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The gamification market is forecasted to grow by USD 43.08 billion during 2023-2028, accelerating at a CAGR of 29.52% during the forecast period. The report on the gamification market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.Speak directly to the analyst to clarify any post sales queries you may have.
The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing adoption of gamification in e-learning, increasing implementation of customer-centric business model, and increasing applicability of gamification.
The gamification market is segmented as below:
By Application
- Consumer-driven application
- Enterprise-driven application
By End-user
- Healthcare
- Entertainment
- Retail
- Education
- Others
By Geography
- North America
- Europe
- APAC
- South America
- Middle East and Africa
The report on the gamification market covers the following areas:
- Gamification market sizing
- Gamification market forecast
- Gamification market industry analysis
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.
Table of Contents
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Application
7 Market Segmentation by End-user
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Opportunity/Restraints
11 Competitive Landscape
12 Competitive Analysis
13 Appendix
List of Exhibits
Executive Summary
The following companies are recognized as the key players in the global gamification market: Allen Interactions Inc., Ambition, Aon plc, Axonify Inc., BI WORLDWIDE, Cognizant Technology Solutions Corp., Designing Digitally Inc., Gamification Ltd., Houghton Mifflin Harcourt Co., ImmersionOne Inc., Influitive Corp., Learning Technologies Group Plc, LevelEleven Inc., Microsoft Corp., MPS Ltd., MRCC Group, Paradigm Learning Inc., PUG Interactive Inc., Raydiant Inc., and SAP SE.Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is rise in strategic alliances in the global gamification market."
According to the report, one of the major drivers for this market is the increasing adoption of gamification in e-learning.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Allen Interactions Inc.
- Ambition
- Aon plc
- Axonify Inc.
- BI WORLDWIDE
- Cognizant Technology Solutions Corp.
- Designing Digitally Inc.
- Gamification Ltd.
- Houghton Mifflin Harcourt Co.
- ImmersionOne Inc.
- Influitive Corp.
- Learning Technologies Group Plc
- LevelEleven Inc.
- Microsoft Corp.
- MPS Ltd.
- MRCC Group
- Paradigm Learning Inc.
- PUG Interactive Inc.
- Raydiant Inc.
- SAP SE