封面
市场调查报告书
商品编码
1452919

全球游戏化市场 2024-2031

Global Gamification Market 2024-2031

出版日期: | 出版商: Orion Market Research | 英文 200 Pages | 商品交期: 2-3个工作天内

价格

预计全球游戏化市场在预测期内(2024-2031)将以 24.2% 的CAGR成长。该市场的成长归因于全球互联网普及率不断增长的需求。网路可访问性的全球扩张扩大了游戏化平台的范围。这对于教育工作尤其重要,例如 ICE 的 360° Inspire 网站,该网站允许所有年龄层的个人存取和利用游戏化资讯。例如,2022 年 11 月,ICE Inspire 网站推出了游戏化更新。 ICE 的 360° Inspire 网站已透过游戏化功能得到增强,使年轻人能够透过电影、专案、针对年龄的建议以及与公司成员的虚拟互动来探索土木工程。

细分市场前景

全球游戏化市场按部署模式、组件、应用程式和最终用户进行细分。根据部署模式,市场分为本地和云端。根据组件,市场细分为解决方案和服务。根据应用,市场细分为行销、销售、支援、产品开发、人力资源和其他(教育和学习、健康和保健)。此外,根据最终用户,市场分为企业驱动型和消费者驱动型。云子类别预计将占据部署领域的很大一部分市场份额。这一增长可归因于中小企业对可靠、安全解决方案的需求不断增长。然而,随着技术的进步,公司更愿意实施基于云端的游戏化解决方案。

预计销售细分市场将在全球游戏化市场中占据相当大的份额

在这些应用中,销售细分市场预计将在全球游戏化市场中占据相当大的份额。该部门的成长归因于对员工效率日益重视的需求不断增长。企业已经意识到员工绩效与公司整体成功之间的关联。 Ace 应用的销售游戏化可以作为激励因素,激励销售团队满足并超越期望。 2022 年 5 月,LeadSquared 推出了 Ace,帮助企业利用游戏化提高销售额。 Ace 是一款销售绩效管理套件,它利用心理和分析策略,为各种规模的企业提供目标、无程式码设定和可扩展架构。

区域展望

全球游戏化市场根据地理位置进一步细分,包括北美(美国和加拿大)、欧洲(英国、义大利、西班牙、德国、法国和欧洲其他地区)、亚太地区(印度、中国、日本、韩国、亚洲其他地区)以及世界其他地区(中东和非洲以及拉丁美洲)。其中,亚太地区预计将在全球市场中占据显着份额,因为对游戏解决方案的需求增加,游戏化市场需要提高用户参与度和保留率的技术。公司可以专注于这些要素来推动产品成长和成功。例如,2021 年 11 月,Parimatch 推出了新工具,透过添加新工具并增强用户的游戏体验来支援产品游戏化。

北美地区预计全球游戏化市场复合CAGR显着成长

在所有地区中,北美地区预计在预测期内将以相当大的CAGR成长。区域成长归因于人工智慧驱动的互动定制。人工智慧的使用使得可以根据每个员工的喜好、生产力和学习风格来客製化游戏化组件。由于游戏化体验对员工个人来说更具相关性和娱乐性,因此个人化鼓励增加参与程度。根据美国国立卫生研究院(gov.) 2023 年7 月的数据,人工智慧、虚拟实境、元宇宙、区块链、扩增实境和协作机器人等新技术的日益采用,对游戏化和劳动力市场具有潜在影响。必须承认从工业 4.0 到工业 5.0 的转变,因为这些技术为全球业务和管理的数位化程度的提高奠定了基础。然而,值得注意的是,近年来严肃游戏和游戏化的使用越来越流行,其中一些新兴技术,包括人工智慧,可能会对招募、人力资源和商业生活产生不利影响。

市场参与者展望

服务全球游戏化市场的主要公司包括 IBM 公司、微软公司、甲骨文、Salesforce, Inc.、SAP SE 等。市场参与者透过各种策略(包括併购、合作、合作、融资和新产品发布),为市场成长做出了巨大贡献,以保持市场竞争力。例如,2022 年 3 月,NSoft 与 Ziqni 合作,为其 iGaming 和赌场合作伙伴提供强大、用户友好且可自订的投註解决方案,以增强其游戏化产品和参与策略。

报告涵盖:

  • 2023年市场价值资料分析及2031年预测。
  • 每个细分市场的年化市场收入(百万美元)。
  • 主要地理区域的国家分析。
  • 在全球游戏化市场中运作的主要公司。根据现有资料,报告中还提供了与新产品发布相关的资讯以及相关新闻。
  • 透过确定未来强劲成长的关键细分市场来分析业务策略。
  • 市场进入和市场扩张策略分析。透过识别市场中「谁的立场」来制定竞争策略。

目录

第 1 章:报告摘要

  • 目前行业分析及成长潜力展望
  • 研究方法和工具
  • 市场区隔
    • 按细分
    • 按地区

第 2 章:市场概述与见解

  • 报告范围
  • 分析师见解和当前市场趋势
    • 主要发现
    • 建议
    • 结论

第 3 章:竞争格局

  • 主要公司分析
  • Ambition
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Aon plc
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • BI WORLDWIDE
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • 关键策略分析

第 4 章:市场细分

  • 按部署模式分類的全球游戏化市场
    • 本地部署
  • 按组件分類的全球游戏化市场
    • 解决方案
    • 成分
  • 按应用分類的全球游戏化市场
    • 行销
    • 销售
    • 支援
    • 产品开发
    • 人力资源
    • 其他(教育和学习、健康和保健)
  • 按最终用户分類的全球游戏化市场
    • 零售
    • 银行业
    • 政府和公共部门
    • 卫生保健
    • 教育与研究
    • 资讯科技和电信
    • 其他(旅游和酒店、体育和娱乐)

第 5 章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 义大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区

第 6 章:公司简介

  • Axonify Inc.
  • Cognizant Technology Solution Corp.
  • G-Cube Webwide Software Pvt Ltd
  • IActionable, Inc.
  • IBM Corp.
  • Mambo
  • Microsoft Corp.
  • MPS Ltd.
  • NSoft
  • OnMobile
  • Oracle
  • Parimatch
  • Salesforce, Inc.
  • SAP SE
Product Code: OMR2028107

Global Gamification Market Size, Share & Trends Analysis Report by Deployment Mode (On-Premise, and Cloud) by Organization size (Large Enterprises, and Small and Medium-sized Enterprises) By Application (Marketing, Sale, Support, Product Development, Human Resources, and Others) and by End-User (Retail, Banking, Government and Public Sector, Healthcare, Education and Research, IT and Telecom, and Others (Travel and Hospitality, and Sports and Entertainment)) Forecast Period (2024-2031)

The global gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). The market's growth is attributed to the growing demand for increased internet penetration across the globe. The global expansion in internet accessibility has extended the scope of gamified platforms. This is particularly significant for educational efforts such as ICE's 360° Inspire website, which allows individuals of all ages to access and utilize gamified information. For instance, in November 2022, the ICE Inspire website launched a gamification update. The ICE's 360° Inspire website has been enhanced with gamification features, enabling young individuals to explore civil engineering through films, projects, age-specific advice, and virtual interactions with the company's members.

Segmental Outlook

The global gamification market is segmented on the deployment mode, component, application, and end-user. Based on the deployment mode, the market is sub-segmented into on-premise and cloud. Based on the component, the market is sub-segmented into solutions and services. Based on the application, the market is sub-segmented into marketing, sales, support, product development, human resources, and others (education and learning, and health and wellness). Furthermore, based on end-user, the market is sub-segmented into enterprise driven, and consumer-driven. The cloud subcategory is expected to capture a significant portion of the market share within the deployment segment. The growth can be attributed to the owing to the growing demand for dependable and secure solutions among SMEs. However, as technology advances, companies are more disposed to implement cloud-based gamification solutions.

The Sale Sub-Segment is Anticipated to Hold a Considerable Share of the global Gamification Market

Among the applications, the sale sub-segment is expected to hold a considerable share of the global gamification market. The segmental growth is attributed to the growing demand for increased emphasis on employee efficiency. Businesses have realized the connection between employee performance and overall company success. Gamification in sales, as applied by Ace, can be used as a motivator, motivating sales teams to satisfy and exceed expectations. in May 2022, LeadSquared introduced Ace to help businesses improve their sales using gamification. The Ace is a sales performance management suite that utilizes psychological and analytical tactics, offering Goals, a no-code setup, and scalable architecture for businesses of all sizes.

Regional Outlook

The global gamification market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America). Among these, Asia-Pacific is anticipated to hold a prominent share of the market across the globe, owing to the demand for gaming solutions increases, the gamification market needs technologies that improve user engagement and retention. The companies can focus on these elements to drive product growth and success. For instance, in November 2021, Parimatch Launched new tools to bolster product gamification by adding new tools and enhancing the gaming experience for its users.

The North America Region is Expected to Grow at a Significant CAGR in the global Gamification Market

Among all regions, the North American region is anticipated to grow at a considerable CAGR over the forecast period. Regional growth is attributed to the AI-powered customization for interaction. The use of AI enables it possible to customize gamification components according to the preferences, productivity, and learning styles of each individual employee. Since gamified experiences are more relevant and entertaining for individual employees, personalization encourages an increased degree of involvement. According to the National Institute of Health (gov.) in July 2023, The increasing adoption of new technologies, such as AI, virtual reality, metaverse, blockchain, augmented reality, and collaborative robots, has a potential influence on gamification and the labor market. It is essential to acknowledge the transition from Industry 4.0 to Industry 5.0, as these technologies provide the foundation for increased digitization in business and management globally. However, it is worth noting that the use of serious games and gamification has gained popularity in recent years, and some of these emerging technologies, including AI, can have an adverse influence on hiring, HR, and business life.

Market Players Outlook

The major companies serving the global gamification market include IBM Corp., Microsoft Corp., Oracle, Salesforce, Inc., SAP SE, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in March 2022, NSoft partnered with Ziqni to enhance its gamification offerings and engagement strategy by providing a robust, user-friendly, and customizable betting solution for its iGaming and casino partners.

The Report Covers:

  • Market value data analysis of 2023 and forecast to 2031.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global gamification market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies. Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1.Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1.Research Methods and Tools
  • 1.2.Market Breakdown
    • 1.2.1.By Segments
    • 1.2.2.By Region

2.Market Overview and Insights

  • 2.1.Scope of the Report
  • 2.2.Analyst Insight & Current Market Trends
    • 2.2.1.Key Findings
    • 2.2.2.Recommendations
    • 2.2.3.Conclusion

3.Competitive Landscape

  • 3.1.Key Company Analysis
  • 3.2.Ambition
    • 3.2.1.Overview
    • 3.2.2.Financial Analysis
    • 3.2.3.SWOT Analysis
    • 3.2.4.Recent Developments
  • 3.3.Aon plc
    • 3.3.1.Overview
    • 3.3.2.Financial Analysis
    • 3.3.3.SWOT Analysis
    • 3.3.4.Recent Developments
  • 3.4.BI WORLDWIDE
    • 3.4.1.Overview
    • 3.4.2.Financial Analysis
    • 3.4.3.SWOT Analysis
    • 3.4.4.Recent Developments
  • 3.5.Key Strategy Analysis

4.Market Segmentation

  • 4.1.Global Gamification Market by Deployment Mode
    • 4.1.1.On-Premise
    • 4.1.2.Cloud
  • 4.2.Global Gamification Market by Component
    • 4.2.1.Solution
    • 4.2.2.Components
  • 4.3.Global Gamification Market by Application
    • 4.3.1.Marketing
    • 4.3.2.Sale
    • 4.3.3.Support
    • 4.3.4.Product Development
    • 4.3.5.Human Resource
    • 4.3.6.Others (Education and Learning, and Health and Wellness)
  • 4.4.Global Gamification Market by End-User
    • 4.4.1.Retail
    • 4.4.2.Banking
    • 4.4.3.Government and Public Sector
    • 4.4.4.Healthcare
    • 4.4.5.Education and Research
    • 4.4.6.IT and Telecom
    • 4.4.7.Others (Travel and Hospitality, and Sports and Entertainment)

5.Regional Analysis

  • 5.1.North America
    • 5.1.1.United States
    • 5.1.2.Canada
  • 5.2.Europe
    • 5.2.1.UK
    • 5.2.2.Germany
    • 5.2.3.Italy
    • 5.2.4.Spain
    • 5.2.5.France
    • 5.2.6.Rest of Europe
  • 5.3.Asia-Pacific
    • 5.3.1.China
    • 5.3.2.India
    • 5.3.3.Japan
    • 5.3.4.South Korea
    • 5.3.5.Rest of Asia-Pacific
  • 5.4.Rest of the World

6.Company Profiles

  • 6.1.Axonify Inc.
  • 6.2.Cognizant Technology Solution Corp.
  • 6.3.G-Cube Webwide Software Pvt Ltd
  • 6.4.IActionable, Inc.
  • 6.5.IBM Corp.
  • 6.6.Mambo
  • 6.7.Microsoft Corp.
  • 6.8.MPS Ltd.
  • 6.9.NSoft
  • 6.10.OnMobile
  • 6.11.Oracle
  • 6.12.Parimatch
  • 6.13.Salesforce, Inc.
  • 6.14.SAP SE

LIST OF TABLES

  • 1.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 2.GLOBAL GAMIFICATION BASED ON-PREMISES MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 3.GLOBAL GAMIFICATION BASED ON CLOUD MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 4.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 5.GLOBAL GAMIFICATION BY SOLUTION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 6.GLOBAL GAMIFICATION BY SERVICES MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 7.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 8.GLOBAL GAMIFICATION IN MARKETING MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 9.GLOBAL GAMIFICATION IN SALE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 10.GLOBAL GAMIFICATION IN SUPPORT MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 11.GLOBAL GAMIFICATION IN PRODUCT DEVELOPMENT MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 12.GLOBAL GAMIFICATION IN HUMAN RESOURCE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 13.GLOBAL GAMIFICATION IN OTHER APPLICATIONS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 14.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 15.GLOBAL GAMIFICATION FOR RETAIL MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 16.GLOBAL GAMIFICATION FOR BANKING MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 17. GLOBAL GAMIFICATION FOR GOVERNMENT AND PUBLIC SECTOR MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 18.GLOBAL GAMIFICATION FOR HEALTHCARE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 19.GLOBAL GAMIFICATION FOR EDUCATION AND RESEARCH MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 20.GLOBAL GAMIFICATION FOR IT AND TELECOM MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 21.GLOBAL GAMIFICATION FOR OTHERS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 22.GLOBAL GAMIFICATION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 23.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 24.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 25.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 26.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 27.NORTH AMERICAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 28.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 29.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 30.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 31.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 32.EUROPEAN GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 33.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 34.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 35.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 36.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 37.ASIA-PACIFIC GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 38.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 39.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY DEPLOYMENT MODE, 2023-2031 ($ MILLION)
  • 40.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY COMPONENT, 2023-2031 ($ MILLION)
  • 41.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY APPLICATION, 2023-2031 ($ MILLION)
  • 42.REST OF THE WORLD GAMIFICATION MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)

LIST OF FIGURES

  • 1.GLOBAL GAMIFICATION MARKET SHARE BY DEPLOYMENT MODE, 2023 VS 2031 (%)
  • 2.GLOBAL GAMIFICATION BASED ON-PREMISE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 3.GLOBAL GAMIFICATION BASED ON CLOUD MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 4.GLOBAL GAMIFICATION MARKET SHARE BY COMPONENT, 2023 VS 2031 (%)
  • 5.GLOBAL GAMIFICATION BY SOLUTION COMPONENTS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 6.GLOBAL GAMIFICATION BY SERVICES MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 7.GLOBAL GAMIFICATION MARKET SHARE BY APPLICATION, 2023 VS 2031 (%)
  • 8.GLOBAL GAMIFICATION IN MARKETING MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 9.GLOBAL GAMIFICATION IN SALE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 10.GLOBAL GAMIFICATION IN SUPPORT MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 11.GLOBAL GAMIFICATION IN PRODUCT DEVELOPMENT MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 12.GLOBAL GAMIFICATION IN HUMAN RESOURCE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 13.GLOBAL GAMIFICATION IN OTHER APPLICATIONS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 14.GLOBAL GAMIFICATION MARKET SHARE BY END-USER, 2023 VS 2031 (%)
  • 15.GLOBAL GAMIFICATION FOR RETAIL MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 16.GLOBAL GAMIFICATION FOR BANKING MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 17. GLOBAL GAMIFICATION FOR GOVERNMENT AND PUBLIC SECTOR MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 18.GLOBAL GAMIFICATION FOR HEALTHCARE MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 19.GLOBAL GAMIFICATION FOR EDUCATION AND RESEARCH MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 20.GLOBAL GAMIFICATION FOR IT AND TELECOM MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 21.GLOBAL GAMIFICATION FOR OTHERS MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 22.GLOBAL GAMIFICATION MARKET SHARE BY REGION, 2023 VS 2031 (%)
  • 23.US GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 24.CANADA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 25.UK GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 26.FRANCE GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 27.GERMANY GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 28.ITALY GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 29.SPAIN GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 30.REST OF EUROPE GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 31.INDIA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 32.CHINA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 33.JAPAN GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 34.SOUTH KOREA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 35.REST OF ASIA-PACIFIC GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 36.LATIN AMERICA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)
  • 37.THE MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, 2023-2031 ($ MILLION)