The North America Gamification Market is expected to witness market growth of 26.2% CAGR during the forecast period (2022-2028).
Gamification in the business can enhance staff motivation in general. However, a corporate gamification platform like Bunchball Nitro from BI WORLDWIDE can reveal further benefits. These advantages include identifying the most effective incentives, discovering employee preferences, highlighting workplace connections, and assisting in the transformation of the company into an efficient corporation. Internal staff could benefit from a gamification strategy that focuses on increasing engagement and retention. Gamification appeals to strong fundamental motivating factors that all humans share, such as autonomy, mastery, purpose, and social connection, to establish a long-term foundation for employee engagement. Gamification in the workplace can produce measurable effects. Gamification delivers data and reporting to assist to determine what's working and what needs to be tweaked for staff.
The market in this region is predicted to grow due to a well-developed communication network among large organizations and rising demand for customized solutions. Due to the huge presence of customer-centric organizations such as Oracle Corporation, Cisco System, Salesforce, and others, the United States is likely to see further growth. The region's market growth is likely to be supported by the increasing number of smartphone users and internet traffic in the retail and e-commerce industries.
North America is a region that has several developed countries, allowing them to meet the growing need for cloud gaming facilities across the region by providing increased bandwidth and improved cloud-to-device communication. Boosteroid, a cloud gaming platform, has also expanded its services to the United States. The arrival of such a large-scale cloud gaming platform in the region is expected to provide gamers with access to a larger library of cloud games.
The US market dominated the North America Gamification Market by Country 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $15,588.6 million by 2028. The Canada market is experiencing a CAGR of 29.1% during (2022 - 2028). Additionally, The Mexico market is expected to exhibit a CAGR of 27.9% during (2022 - 2028).
Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.
Gamification in the business can enhance staff motivation in general. However, a corporate gamification platform like Bunchball Nitro from BI WORLDWIDE can reveal further benefits. These advantages include identifying the most effective incentives, discovering employee preferences, highlighting workplace connections, and assisting in the transformation of the company into an efficient corporation. Internal staff could benefit from a gamification strategy that focuses on increasing engagement and retention. Gamification appeals to strong fundamental motivating factors that all humans share, such as autonomy, mastery, purpose, and social connection, to establish a long-term foundation for employee engagement. Gamification in the workplace can produce measurable effects. Gamification delivers data and reporting to assist to determine what's working and what needs to be tweaked for staff.
The market in this region is predicted to grow due to a well-developed communication network among large organizations and rising demand for customized solutions. Due to the huge presence of customer-centric organizations such as Oracle Corporation, Cisco System, Salesforce, and others, the United States is likely to see further growth. The region's market growth is likely to be supported by the increasing number of smartphone users and internet traffic in the retail and e-commerce industries.
North America is a region that has several developed countries, allowing them to meet the growing need for cloud gaming facilities across the region by providing increased bandwidth and improved cloud-to-device communication. Boosteroid, a cloud gaming platform, has also expanded its services to the United States. The arrival of such a large-scale cloud gaming platform in the region is expected to provide gamers with access to a larger library of cloud games.
The US market dominated the North America Gamification Market by Country 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $15,588.6 million by 2028. The Canada market is experiencing a CAGR of 29.1% during (2022 - 2028). Additionally, The Mexico market is expected to exhibit a CAGR of 27.9% during (2022 - 2028).
Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.
Scope of the Study
Market Segments Covered in the Report:
By Component
- Solution
- Services
By Application
- Sales & Marketing
- Product Development
- Human Resource
- Support
- Others
By End-User
- Retail
- Education
- Manufacturing
- Banking
- Media & Entertainment
- IT & Telecom
- Others
By Deployment Type
- On-premise
- Cloud
By Organization Size
- Large Enterprises
- Small & Medium Enterprises
By Country
- US
- Canada
- Mexico
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Microsoft Corporation
- SAP SE
- Cognizant Technology Solutions Corporation
- MPS Interactive Systems Limited (MPS Ltd.)
- Ambition Solutions, Inc.
- Aon plc
- Axonify, Inc.
- G-Cube (MRCC)
- IActionable
- BI WORLDWIDE
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 4. North America Gamification Market by Component
Chapter 5. North America Gamification Market by Application
Chapter 6. North America Gamification Market by End-User
Chapter 7. North America Gamification Market by Deployment Type
Chapter 8. North America Gamification Market by Organization Size
Chapter 9. North America Gamification Market by Country
Chapter 10. Company Profiles
Companies Mentioned
- Microsoft Corporation
- SAP SE
- Cognizant Technology Solutions Corporation
- MPS Interactive Systems Limited (MPS Ltd.)
- Ambition Solutions, Inc.
- Aon plc
- Axonify, Inc.
- G-Cube (MRCC)
- IActionable
- BI WORLDWIDE
Methodology
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