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Europe And Latin America Gamification - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2019 - 2029

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    Report

  • 100 Pages
  • February 2024
  • Region: Europe, Latin America
  • Mordor Intelligence
  • ID: 5120237
The Europe And Latin America Gamification Market size is estimated at USD 8.72 billion in 2024, and is expected to reach USD 30.24 billion by 2029, growing at a CAGR of 28.24% during the forecast period (2024-2029).

The exponential growth in the number of smartphones and mobile devices in the region has boosted the demand for the gamification market. The increasing recognition of gamification systems also supports this growth as a method to architecture human behavior to induce innovation, productivity, or engagement.

Key Highlights

  • Improved learning outcomes are anticipated to increase the gamification demand among end-users in European and Latin American countries. As a promising learning method, gamification is a growing trend in manufacturing, education, healthcare training, etc.
  • Mobile-based gamification is gaining momentum and driving the gamification market in Europe and Latin America. With the widespread use of smartphones and tablets, mobile-based gamification has become an effective way to engage users and create immersive experiences.
  • Crowdsourcing has emerged as a significant opportunity in innovation and development, and it has also been driving the gamification market. Crowdsourcing involves sourcing ideas, content, or services from a large group of people, often via the Internet. Gamification can motivate and engage the crowd, making it an effective tool for crowdsourcing initiatives.
  • The development of gamification solutions can be complex, posing a challenge and restraining the gamification market. Developing effective game mechanics that are engaging, motivating, and aligned with the business objectives can be challenging. It requires a deep understanding of user behavior, psychology, and motivations that may restrain market growth.
  • The COVID-19 pandemic accelerated the adoption of digital technologies and forced companies to shift to remote work and virtual learning. This created new opportunities for gamification as companies look for ways to engage and motivate employees and customers in a virtual environment. The gamification market is expected to grow in the post-COVID-19 era, driven by the ongoing digital transformation and the need for engaging and effective virtual experiences.

Europe And Latin America Gamification Market Trends

Retail End-User Vertical Segment is Expected to Hold Significant Market Share

  • Gamification is a growing trend in Europe and Latin America, with many retailers using it to engage with their customers and increase sales. In this case, end users would be the customers interacting with the gamification elements.
  • Gamification in retail is loyalty programs that reward customers for their purchases. These programs often use points or badges to incentivize customers to continue shopping with the retailer. By adding a gamification element to their loyalty program, retailers can make the experience more engaging and fun for customers, increasing customer loyalty and repeat business.
  • Some retailers in Latin America also use gamification to encourage social responsibility and sustainability. For example, a store might offer discounts or other incentives for customers who bring in recyclable materials or participate in community service projects. By using gamification, retailers can encourage customers to think about their impact on the environment and their communities while building brand loyalty.
  • In Europe, some retailers also use gamification to create immersive shopping experiences. For example, a clothing store might use augmented reality to allow customers to try on clothes virtually. This can be a fun and engaging way for customers to interact with the products and increase their likelihood of purchasing.
  • According to OECD, In 2022, the total retail trade sales volume index in the European Union remained nearly unchanged at approximately 117.08. Still, the total retail trade sales volume index reached its highest value from 2009 to 2022.


European Region is Expected to Hold Significant Market Share

  • Gamification has gained popularity in various European sectors, including education, healthcare, marketing, and employee engagement. Companies use gamification to enhance customer engagement, improve employee performance, and create more effective training programs.
  • The high penetration of internet and smartphone users in the region has also led to the more significant usage of gamification for marketing, especially using social media integration tools. According to ITU, As of 2022, internet penetration in Europe was the highest among the global regions, growing from nearly 60 percent in 2009 to 89 percent in 2022.
  • Germany and the United Kingdom have a strong gaming industry, with several established game development companies and a large market for video games. This has created a talent pool and infrastructure that can be leveraged for gamification projects.
  • High expenditure on advertising is witnessed across industries in the region, as advertisers use gamification to optimize brand awareness, target more audiences, and make additional website traffic.
  • The gamification market in Europe is expected to continue growing, driven by the increasing adoption of gamification across various sectors and the availability of advanced technologies like artificial intelligence (AI) and virtual reality (VR) that can enhance the gamification experience.


Europe And Latin America Gamification Industry Overview

The Europe and Latin America Gamification Market is highly fragmented, with major players like Young Targets GmbH, Growth Engineering Ltd., Gamifier, Inc., 3radical Limited, and CUT-E GMBH (AON, PLC). Players in the market are adopting strategies such as partnerships, mergers, and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In November 2022, 3radical, one of the market leaders in audience engagement and consented to data capturing solutions, announced the successful delivery of an interactive digital learning platform for Saint-Gobain's specialized distributor brands. 3radical created an identical gamified micro-site for colleagues to effectively convey the company's sustainability plan to employees and raise awareness of critical environmental concerns.

In October 2022, Growth Engineering released a significant new gamification guidebook. Growth Engineering intended to establish a resource that would assist corporations, L&D professionals, instructors, and teachers in developing high-impact gamification techniques for the future. The 'The Ultimate Guide to Gamification in Online Learning' handbook explained how gamification could effectively engage learners in academic and corporate settings.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support


This product will be delivered within 2 business days.

Table of Contents

1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study
2 RESEARCH METHODOLOGY3 EXECUTIVE SUMMARY
4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Attractiveness - Porter's Five Forces Analysis
4.2.1 Bargaining Power of Suppliers
4.2.2 Bargaining Power of Consumers
4.2.3 Threat of New Entrants
4.2.4 Intensity of Competitive Rivalry
4.2.5 Threat of Substitutes
4.3 Impact of COVID-19 on Gamification and Digital Engagement Strategies
4.4 Evolution of Gamification and the Current Positioning of Europe and Latin America in the Global Scenario
5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 Mobile-based Gamification Gaining Momentum
5.1.2 Crowdsourcing seen as a major Opportunity in Innovation and Development
5.1.3 Growing Awareness on the use of Gamification in the field of Education and Local Citizen Engagement in Latin America
5.2 Market Challenges
5.2.1 Several Gamification Techniques have been known to have a Short-Term Impact on the Audience
5.2.2 Complexities Involved in the Development of Gamification Solutions
5.3 Market Opportunities
5.3.1 Increased Adoption of AI and Machine Learning has Greatly Improved Engagement Rates in key End-User Segments
6 MARKET SEGMENTATION
6.1 By Type
6.1.1 Solution
6.1.2 Services
6.2 By End User Vertical
6.2.1 Retail
6.2.2 Healthcare
6.2.3 Education
6.2.4 Banking and Finance
6.2.5 Telecommunications & IT
6.2.6 Other End-user Vertical
6.3 By Geography
6.3.1 Europe
6.3.1.1 Italy
6.3.1.2 Germany
6.3.1.3 United Kingdom
6.3.1.4 Rest of Europe
6.3.2 Latin America
6.3.2.1 Brazil
6.3.2.2 Mexico
6.3.2.3 Rest of Latin America
7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Young Targets GmbH
7.1.2 Growth Engineering Ltd.
7.1.3 Gamifier, Inc.
7.1.4 3radical Limited
7.1.5 CUT-E GMBH (AON, PLC)
7.1.6 Gamehill
7.1.7 MMD Games
7.1.8 BrandNewGame
7.1.9 Mindonsite SA
7.1.10 Bluerabbit Edu, S.A.P.I. de C.V.
7.1.11 Matifac
7.1.12 Senac Brasil
8 INVESTMENT ANALYSIS9 MARKET OUTLOOK

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Young Targets GmbH
  • Growth Engineering Ltd.
  • Gamifier, Inc.
  • 3radical Limited
  • CUT-E GMBH (AON, PLC)
  • Gamehill
  • MMD Games
  • BrandNewGame
  • Mindonsite SA
  • Bluerabbit Edu, S.A.P.I. de C.V.
  • Matifac
  • Senac Brasil

Methodology

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