封面
市场调查报告书
商品编码
1646226

游戏化市场规模、份额和成长分析(按组件、部署、组织规模、垂直产业、最终用户、应用程式和地区)—2025-2032 年产业预测

Gamification Market Size, Share, Growth Analysis, By Component (Solution, Services), By Deployment (Cloud, On-Premises), By Organization Size, By Vertical, By End-User, By Application, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2023 年全球游戏化市场规模价值为 172 亿美元,预计将从 2024 年的 218.1 亿美元成长到 2032 年的 1,457.5 亿美元,预测期内(2025-2032 年)的复合年增长率为 26.8%。

游戏化透过在非游戏环境中融入游戏机制,彻底改变了使用者参与度,提高了组织效率和跨部门客户互动。公司在员工培训、招募和评估中使用游戏化,以及提高选民参与度和消费者忠诚度。这种方法将安全和合规培训等繁琐的任务转变为促进社会互动和社区发展的有趣体验。一个显着的成功案例是 Service Corporation International,其实施后成交量增加了 88%。此外,游戏化与社群媒体的协同效应使用户能够共用他们的经验并扩大他们的影响力。随着人工智慧和机器学习的应用不断增长,我们可以预见未来几年供应商的投资和自适应解决方案的开发将会增加,以推动更大的参与和效率。

目录

介绍

  • 调查目的
  • 研究范围
  • 定义

调查方法

  • 资讯采购
  • 资料和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 主要投资机会
  • 市场生态系统
  • 市场吸引力指数(2024 年)
  • PESTEL 分析
  • 总体经济指标
  • 价值链分析
  • 定价分析
  • 案例研究
  • 监管分析

游戏化市场规模(按组件和复合年增长率) (2025-2032)

  • 市场概况
  • 解决方案
  • 服务

游戏化市场规模(按部署和复合年增长率) (2025-2032)

  • 市场概况
  • 本地

游戏化市场规模(按组织规模和复合年增长率) (2025-2032)

  • 市场概况
  • 中小型企业
  • 大型企业

游戏化市场规模(依垂直产业划分)及复合年增长率(2025-2032 年)

  • 市场概况
  • 教育
  • 卫生保健
  • BFSI
  • 零售
  • 製造业
  • 媒体和娱乐
  • 通讯
  • 资讯科技和 ITE
  • 饭店业
  • 其他的

游戏化市场规模(依最终用户和复合年增长率) (2025-2032)

  • 市场概况
  • 企业
  • 消费者

游戏化市场规模(按应用划分)及复合年增长率(2025-2032)

  • 市场概况
  • 行销
  • 销售
  • 支援
  • 产品开发
  • 人力资源
  • 其他用途

游戏化市场规模(依地区划分)及复合年增长率(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲国家
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前 5 家公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采用的策略
  • 近期市场趋势
  • 公司市场占有率分析(2024 年)
  • 主要企业简介
    • 公司简介
    • 产品系列分析
    • 按细分市场分析市场份额
    • 收益与前一年同期比较对比(2022-2024 年)

主要企业简介

  • Microsoft Corporation(United States)
  • Salesforce.com, Inc.(United States)
  • SAP SE(Germany)
  • BigDoor, Inc.(A part of 500friends)(United States)
  • Arcaris, Inc.(A part of Tango Card)(United States)
  • Cognizant Technology Solutions Corporation(United States)
  • Mambo.IO, Inc.(United Kingdom)
  • Faya Corporation(United States)
  • Ambition, Inc.(United States)
  • GamEffective(Israel)
  • Playlyfe(United States)
  • Scrimmage(United States)
  • Swift Shift(United States)
  • PugPharm Productions, Inc.(Canada)
  • Kuato Studios(United Kingdom)

结论和建议

简介目录
Product Code: SQMIG50I2004

Global Gamification Market size was valued at USD 17.2 billion in 2023 and is poised to grow from USD 21.81 billion in 2024 to USD 145.75 billion by 2032, growing at a CAGR of 26.8% during the forecast period (2025-2032).

Gamification is revolutionizing user engagement by infusing game mechanics into non-game settings, enhancing organizational efficiency and customer interactions across various sectors. Businesses utilize gamification for employee training, recruitment, and assessment, while also encouraging voter participation and consumer loyalty. This method transforms tedious tasks, such as safety and compliance training, into engaging experiences that promote social interaction and community development. A notable success is Service Corporation International, which achieved an 88% increase in closed deals post-implementation. Furthermore, gamification's synergy with social media allows users to share experiences, amplifying its impact. As businesses increasingly adopt AI and machine learning, we anticipate a rise in vendor investment and the creation of adaptive solutions to further enhance engagement and effectiveness in the coming years.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gamification market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Gamification Market Segments Analysis

Global Gamification Market is segmented by Component, Deployment, Organization Size, Vertical, End-User, Application and region. Based on Component, the market is segmented into Solution and Services. Based on Deployment, the market is segmented into Cloud and On-Premises. Based on Organization Size, the market is segmented into Small And Medium-Sized Enterprises and Large Enterprises. Based on Vertical, the market is segmented into Education, Healthcare, BFSI, Retail, Manufacturing, Media And Entertainment,telecom, IT And ITEs, Hospitality and Others. Based on End-User, the market is segmented into Enterprise-Driven and Consumer-Driven. Based on Application, the market is segmented into Marketing, Sales, Support, Product Development, Human Resources and Other Applications. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Gamification Market

The global gamification market is experiencing significant growth, primarily fueled by the increasing adoption of gamification strategies within enterprises. This approach involves integrating gaming concepts and mechanics into business processes, enhancing employee engagement and creating a more enjoyable experience for customers. As organizations recognize the value of gamification in fostering intrinsic motivation among staff, this trend is becoming a crucial factor in boosting productivity and job satisfaction. Consequently, the positive impact of gamification on employee performance and overall workplace dynamics is a key driver for the expansion of the gamification market, leading to a notable rise in revenue generation.

Restraints in the Global Gamification Market

An essential factor for achieving successful outcomes in the Global Gamification market is the thoughtful design of gamification strategies. However, it has been observed that designers often struggle to produce unique and innovative designs tailored to various businesses. This limitation can slow down the market's adoption of specific solutions. The development process is complex; a design intended for one organization may not resonate with different audiences. To attain the desired goals, it is crucial to implement a well-crafted design correctly; failure to do so could undermine results and impede overall market growth, highlighting the need for improved design practices in the industry.

Market Trends of the Global Gamification Market

The Global Gamification market is experiencing a significant trend with the rise of blockchain gaming, particularly in the GameFi sector. This innovative approach combines gaming with financial incentives, enabling players to earn while they play. As investments surge, GameFi is shifting from mere profit-driven models to creating sustainable gaming experiences that engage players beyond the initial financial allure. This evolution addresses previous criticisms of low-quality games targeting only crypto enthusiasts, paving the way for more robust and rewarding gameplay. Consequently, the market is poised for growth as both developers and players seek meaningful interactions within this dual ecosystem of entertainment and finance.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Case Studies
  • Regulatory Analysis

Global Gamification Market Size by Component & CAGR (2025-2032)

  • Market Overview
  • Solution
  • Services

Global Gamification Market Size by Deployment & CAGR (2025-2032)

  • Market Overview
  • Cloud
  • On-Premises

Global Gamification Market Size by Organization Size & CAGR (2025-2032)

  • Market Overview
  • Small And Medium-Sized Enterprises
  • Large Enterprises

Global Gamification Market Size by Vertical & CAGR (2025-2032)

  • Market Overview
  • Education
  • Healthcare
  • BFSI
  • Retail
  • Manufacturing
  • Media And Entertainment
  • Telecom
  • IT And ITEs
  • Hospitality
  • Others

Global Gamification Market Size by End-User & CAGR (2025-2032)

  • Market Overview
  • Enterprise-Driven
  • Consumer-Driven

Global Gamification Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Marketing
  • Sales
  • Support
  • Product Development
  • Human Resources
  • Other Applications

Global Gamification Market Size & CAGR (2025-2032)

  • North America (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • US
    • Canada
  • Europe (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Component, Deployment, Organization Size, Vertical, End-User, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Microsoft Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Salesforce.com, Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • SAP SE (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • BigDoor, Inc. (A part of 500friends) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Arcaris, Inc. (A part of Tango Card) (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cognizant Technology Solutions Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mambo.IO, Inc. (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Faya Corporation (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ambition, Inc. (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GamEffective (Israel)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Playlyfe (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Scrimmage (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Swift Shift (United States)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PugPharm Productions, Inc. (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kuato Studios (United Kingdom)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations