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市场调查报告书
商品编码
1697369

游戏化市场:未来预测(2025-2030)

Gamification Market - Forecasts from 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 145 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

游戏化市场规模预计在 2025 年达到 373.59 亿美元,预计到 2030 年将达到 938.13 亿美元,复合年增长率为 20.22%。

游戏化市场正在迅速扩张,这得益于企业和组织寻求创新策略来提高员工生产力的需求不断增长。技术进步及其与游戏化系统的整合正在提高用户参与度和体验,进一步推动市场成长。

关键驱动因素

  • 增加使用游戏化来提高员工参与度:越来越多的企业采用游戏化平台来关注员工发展、行为创新和参与。根据国际数位创新大会上发布的一项调查,66.7%的参与公司认为员工敬业度是游戏化的主要目的,42.9%的参与公司强调游戏化在准确衡量员工绩效方面的有效性。
  • 技术创新:人工智慧(AI)、虚拟实境(VR)及相关领域的突破正在改变市场。将这些技术融入您的游戏化策略将会增加参与度并推动市场扩张。

区域见解:

游戏化市场成长分析涵盖五个主要地区:

  • 北美:重视员工发展、生产力和社会福利的企业文化占据市场主导地位。
  • 欧洲:受重视员工参与和改善客户体验的企业文化的推动,该地区占据了很大的市场份额。
  • 亚太地区:由于经济的不断扩张、企业实践的不断发展以及参与倡议中技术的应用日益广泛,亚太地区已成为一个高成长地区。
  • 南美洲和中东和非洲地区:教育等领域对科技的认识和采用不断提高,正在推动需求。

随着这种动态成长,游戏化已成为融合创新和劳动力优化的现代组织策略的关键工具。

为什么要购买这份报告?

  • 深刻分析:获得涵盖主要地区和新兴地区的深入市场洞察,重点关注客户群、政府政策和社会经济因素、消费者偏好、垂直行业和其他子区隔。
  • 竞争格局:了解全球主要企业采取的策略策略,并了解正确策略带来的潜在市场渗透。
  • 市场驱动因素和未来趋势:探索动态因素和关键市场趋势以及它们将如何影响市场的未来发展。
  • 可行的建议:利用洞察力进行策略决策,在动态环境中开闢新的业务流和收益。
  • 适用范围广:对于新兴企业、研究机构、顾问公司、中小企业和大型企业来说,它都是实用且具有成本效益的。

它有什么用途?

产业与市场洞察、商业机会评估、产品需求预测、打入市场策略、地理扩张、资本支出决策、法律规范与影响、新产品开发、竞争影响

分析范围

  • 历史资料与预测(2022-2030)
  • 成长机会、挑战、供应链前景、法规结构、顾客行为、趋势分析
  • 竞争对手定位、策略和市场占有率分析
  • 按部门和地区(国家)分類的收益成长和预测分析
  • 公司概况(策略、产品、财务资讯、主要趋势等)

游戏化市场分析涵盖以下几个部分:

按公司规模

  • 小规模
  • 中等规模
  • 大规模

依部署方式

  • 本地

按行业

  • BFSI
  • 零售
  • 政府
  • 教育
  • 资讯科技/通讯
  • 其他的

按地区

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他的
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 西班牙
  • 其他中东和非洲地区
  • 沙乌地阿拉伯
  • UAE
  • 以色列
  • 其他的
  • 亚太地区
  • 日本
  • 中国
  • 印度
  • 韩国
  • 印尼
  • 泰国
  • 其他的

目录

第一章执行摘要

第二章市场概述

  • 市场概览
  • 市场定义
  • 研究范围
  • 市场区隔

第三章 商业景气

  • 市场驱动因素
  • 市场限制
  • 市场机会
  • 波特五力分析
  • 产业价值链分析
  • 政策法规
  • 策略建议

第四章 技术展望

第五章 游戏化市场(依公司规模)

  • 介绍
  • 小型企业
  • 中型企业
  • 大型企业

第六章 游戏化市场(依部署方式)

  • 介绍
  • 本地

第七章 游戏化市场(依产业垂直划分)

  • 介绍
  • BFSI
  • 零售
  • 政府
  • 教育
  • 资讯科技/通讯
  • 其他的

第 8 章:按地区分類的游戏化市场

  • 介绍
  • 北美洲
    • 按公司规模
    • 依部署方式
    • 按行业
    • 按国家
  • 南美洲
    • 按公司规模
    • 依部署方式
    • 按行业
    • 按国家
  • 欧洲
    • 按公司规模
    • 依部署方式
    • 按行业
    • 按国家
  • 中东和非洲
    • 按公司规模
    • 依部署方式
    • 按行业
    • 按国家
  • 亚太地区
    • 按公司规模
    • 依部署方式
    • 按行业
    • 按国家

第九章竞争格局及分析

  • 主要企业和策略分析
  • 市场占有率分析
  • 企业合併、协议、商业合作
  • 竞争仪錶板

第十章 公司简介

  • SAP
  • BI WORLDWIDE
  • Microsoft Corporation
  • Cognizant
  • Raydiant, Inc.
  • Ambition
  • Adobe
  • Axonify Inc.
  • G-Cube
  • IActionable
  • MPS Interactive Systems Limited

第十一章 附录

  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关人员的主要利益
  • 调查方法
  • 简称
简介目录
Product Code: KSI061613578

The gamification market is estimated at US$37.359 billion in 2025 and is expected to grow at a CAGR of 20.22% to attain US$93.813 billion by 2030.

The gamification market is expanding rapidly, fueled by rising demand from companies and organizations seeking innovative strategies to enhance employee productivity. Technological advancements and their growing integration into gamification systems are improving user engagement and experiences, further accelerating market growth.

Key Growth Drivers:

  • Rising Use of Gamification for Employee Engagement: Organizations are increasingly adopting gamification platforms to focus on employee development, behavioral innovation, and engagement. According to a survey presented at the International Conference on Digital Innovation: Meeting Business Challenges, 66.7% of participants identified employee engagement as the primary objective of gamification, while 42.9% highlighted its effectiveness in accurately measuring employee performance.
  • Technological Innovations: Breakthroughs in artificial intelligence (AI), virtual reality (VR), and related fields are transforming the market. The integration of these technologies into gamification strategies is boosting engagement and driving market expansion.

Regional Insights:

The gamification market's growth is analyzed across five key regions:

  • North America: Dominates the market due to corporate cultures prioritizing employee development, productivity, and well-being. The region's concentration of technology-driven enterprises further fuels growth.
  • Europe: Holds a substantial share, supported by a strong emphasis on improving employee engagement and customer experiences.
  • Asia-Pacific: Emerging as a high-growth region, driven by economic expansion, evolving corporate practices, and increased adoption of technology for engagement initiatives.
  • South America and MEA: These regions are witnessing rising demand, spurred by growing awareness and technological adoption in sectors like education.

This dynamic growth underscores gamification's role as a critical tool for modern organizational strategies, blending innovation with workforce optimization.

Reasons for buying this report:-

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, other sub- segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape up future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decision to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data & forecasts from 2022 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, Customer Behaviour, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others)

Gamification Market is analyzed into the following segments:

By Enterprise Size

  • Small
  • Medium
  • Large

By Deployment

  • Cloud
  • On-premises

By Industry Vertical

  • BFSI
  • Retail
  • Government
  • Education
  • IT and Telecom
  • Others

By Geography

  • North America
  • United States
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • United Kingdom
  • Germany
  • France
  • Spain
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • Japan
  • China
  • India
  • South Korea
  • Indonesia
  • Thailand
  • Others

TABLE OF CONTENTS

1. EXECUTIVE SUMMARY

2. MARKET SNAPSHOT

  • 2.1. Market Overview
  • 2.2. Market Definition
  • 2.3. Scope of the Study
  • 2.4. Market Segmentation

3. BUSINESS LANDSCAPE

  • 3.1. Market Drivers
  • 3.2. Market Restraints
  • 3.3. Market Opportunities
  • 3.4. Porter's Five Forces Analysis
  • 3.5. Industry Value Chain Analysis
  • 3.6. Policies and Regulations
  • 3.7. Strategic Recommendations

4. TECHNOLOGICAL OUTLOOK

5. GAMIFICATION MARKET BY ENTERPRISE SIZE

  • 5.1. Introduction
  • 5.2. Small
  • 5.3. Medium
  • 5.4. Large

6. GAMIFICATION MARKET BY DEPLOYMENT

  • 6.1. Introduction
  • 6.2. Cloud
  • 6.3. On-premises

7. GAMIFICATION MARKET MARKET BY INDUSTRY-VERTICAL

  • 7.1. Introduction
  • 7.2. BFSI
  • 7.3. Retail
  • 7.4. Government
  • 7.5. Education
  • 7.6. IT and Telecom
  • 7.7. Others

8. GAMIFICATION MARKET BY GEOGRAPHY

  • 8.1. Introduction
  • 8.2. North America
    • 8.2.1. By Enterprise Size
    • 8.2.2. By Deployment
    • 8.2.3. By Industry-Vertical
    • 8.2.4. By Country
      • 8.2.4.1. USA
      • 8.2.4.2. Canada
      • 8.2.4.3. Mexico
  • 8.3. South America
    • 8.3.1. By Enterprise Size
    • 8.3.2. By Deployment
    • 8.3.3. By Industry-Vertical
    • 8.3.4. By Country
      • 8.3.4.1. Brazil
      • 8.3.4.2. Argentina
      • 8.3.4.3. Others
  • 8.4. Europe
    • 8.4.1. By Enterprise Size
    • 8.4.2. By Deployment
    • 8.4.3. By Industry-Vertical
    • 8.4.4. By Country
      • 8.4.4.1. United Kingdom
      • 8.4.4.2. Germany
      • 8.4.4.3. France
      • 8.4.4.4. Spain
      • 8.4.4.5. Others
  • 8.5. Middle East and Africa
    • 8.5.1. By Enterprise Size
    • 8.5.2. By Deployment
    • 8.5.3. By Industry-Vertical
    • 8.5.4. By Country
      • 8.5.4.1. Saudi Arabia
      • 8.5.4.2. UAE
      • 8.5.4.3. Israel
      • 8.5.4.4. Others
  • 8.6. Asia Pacific
    • 8.6.1. By Enterprise Size
    • 8.6.2. By Deployment
    • 8.6.3. By Industry-Vertical
    • 8.6.4. By Country
      • 8.6.4.1. Japan
      • 8.6.4.2. China
      • 8.6.4.3. India
      • 8.6.4.4. South Korea
      • 8.6.4.5. Indonesia
      • 8.6.4.6. Thailand
      • 8.6.4.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 9.1. Major Players and Strategy Analysis
  • 9.2. Market Share Analysis
  • 9.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 9.4. Competitive Dashboard

10. COMPANY PROFILES

  • 10.1. SAP
  • 10.2. BI WORLDWIDE
  • 10.3. Microsoft Corporation
  • 10.4. Cognizant
  • 10.5. Raydiant, Inc.
  • 10.6. Ambition
  • 10.7. Adobe
  • 10.8. Axonify Inc.
  • 10.9. G-Cube
  • 10.10. IActionable
  • 10.11. MPS Interactive Systems Limited

11. APPENDIX

  • 11.1. Currency
  • 11.2. Assumptions
  • 11.3. Base and Forecast Years Timeline
  • 11.4. Key benefits for the stakeholders
  • 11.5. Research Methodology
  • 11.6. Abbreviations