Gamification Market Growth, Industry Research Report, Major Players & Forecast 2023-2028

IMARC Group, a leading market research company, has recently releases report titled “Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028.” The study provides a detailed analysis of the industry, including the global Gamification market share, size, trends, and growth forecasts. The report also includes competitor and regional analysis and highlights the latest advancements in the market.

How Big Is The Gamification Market?

aThe global gamification market size reached US$ 15.3 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 53.2 Billion by 2028, exhibiting a growth rate (CAGR) of 21.9% during 2023-2028.

What are Gamification?

Gamification refers to a strategy of applying gaming principles to a non-gaming environment to increase user engagement and loyalty. The software enables organizations to provide task-based interactive events that encourage employees to achieve target goals, further aid in creating healthy community interactions, team building environments, and eliminate worker motive ambiguity. The game design elements on digital platforms also reward the users by integrating points, leadership boards, badges, and loyalty programs, which motivates them to work harder. As a result, the software finds extensive applications across various industry verticals, such as healthcare, retail, banking, financial services and insurance (BFSI), and e-learning.

What Are The Growth Prospects And Trends In The Gamification Industry?

The widespread adoption of artificial intelligence (AI)-based game design solutions by large organizations and small and medium enterprises (SMEs), on account of the rising number of smartphone and smart gadgets users and the growing popularity of bring your own device (BYOD) trend, is among the key elements stimulating the gamification market. Moreover, the increasing utilization of rewards and recognition programs to boost employee engagement is acting as another significant growth-inducing factor.

Besides this, continuous technological innovations, including the inflating adoption of cloud-based technologies, crowdsourcing, and the rising integration with social networking platforms, are positively influencing the global market. Furthermore, the development of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data and the shifting preferences toward cloud-based business solutions from on-premises are also propelling the market growth. Apart from this, the higher return of investment (ROI) yield of gamification, inflating digitization, the increasing deployments of 5G networks, and the introduction of Industry 4.0 are anticipated to fuel the gamification market over the forecasted period..

What Is Included In Market Segmentation?

The report has segmented the market into the following categories:

Breakup by Component:

  • Solution
  • Service

Breakup by Deployment Mode:

  • On-premises
  • On-Cloud

Breakup by Enterprise Size:

  • Small and Medium-sized Enterprises
  • Large Enterprises

Breakup by Industry Vertical:

  • BFSI
  • Retail
  • Education
  • IT and Telecom
  • Manufacturing
  • Media and Entertainment
  • Others

Market Breakup by Region:

  • North America (United States, Canada)
  • Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, Others)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Russia, Others)
  • Latin America (Brazil, Mexico, Others)
  • Middle East and Africa

Who Are The Key Players Operating In The Industry?

The report covers the major market players including:

  • Ambition
  • Aon PLC
  • Axonify Inc.
  • Cognizant
  • Iactionable
  • Microsoft Corporation
  • MPS Limited
  • NIIT Limited
  • SAP SE
  • and Verint Systems Inc.

If you require any specific information that is not covered currently within the scope of the report, we will provide the same as a part of the customization.

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