Gamification Market 2022 to 2030 Opportunities, Industry News and Policies by Regions and Companies

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Providing adequate motivation to employees for better performance outcomes is a key factor driving gamification market revenue growth

A novel report on global Gamification Market is published by Emergen Research, offering current developments and emerging trends of the market. The report offers a comprehensive overview of the market along with details about market size, market share, revenue growth, and top companies. The report covers all crucial and essential information related to global Gamification Market to help readers, investors, clients to gain a thorough understanding of the market and invest accordingly. Various advanced statistical tools such as SWOT analysis or Porter’s Five Forces are used in the report.

The global gamification market size was USD 11.69 Billion in 2021 and is expected to register a revenue CAGR of 27.4% during the forecast period. Use of Artificial Intelligence (AI) for processing and showing personalized results and rapid digitization of businesses to generate new revenue avenues are factors driving gamification market revenue growth.

To gain deep insights into their staff, large enterprises are implementing Al-based solutions and cutting-edge technology. Al-based gamification models give correct answers by removing uncertainty in employee motives and assisting employees in meeting objectives more effectively. For instance, since Cisco Systems gamified its social media training program, over 650 Cisco Systems workers have received accreditation for over 13,000 courses. Small and Medium-sized businesses (SMEs) are implementing Al-based solutions to improve employee motivation, engagement, and involvement. General acceptance of Al-based solutions will contribute to development of transparent and cooperative cultures, leading to market expansion. As an illustration, effective SaaS solutions built on Al technology provide digital employee interaction, engagement capabilities, and recognition, enhancing organization's accessibility and collaborative culture. Venture capitalists are also funding emerging businesses that offer SaaS platforms based on Al technology. Worxogo Solutions Pvt. Ltd., which offers a SaaS application for employees, has received investments from companies such as Ideaspring Capital and Inventus Capital India. The service offers tailored feedback on employees daily performance.

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Segmental Analysis

The global Gamification market is broadly segmented on the basis of different product types, application range, end-use industries, key regions, and an intensely competitive landscape. This section of the report is solely targeted at readers looking to select the most appropriate and lucrative segments of the Gamification sector in a strategic manner. The segmental analysis also helps companies interested in this sector make optimal business decisions and achieve their desired goals.

Segments Covered in this report are:

  • Component Type Outlook (Revenue, USD Billion; 2019-2030)

    • Solution
    • Services
  • Deployment Type Outlook (Revenue, USD Billion; 2019-2030)

    • Cloud
    • On-premises
  • Vertical Outlook (Revenue, USD Billion; 2019-2030)

    • Education
    • Healthcare
    • Banking, Financial Services and Insurance (BFSI)
    • Retail
    • Manufacturing
    • Telecom
    • IT
    • Hospitality
    • Others

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Competitive Outlook:

The global Gamification market is highly consolidated due to the presence of a large number of companies across this industry. These companies are known to make hefty investments in research and development projects. Also, they control a considerable portion of the overall market share, thus limiting the entry of new players into the sector.  The global Gamification market report studies the prudent tactics undertaken by the leading market players, such as partnerships and collaborations, mergers acquisitions, new product launches, and joint ventures.

Key Companies Profiled in the Report:

Microsoft, SAP, BI WORLDWIDE, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd, MPS Interactive Systems, and Influitive

Report Highlights:

Besides offering a vivid depiction of the global Gamification business sphere and its fundamental operations, the latest report provides the industrial chain analysis and list down the current and future market trends and growth opportunities.

The report includes information on the present and historical market scenarios, which helps forecast the market conditions over the next eight years (2020-2027). 

The report scrutinizes the salient factors influencing the growth of the market in the near future.

The strategic marketing recommendations, crucial information related to the new market entrants, and expansion plans of various businesses are poised to provide the reader with a competitive edge in the market.

Global Gamification Market Geographical Landscape - Synopsis:

The report closely studies the growth trajectory of the global Gamification market. It brings to light the global dominance of the leading regional segments, including North America, Asia Pacific, Europe, Latin America, and the Middle East Africa.

The study elaborates on the crucial information pertaining to the regional market share. It simultaneously focuses on the significant details about the growth patterns of each regional market.

Moreover, the report encases an exhaustive geographical study of the market, emphasizing the business growth prospects and market barriers for each of the key market regions.

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