封面
市场调查报告书
商品编码
1643154

欧洲和拉丁美洲的游戏化:市场占有率分析、行业趋势和统计、成长预测(2025-2030 年)

Europe And Latin America Gamification - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 100 Pages | 商品交期: 2-3个工作天内

价格

本网页内容可能与最新版本有所差异。详细情况请与我们联繫。

简介目录

欧洲和拉丁美洲的游戏化市场规模预计在 2025 年为 111.8 亿美元,预计到 2030 年将达到 387.8 亿美元,预测期内(2025-2030 年)的复合年增长率为 28.24%。

欧洲与拉丁美洲游戏化市场-IMG1

该地区智慧型手机和行动装置的快速普及正在推动游戏化市场的需求。此外,人们越来越认识到游戏化系统是一种建构人类行为以推动创新、生产力和参与度的方法,这也支持了这种成长。

主要亮点

  • 预计学习成果的改善将增加欧洲和拉丁美洲国家终端用户对游戏化的需求。游戏化作为一种很有前景的学习方法,在製造业、教育业、医疗培训等领域正在兴起。
  • 基于行动的游戏化正在获得发展势头,并正在推动欧洲和拉丁美洲的游戏化市场的发展。随着智慧型手机和平板电脑的普及,基于行动的游戏化已成为吸引用户和创造沉浸式体验的有效方式。
  • 众包已成为创新和发展的关键机会,同时也推动了游戏化市场的发展。众包涉及从大量人群中获取想法、内容或服务,通常是透过网路。游戏化可以成为众包工作的有效工具,因为它可以激励和吸引人群。
  • 开发游戏化解决方案非常复杂,带来了挑战并限制了游戏化市场的发展。开发引人入胜、激励人心且符合商业目标的有效游戏机制可能很困难。它需要深入了解使用者行为、心理和动机,这可能会阻碍市场成长。
  • 新冠疫情加速了数位技术的采用,迫使企业转向远距工作和虚拟学习。这促使企业寻找在虚拟环境中吸引和激励员工和客户的方法,为游戏化创造了新的机会。在持续的数位转型以及对引人入胜且有效的虚拟体验的需求的推动下,游戏化市场预计将在后疫情时代成长。

欧洲和拉丁美洲的游戏化市场趋势

零售终端用户市场预计将占据主要市场占有率

  • 游戏化在欧洲和拉丁美洲日益流行,许多零售商利用它来吸引顾客并增加销售。在这种情况下,最终用户是与游戏化元素互动的客户。
  • 零售业的游戏化是指奖励顾客购买的忠诚度计画。此类计划通常使用积分或徽章来奖励顾客继续在零售商处购物。透过在忠诚度计划中添加游戏化,零售商可以为客户提供更具吸引力和趣味的体验,从而提高客户忠诚度和回头客。
  • 一些拉丁美洲零售商也正在利用游戏化来鼓励社会责任和永续性。例如,他们可能会为带来可回收材料或参与社区服务计划的顾客提供折扣或其他奖励。透过游戏化,零售商可以鼓励顾客思考他们对环境和社群的影响,同时提高品牌忠诚度。
  • 在欧洲,一些零售商正在利用游戏化来创造沉浸式的购物体验。例如,服饰可以使用扩增实境(AR) 让顾客虚拟试穿衣服。这是一种有趣且引人入胜的方式,让客户与您的产品互动并增加他们购买的可能性。
  • 根据经合组织统计,2022年,欧盟零售总额指数基本持平,约117.08。儘管如此,2009年至2022年,社会消费品零售总额指数创下了历史最高值。

预计欧洲将占据较大的市场占有率

  • 游戏化在欧洲的许多领域越来越受欢迎,包括教育、医疗保健、行销和员工参与。企业正在利用游戏化来增加客户参与、提高员工绩效并创建更有效的培训计划。
  • 此外,由于该地区互联网和智慧型手机普及率高,游戏化被广泛应用于行销,尤其是整合社交媒体工具。据爱立信称,到 2028 年,西欧智慧型手机普及率预计将达到 4.594 亿。
  • 德国和英国的游戏产业蓬勃发展,拥有多家游戏开发公司和庞大的电子游戏市场。这创造了一个可用于游戏化计划的人才库和基础设施。
  • 由于广告主使用游戏化来优化品牌知名度、瞄准更大的受众并进一步增加网站流量,该地区各行业的广告支出均较高。
  • 由于各个领域越来越多地采用游戏化,并且可以使用人工智慧(AI)和虚拟实境(VR)等先进技术来增强游戏化体验,欧洲游戏化市场预计将继续成长。

欧洲和拉丁美洲游戏化产业概况

欧洲和拉丁美洲的游戏化市场高度分散,主要参与者包括 Young Targets GmbH、Growth Engineering Ltd.、Gamifier, Inc.、3radical Limited 和 CUT-E GMBH (AON, PLC)。市场上的竞争对手正在采取联盟、併购等策略来加强其产品供应并获得永续的竞争优势。

2023 年 10 月,SAP UI World 推出了 SAP 的新使用者介面,该介面摒弃了文字繁多的程式。此外,在未来工作世界大会上,SAP 展示了科技如何帮助部署全面劳动力管理策略。

2022 年 11 月,受众参与和资料撷取解决方案的市场领导者之一 3radical 宣布成功为圣戈班的专业代理品牌交付了一个互动式数位学习平台。为了有效地向员工传达公司的永续性计划并提高对关键环境问题的认识,3radical 为同事创建了相同的游戏化微型网站。

其他福利

  • Excel 格式的市场预测 (ME) 表
  • 3 个月的分析师支持

目录

第 1 章 简介

  • 研究假设和市场定义
  • 研究范围

第二章调查方法

第三章执行摘要

第四章 市场洞察

  • 市场概况
  • 产业吸引力-波特五力分析
    • 供应商的议价能力
    • 消费者议价能力
    • 新进入者的威胁
    • 竞争对手之间的竞争
    • 替代品的威胁
  • COVID-19 如何影响游戏化与数位参与策略
  • 游戏化的演变以及欧洲和拉丁美洲在全球舞台上的地位

第五章 市场动态

  • 市场驱动因素
    • 基于行动端的游戏化势头强劲
    • 众包被视为创新和发展的巨大机会
    • 提高拉丁美洲对教育和公民参与游戏化的认识
  • 市场挑战
    • 众所周知,一些游戏化技术会对观众产生短期影响。
    • 开发游戏化解决方案的复杂性
  • 市场机会
    • 人工智慧和机器学习的广泛采用推动了主要终端用户群体参与率的显着提高

第六章 市场细分

  • 按类型
    • 解决方案
    • 按服务
  • 按最终用户产业
    • 零售
    • 卫生保健
    • 教育
    • 银行与金融
    • 资讯科技/通讯
    • 其他最终用户产业
  • 按地区
    • 欧洲
      • 义大利
      • 德国
      • 英国
      • 其他欧洲国家
    • 拉丁美洲
      • 巴西
      • 墨西哥
      • 其他拉丁美洲国家

第七章 竞争格局

  • 公司简介
    • Young Targets GmbH
    • Growth Engineering Ltd.
    • Gamifier, Inc.
    • 3radical Limited
    • CUT-E GMBH(AON, PLC)
    • Gamehill
    • MMD Games
    • BrandNewGame
    • Mindonsite SA
    • Bluerabbit Edu, SAPI de CV
    • Matifac
    • Senac Brasil

第八章投资分析

第九章 市场展望

简介目录
Product Code: 70044

The Europe And Latin America Gamification Market size is estimated at USD 11.18 billion in 2025, and is expected to reach USD 38.78 billion by 2030, at a CAGR of 28.24% during the forecast period (2025-2030).

Europe And Latin America Gamification - Market - IMG1

The exponential growth in the number of smartphones and mobile devices in the region has boosted the demand for the gamification market. The increasing recognition of gamification systems also supports this growth as a method to architecture human behavior to induce innovation, productivity, or engagement.

Key Highlights

  • Improved learning outcomes are anticipated to increase the gamification demand among end-users in European and Latin American countries. As a promising learning method, gamification is a growing trend in manufacturing, education, healthcare training, etc.
  • Mobile-based gamification is gaining momentum and driving the gamification market in Europe and Latin America. With the widespread use of smartphones and tablets, mobile-based gamification has become an effective way to engage users and create immersive experiences.
  • Crowdsourcing has emerged as a significant opportunity in innovation and development, and it has also been driving the gamification market. Crowdsourcing involves sourcing ideas, content, or services from a large group of people, often via the Internet. Gamification can motivate and engage the crowd, making it an effective tool for crowdsourcing initiatives.
  • The development of gamification solutions can be complex, posing a challenge and restraining the gamification market. Developing effective game mechanics that are engaging, motivating, and aligned with the business objectives can be challenging. It requires a deep understanding of user behavior, psychology, and motivations that may restrain market growth.
  • The COVID-19 pandemic accelerated the adoption of digital technologies and forced companies to shift to remote work and virtual learning. This created new opportunities for gamification as companies look for ways to engage and motivate employees and customers in a virtual environment. The gamification market is expected to grow in the post-COVID-19 era, driven by the ongoing digital transformation and the need for engaging and effective virtual experiences.

Europe & Latin America Gamification Market Trends

Retail End-User Vertical Segment is Expected to Hold Significant Market Share

  • Gamification is a growing trend in Europe and Latin America, with many retailers using it to engage with their customers and increase sales. In this case, end users would be the customers interacting with the gamification elements.
  • Gamification in retail is loyalty programs that reward customers for their purchases. These programs often use points or badges to incentivize customers to continue shopping with the retailer. By adding a gamification element to their loyalty program, retailers can make the experience more engaging and fun for customers, increasing customer loyalty and repeat business.
  • Some retailers in Latin America also use gamification to encourage social responsibility and sustainability. For example, a store might offer discounts or other incentives for customers who bring in recyclable materials or participate in community service projects. By using gamification, retailers can encourage customers to think about their impact on the environment and their communities while building brand loyalty.
  • In Europe, some retailers also use gamification to create immersive shopping experiences. For example, a clothing store might use augmented reality to allow customers to try on clothes virtually. This can be a fun and engaging way for customers to interact with the products and increase their likelihood of purchasing.
  • According to OECD, In 2022, the total retail trade sales volume index in the European Union remained nearly unchanged at approximately 117.08. Still, the total retail trade sales volume index reached its highest value from 2009 to 2022.

European Region is Expected to Hold Significant Market Share

  • Gamification has gained popularity in various European sectors, including education, healthcare, marketing, and employee engagement. Companies use gamification to enhance customer engagement, improve employee performance, and create more effective training programs.
  • The high penetration of internet and smartphone users in the region has also led to the more significant usage of gamification for marketing, especially using social media integration tools. According to Ericsson, smartphone adoption in Western Europe is estimated to be 459.40 million by 2028.
  • Germany and the United Kingdom have a strong gaming industry, with several established game development companies and a large market for video games. This has created a talent pool and infrastructure that can be leveraged for gamification projects.
  • High expenditure on advertising is witnessed across industries in the region, as advertisers use gamification to optimize brand awareness, target more audiences, and make additional website traffic.
  • The gamification market in Europe is expected to continue growing, driven by the increasing adoption of gamification across various sectors and the availability of advanced technologies like artificial intelligence (AI) and virtual reality (VR) that can enhance the gamification experience.

Europe & Latin America Gamification Industry Overview

The Europe and Latin America Gamification Market is highly fragmented, with major players like Young Targets GmbH, Growth Engineering Ltd., Gamifier, Inc., 3radical Limited, and CUT-E GMBH (AON, PLC). Players in the market are adopting strategies such as partnerships, mergers, and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In October 2023, SAP UI World announced SAP's new user interface, eliminating text-heavy programs. The Launch of SAP Learning World allowed participants to understand better how to recruit, employ, and manage a strong workforce, and the Future of Work World demonstrated how SAP technology can help businesses deploy a Total Workforce Management strategy.

In November 2022, 3radical, one of the market leaders in audience engagement and consented to data capturing solutions, announced the successful delivery of an interactive digital learning platform for Saint-Gobain's specialized distributor brands. 3radical created an identical gamified micro-site for colleagues to effectively convey the company's sustainability plan to employees and raise awareness of critical environmental concerns.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Intensity of Competitive Rivalry
    • 4.2.5 Threat of Substitutes
  • 4.3 Impact of COVID-19 on Gamification and Digital Engagement Strategies
  • 4.4 Evolution of Gamification and the Current Positioning of Europe and Latin America in the Global Scenario

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Mobile-based Gamification Gaining Momentum
    • 5.1.2 Crowdsourcing seen as a major Opportunity in Innovation and Development
    • 5.1.3 Growing Awareness on the use of Gamification in the field of Education and Local Citizen Engagement in Latin America
  • 5.2 Market Challenges
    • 5.2.1 Several Gamification Techniques have been known to have a Short-Term Impact on the Audience
    • 5.2.2 Complexities Involved in the Development of Gamification Solutions
  • 5.3 Market Opportunities
    • 5.3.1 Increased Adoption of AI and Machine Learning has Greatly Improved Engagement Rates in key End-User Segments

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Solution
    • 6.1.2 Services
  • 6.2 By End User Vertical
    • 6.2.1 Retail
    • 6.2.2 Healthcare
    • 6.2.3 Education
    • 6.2.4 Banking and Finance
    • 6.2.5 Telecommunications & IT
    • 6.2.6 Other End-user Vertical
  • 6.3 By Geography
    • 6.3.1 Europe
      • 6.3.1.1 Italy
      • 6.3.1.2 Germany
      • 6.3.1.3 United Kingdom
      • 6.3.1.4 Rest of Europe
    • 6.3.2 Latin America
      • 6.3.2.1 Brazil
      • 6.3.2.2 Mexico
      • 6.3.2.3 Rest of Latin America

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Young Targets GmbH
    • 7.1.2 Growth Engineering Ltd.
    • 7.1.3 Gamifier, Inc.
    • 7.1.4 3radical Limited
    • 7.1.5 CUT-E GMBH (AON, PLC)
    • 7.1.6 Gamehill
    • 7.1.7 MMD Games
    • 7.1.8 BrandNewGame
    • 7.1.9 Mindonsite SA
    • 7.1.10 Bluerabbit Edu, S.A.P.I. de C.V.
    • 7.1.11 Matifac
    • 7.1.12 Senac Brasil

8 INVESTMENT ANALYSIS

9 MARKET OUTLOOK