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市场调查报告书
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1370400

游戏化市场:2023-2028 年全球产业趋势、份额、规模、成长、机会与预测

Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日期: | 出版商: IMARC | 英文 146 Pages | 商品交期: 2-3个工作天内

价格

抽象的

市场概况:

2022年全球游戏化市场规模达153亿美元。展望未来,IMARC集团预计到2028年市场规模将达到532亿美元,2023-2028年复合年增长率(CAGR)为21.9%。

游戏化是指在非游戏环境中实施游戏机制和设计元素,更重视有效的使用者参与。该软体使组织能够提供基于任务的互动计划,鼓励员工实现既定目标,进一步帮助创建健康的社区互动、团队建立环境,并消除员工动机的模糊性。数位平台上的游戏设计元素也透过积分、领导板、徽章和忠诚度计划来奖励用户,激励他们更加努力工作。游戏化提供的主要好处包括丰富客户体验、积极的员工参与和有组织的奖励计划。因此,游戏化在医疗保健、零售、BFSI 和电子学习等众多垂直行业中得到了广泛的应用。

游戏化市场趋势:

这个市场主要是由大型组织和中小企业(SME)广泛采用基于人工智慧的游戏化解决方案所推动的。这可以归因于智慧型手机和智慧型装置用户数量的不断增加以及对自带设备 (BYOD) 趋势的普遍偏好。与此一致的是,越来越多地利用奖励和表彰计划来提高员工敬业度,也为市场成长提供了动力。此外,持续的技术创新,例如基于云端的技术的适应、众包以及与社交网路平台的集成,正在市场上创造利润丰厚的成长机会。基于行动的软体即服务 (SaaS) 平台的出现进一步推动了市场的发展,该平台使组织能够收集第一手资料。从本地转向基于云端的业务解决方案的范式也创造了积极的市场前景。对该市场做出贡献的其他一些因素包括游戏化更高的投资回报率、快速数位化、5G 网路部署的增加以及工业 4.0 的出现。

本报告回答的关键问题:

  • 迄今为止,全球游戏化市场的表现如何,未来几年将如何表现?
  • COVID-19 对全球游戏化市场有何影响?
  • 主要区域市场有哪些?
  • 基于组件的市场区隔是什么?
  • 基于部署模式的市场区隔是怎样的?
  • 依企业规模分類的市场是怎么样的?
  • 基于垂直产业的市场区隔是怎样的?
  • 产业价值链的各个阶段是什么?
  • 该行业的关键驱动因素和挑战是什么?
  • 全球游戏化市场的结构如何?谁是主要参与者?
  • 产业竞争程度如何?

目录

第一章:前言

第 2 章:范围与方法

  • 研究目的
  • 利害关係人
  • 资料来源
    • 主要资源
    • 二手资料
  • 市场预测
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第 3 章:执行摘要

第 4 章:简介

  • 概述
  • 主要行业趋势

第 5 章:全球游戏化市场

  • 市场概况
  • 市场业绩
  • COVID-19 的影响
  • 市场预测

第 6 章:按成分分類的市场区隔

  • 解决方案
    • 市场走向
    • 市场预测
  • 服务
    • 市场走向
    • 市场预测

第 7 章:按部署模式分類的市场区隔

  • 本地
    • 市场走向
    • 市场预测
  • 云端
    • 市场走向
    • 市场预测

第 8 章:依企业规模分類的市场区隔

  • 中小企业
    • 市场走向
    • 市场预测
  • 大型企业
    • 市场走向
    • 市场预测

第 9 章:按产业垂直分類的市场区隔

  • BFSI
    • 市场走向
    • 市场预测
  • 零售
    • 市场走向
    • 市场预测
  • 教育
    • 市场走向
    • 市场预测
  • 资讯科技和电信
    • 市场走向
    • 市场预测
  • 製造业
    • 市场走向
    • 市场预测
  • 媒体和娱乐
    • 市场走向
    • 市场预测
  • 其他的
    • 市场走向
    • 市场预测

第 10 章:按地区分類的市场细分

  • 北美洲
    • 美国
      • 市场走向
      • 市场预测
    • 加拿大
      • 市场走向
      • 市场预测
  • 亚太
    • 中国
      • 市场走向
      • 市场预测
    • 日本
      • 市场走向
      • 市场预测
    • 印度
      • 市场走向
      • 市场预测
    • 韩国
      • 市场走向
      • 市场预测
    • 澳洲
      • 市场走向
      • 市场预测
    • 印尼
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 欧洲
    • 德国
      • 市场走向
      • 市场预测
    • 法国
      • 市场走向
      • 市场预测
    • 英国
      • 市场走向
      • 市场预测
    • 义大利
      • 市场走向
      • 市场预测
    • 西班牙
      • 市场走向
      • 市场预测
    • 俄罗斯
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 拉丁美洲
    • 巴西
      • 市场走向
      • 市场预测
    • 墨西哥
      • 市场走向
      • 市场预测
    • 其他的
      • 市场走向
      • 市场预测
  • 中东和非洲
    • 市场走向
    • 按国家/地区分類的市场细分
    • 市场预测

第 11 章:SWOT 分析

  • 概述
  • 优势
  • 弱点
  • 机会
  • 威胁

第 12 章:价值链分析

第 13 章:波特五力分析

  • 概述
  • 买家的议价能力
  • 供应商的议价能力
  • 竞争程度
  • 新进入者的威胁
  • 替代品的威胁

第 14 章:价格分析

第15章:竞争格局

  • 市场结构
  • 关键参与者
  • 关键参与者简介
    • Ambition
    • Aon PLC
    • Axonify Inc.
    • BI WORLDWIDE
    • Cognizant
    • Iactionable
    • Microsoft Corporation
    • MPS Limited
    • NIIT Limited
    • SAP SE
    • Verint Systems Inc.
Product Code: SR112023A5827

Abstract

Market Overview:

The 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.

Gamification refers to the implementation of game mechanics and design elements in non-gaming environments with an enhanced focus on effective user engagement. The software enables organizations to provide task-based interactive programs that encourage employees to achieve target goals, further helping create healthy community interactions, team building environment, and eliminate employee 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. The major benefits provided by gamification include customer experience enrichment, active employee engagement, and organized rewarding program. As a result, gamification finds extensive applications across a wide range of industry verticals, such as healthcare, retail, BFSI, and e-learning.

Gamification Market Trends:

The market is primarily driven by the widespread adoption of AI-based gamification solutions by large organizations and small and medium enterprises (SMEs). This can be attributed to the rising number of smartphone and smart device users and the widespread preference for the bring your own device (BYOD) trend. In line with this, the rising utilization of rewards and recognition programs to boost employee engagement is also providing an impetus to the market growth. Moreover, continual technological innovations, such as the adaptation of cloud-based technologies, crowdsourcing, and integration with social networking platforms, are creating lucrative growth opportunities in the market. The market is further driven by the advent of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data. The paradigm shift toward cloud-based business solutions from on-premises is also creating a positive market outlook. Some of the other factors contributing to the market include the higher ROI yield of gamification, rapid digitization, increasing deployments of 5G networks, and the advent of industry 4.0.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global gamification market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on component, deployment mode, enterprise size and industry vertical.

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

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

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players being Ambition, Aon PLC, Axonify Inc., BI WORLDWIDE, Cognizant, Iactionable, Microsoft Corporation, MPS Limited, NIIT Limited, SAP SE and Verint Systems Inc.

Key Questions Answered in This Report:

  • How has the global gamification market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the global gamification market?
  • What are the key regional markets?
  • What is the breakup of the market based on the component?
  • What is the breakup of the market based on the deployment mode?
  • What is the breakup of the market based on the enterprise size?
  • What is the breakup of the market based on the industry vertical?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the global gamification market and who are the key players?
  • What is the degree of competition in the industry?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Gamification Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Forecast

6 Market Breakup by Component

  • 6.1 Solution
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Service
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Deployment Mode

  • 7.1 On-premises
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 On-cloud
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast

8 Market Breakup by Enterprise Size

  • 8.1 Small and Medium-sized Enterprises
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Large Enterprises
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Industry Vertical

  • 9.1 BFSI
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Retail
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Education
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 IT and Telecom
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Manufacturing
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Media and Entertainment
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Others
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 United States
      • 10.1.1.1 Market Trends
      • 10.1.1.2 Market Forecast
    • 10.1.2 Canada
      • 10.1.2.1 Market Trends
      • 10.1.2.2 Market Forecast
  • 10.2 Asia-Pacific
    • 10.2.1 China
      • 10.2.1.1 Market Trends
      • 10.2.1.2 Market Forecast
    • 10.2.2 Japan
      • 10.2.2.1 Market Trends
      • 10.2.2.2 Market Forecast
    • 10.2.3 India
      • 10.2.3.1 Market Trends
      • 10.2.3.2 Market Forecast
    • 10.2.4 South Korea
      • 10.2.4.1 Market Trends
      • 10.2.4.2 Market Forecast
    • 10.2.5 Australia
      • 10.2.5.1 Market Trends
      • 10.2.5.2 Market Forecast
    • 10.2.6 Indonesia
      • 10.2.6.1 Market Trends
      • 10.2.6.2 Market Forecast
    • 10.2.7 Others
      • 10.2.7.1 Market Trends
      • 10.2.7.2 Market Forecast
  • 10.3 Europe
    • 10.3.1 Germany
      • 10.3.1.1 Market Trends
      • 10.3.1.2 Market Forecast
    • 10.3.2 France
      • 10.3.2.1 Market Trends
      • 10.3.2.2 Market Forecast
    • 10.3.3 United Kingdom
      • 10.3.3.1 Market Trends
      • 10.3.3.2 Market Forecast
    • 10.3.4 Italy
      • 10.3.4.1 Market Trends
      • 10.3.4.2 Market Forecast
    • 10.3.5 Spain
      • 10.3.5.1 Market Trends
      • 10.3.5.2 Market Forecast
    • 10.3.6 Russia
      • 10.3.6.1 Market Trends
      • 10.3.6.2 Market Forecast
    • 10.3.7 Others
      • 10.3.7.1 Market Trends
      • 10.3.7.2 Market Forecast
  • 10.4 Latin America
    • 10.4.1 Brazil
      • 10.4.1.1 Market Trends
      • 10.4.1.2 Market Forecast
    • 10.4.2 Mexico
      • 10.4.2.1 Market Trends
      • 10.4.2.2 Market Forecast
    • 10.4.3 Others
      • 10.4.3.1 Market Trends
      • 10.4.3.2 Market Forecast
  • 10.5 Middle East and Africa
    • 10.5.1 Market Trends
    • 10.5.2 Market Breakup by Country
    • 10.5.3 Market Forecast

11 SWOT Analysis

  • 11.1 Overview
  • 11.2 Strengths
  • 11.3 Weaknesses
  • 11.4 Opportunities
  • 11.5 Threats

12 Value Chain Analysis

13 Porters Five Forces Analysis

  • 13.1 Overview
  • 13.2 Bargaining Power of Buyers
  • 13.3 Bargaining Power of Suppliers
  • 13.4 Degree of Competition
  • 13.5 Threat of New Entrants
  • 13.6 Threat of Substitutes

14 Price Analysis

15 Competitive Landscape

  • 15.1 Market Structure
  • 15.2 Key Players
  • 15.3 Profiles of Key Players
    • 15.3.1 Ambition
      • 15.3.1.1 Company Overview
      • 15.3.1.2 Product Portfolio
    • 15.3.2 Aon PLC
      • 15.3.2.1 Company Overview
      • 15.3.2.2 Product Portfolio
      • 15.3.2.3 Financials
      • 15.3.2.4 SWOT Analysis
    • 15.3.3 Axonify Inc.
      • 15.3.3.1 Company Overview
      • 15.3.3.2 Product Portfolio
    • 15.3.4 BI WORLDWIDE
      • 15.3.4.1 Company Overview
      • 15.3.4.2 Product Portfolio
    • 15.3.5 Cognizant
      • 15.3.5.1 Company Overview
      • 15.3.5.2 Product Portfolio
      • 15.3.5.3 Financials
      • 15.3.5.4 SWOT Analysis
    • 15.3.6 Iactionable
      • 15.3.6.1 Company Overview
      • 15.3.6.2 Product Portfolio
    • 15.3.7 Microsoft Corporation
      • 15.3.7.1 Company Overview
      • 15.3.7.2 Product Portfolio
      • 15.3.7.3 Financials
      • 15.3.7.4 SWOT Analysis
    • 15.3.8 MPS Limited
      • 15.3.8.1 Company Overview
      • 15.3.8.2 Product Portfolio
      • 15.3.8.3 Financials
    • 15.3.9 NIIT Limited
      • 15.3.9.1 Company Overview
      • 15.3.9.2 Product Portfolio
      • 15.3.9.3 Financials
    • 15.3.10 SAP SE
      • 15.3.10.1 Company Overview
      • 15.3.10.2 Product Portfolio
      • 15.3.10.3 Financials
      • 15.3.10.4 SWOT Analysis
    • 15.3.11 Verint Systems Inc.
      • 15.3.11.1 Company Overview
      • 15.3.11.2 Product Portfolio
      • 15.3.11.3 Financials
      • 15.3.11.4 SWOT Analysis

List of Figures

  • Figure 1: Global: Gamification Market: Major Drivers and Challenges
  • Figure 2: Global: Gamification Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Gamification Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 4: Global: Gamification Market: Breakup by Component (in %), 2022
  • Figure 5: Global: Gamification Market: Breakup by Deployment Mode (in %), 2022
  • Figure 6: Global: Gamification Market: Breakup by Enterprise Size (in %), 2022
  • Figure 7: Global: Gamification Market: Breakup by Industry Vertical (in %), 2022
  • Figure 8: Global: Gamification Market: Breakup by Region (in %), 2022
  • Figure 9: Global: Gamification (Solution) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 10: Global: Gamification (Solution) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 11: Global: Gamification (Service) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 12: Global: Gamification (Service) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 13: Global: Gamification (On-premises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 14: Global: Gamification (On-premises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 15: Global: Gamification (On-cloud) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 16: Global: Gamification (On-cloud) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 17: Global: Gamification (Small and Medium-sized Enterprises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 18: Global: Gamification (Small and Medium-sized Enterprises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 19: Global: Gamification (Large Enterprises) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 20: Global: Gamification (Large Enterprises) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 21: Global: Gamification (BFSI) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 22: Global: Gamification (BFSI) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 23: Global: Gamification (Retail) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 24: Global: Gamification (Retail) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 25: Global: Gamification (Education) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 26: Global: Gamification (Education) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 27: Global: Gamification (IT and Telecom) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 28: Global: Gamification (IT and Telecom) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 29: Global: Gamification (Manufacturing) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 30: Global: Gamification (Manufacturing) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 31: Global: Gamification (Media and Entertainment) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 32: Global: Gamification (Media and Entertainment) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 33: Global: Gamification (Other Industry Verticals) Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 34: Global: Gamification (Other Industry Verticals) Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 35: North America: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 36: North America: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 37: United States: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 38: United States: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 39: Canada: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 40: Canada: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 41: Asia-Pacific: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 42: Asia-Pacific: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 43: China: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 44: China: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 45: Japan: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 46: Japan: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 47: India: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 48: India: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 49: South Korea: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 50: South Korea: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 51: Australia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 52: Australia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 53: Indonesia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 54: Indonesia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 55: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 56: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 57: Europe: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 58: Europe: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 59: Germany: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 60: Germany: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 61: France: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 62: France: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 63: United Kingdom: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 64: United Kingdom: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 65: Italy: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 66: Italy: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 67: Spain: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 68: Spain: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 69: Russia: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 70: Russia: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 71: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 72: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 73: Latin America: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 74: Latin America: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 75: Brazil: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 76: Brazil: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 77: Mexico: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 78: Mexico: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 79: Others: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 80: Others: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 81: Middle East and Africa: Gamification Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 82: Middle East and Africa: Gamification Market: Breakup by Country (in %), 2022
  • Figure 83: Middle East and Africa: Gamification Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 84: Global: Gamification Industry: SWOT Analysis
  • Figure 85: Global: Gamification Industry: Value Chain Analysis
  • Figure 86: Global: Gamification Industry: Porter's Five Forces Analysis

List of Tables

  • Table 1: Global: Gamification Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Gamification Market Forecast: Breakup by Component (in Million US$), 2023-2028
  • Table 3: Global: Gamification Market Forecast: Breakup by Deployment Mode (in Million US$), 2023-2028
  • Table 4: Global: Gamification Market Forecast: Breakup by Enterprise Size (in Million US$), 2023-2028
  • Table 5: Global: Gamification Market Forecast: Breakup by Industry Vertical (in Million US$), 2023-2028
  • Table 6: Global: Gamification Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 7: Global: Gamification Market: Competitive Structure
  • Table 8: Global: Gamification Market: Key Players