase, with consumer gamification leading the space due to individualistic characteristics. Over the period, enterprise gamification market is expected to surpass consumer gamification, as awareness among enterprises would increase due to competitive advantage gained by their rivals by implementing gamification.
Deployment-wise the gamification market is categorized according to types such as on-premise, on demand and hybrid. On-premise deployments of games are becoming increasingly popular in the market. Organizations are becoming aware of gamification benefits, which would drive the growth of on-premise and hybrid deployments.
On geographical basis, market is segmented into North America, Europe, Asia Pacific, Middle East & Africa and Rest of the World (RoW). The gamification Market is in its early stage and currently leaded by North America. North America and European regions are expected to continue leading the market due to comparatively low awareness and underdeveloped gamification’s ecosystem in other regions
To capitalize on the upcoming gamification technology market, numerous big pocket companies are stepping in with alliance and expansion strategies. The market is experiencing competition among players such as Alive Mobile, Badgeville, BigDoor, Bunchball, CloudCaptive, Gamifier, Gamify, Gamification Co. half Seroious and iActionable.
High Level Analysis
The report provides detailed analysis of global gamification market using Porter’s five forces model. Threat of new entrants and intersegment rivalry is estimated based on number of players in the gamification market and their capabilities. Threat of new entrants is high due to non capital intensive nature of business; which would eventually increase intersegment rivalry Degree of bargaining powers of customers is high due to increasing customized services from numerous players. Degree of bargaining power of suppliers is estimated to remain moderate to high due to availability of good number of games and IT software companies. Threat of substitutes is low as the only substitute available is time & cost consuming outbound activities.
- The report explains competitive advantage received due to gamification, which also elaborates about future prospects to stakeholders.
- Market dynamics and competitors overview provides analysis about the industry with drivers, restraints, and segment-wise industry knowledge, which assists organizations to understand target gamification market and top winning strategies.
- Value chain and Porter’s five forces analysis helps to acknowledge degree of market attractiveness and assists in decision making while short-listing industry partners.
- Scientifically forecasted market data, along with above mentioned factors facilitates organizations and entrepreneurs in effective business planning.
- There is an emphasis laid on trends and opportunities in various geographies so that companies can make region specific plans with due consideration of behavioral, regional, economical and demographical attributes
Gamification Market Deliverables
The global gamification market is classified based on solution providers, end users, services and geographies.
Market By Solutions
- Gamification Platform and Service Providers
- Open Source Providers
- Mobile SDK/LBS Providers
Market By Services
- Enterprise Apps Integrable Services
- Social Connectors
Market By Applications
- Product Development
- Human Resources
Market By Verticals
- Public Sector and Government
- Banking, Financial Services and Insurance (BFSI)
- Consumer Goods and Retail
- Media and Publishing
- Energy, Power and Utilities
- Healthcare and Pharmaceuticals
- Travel and Logistics
Market By End Users
- Consumer Gamification
- Enterprise Gamification
Market By User Deployment
Market By Geographies
- North America
- Asia Pacific
- Middle East and Africa