封面
市场调查报告书
商品编码
1308745

2030年游戏化市场预测-按组件、部署、公司规模、平台、应用程序、行业和地区进行的全球分析

Gamification Market Forecasts to 2030 - Global Analysis By Component, Deployment, Enterprise Size, Platform, Application, Industry Vertical and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 175+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,2023 年全球游戏化市场规模将达到 163.6 亿美元,预测期内復合年增长率为 26.8%,到 20.3 亿美元达到 862.4 亿美元。

游戏化是游戏设计元素和游戏概念在非游戏场景中的应用。 也可以说是利用和利用游戏元素的属性来处理问题的程序和技术的集合。 此外,游戏和类似游戏的元素已经被使用了数千年来教导、吸引和吸引人们。 传统的游戏元素包括徽章、排行榜和积分。 游戏化将游戏元素带入工作场所、工作场所、在线社区、客户、员工、供应商和合作伙伴,以激励和赋予人们权力。

根据美国人口普查局的数据,美国零售总额将从2015年的47,281.2亿美元增至2021年的65,948.1亿美元。

市场动态:

促进因素

用于混合现实、增强现实和 VR 技术

当今的企业正在大力投资增强现实 (AR)、虚拟现实 (VR) 和混合现实等沉浸式技术。 公司正在提供利用这些沉浸式技术的游戏化服务。 例如,亚马逊和沃尔玛等零售巨头正在利用 AR、VR 和混合现实技术彻底改变购物体验。 这些公司正在采用虚拟现实展厅来展示他们的产品,同时利用沉浸式技术。 沃尔玛还资助增强现实游戏化来推广其产品。 零售商现在可以利用这项技术来吸引实体店内外的顾客。 游戏化和技术可以帮助推动市场增长,因为它们可以更有效地销售产品并增强客户的购物体验。

抑制因素

设计不佳/应用结果不佳

在设计时考虑到游戏化对于实现预期结果至关重要。 然而,值得注意的是,设计师常常难以提供满足任何组织要求的创新、前沿的设计。 因此,该解决方案的市场推出可能会延迟。 它使开发过程变得复杂,因为为一个组织设计的解决方案可能无法为其他受众提供所需的结果。 因此,良好的设计及其有效的实施对于实现预期结果至关重要,否则会损害结果并阻碍市场扩张。

机会:

采用人工智能 (AI) 和基于云的游戏化解决方案

基于人工智能平台构建的游戏化解决方案的日益普及是推动市场扩张的主要因素之一。 为了深入了解员工队伍,大公司正在部署基于人工智能的解决方案和尖端技术。 基于人工智能的游戏化模型通过消除员工动机的歧义并帮助他们更有效地实现目标来提供正确的答案。 市场领导者专注于资助基于人工智能的解决方案的开发。 这些基于云的解决方案是根据中小型企业的需求量身定制的,并考虑到分配的预算。 越来越多的中小企业,尤其是初创企业,也将加速使用基于云的解决方案。

威胁

开发成本高

游戏创作比传统的教学设计需要更多的时间。 金钱就是时间 由于时间压力增加,预算超支的可能性更大,而且用于增强游戏玩法的额外材料也更昂贵。 动画、图形、库存图像、电影、音乐和音效需要花钱。 游戏不仅设计成本高昂,维护成本也很高。 几年前发布的一款很酷的游戏很快就会过时。 员工有时会想,如果游戏很旧,那么材料是否已经过时。 游戏的参考价值是阻碍市场增长的另一个弊端。

新冠肺炎 (COVID-19) 影响:

COVID-19 病毒的传播影响了世界各地的各个行业。 当今的公司专注于培养员工士气并激励人们完成手头的任务。 游戏化软件可以帮助组织在这些情况下激励员工。 同样,公司可以利用这个机会为其员工提供培训和在线课程。 游戏化提供易于理解、易于学习的模块,帮助员工更多地了解您的业务及其流程。 这有助于公司指导新员工并为经验丰富的员工提供新技能。 因此,游戏化市场预计将在大流行期间和之后蓬勃发展。

服务业将是预测期内最大的行业:

服务部门将实现利润丰厚的增长,因为它提供广泛的服务,包括咨询、安装、支持和维护。 这些服务为客户提供构建游戏化解决方案以及轻鬆安装、部署和维护现有解决方案的服务。 一些服务提供商甚至帮助为其客户的业务设计定制解决方案。 此类服务提供商负责部署定制的业务解决方案,包括专门的解决方案。

云领域预计在预测期内復合年增长率最高:

云领域预计在预测期内復合年增长率最高。 这是因为随着最近的技术进步,组织可能会采用基于云的游戏化解决方案。 零售、电子商务、BFSI、教育等领域的许多组织正在使用基于云的基础设施为其客户提供协作体验。 基于云的解决方案为客户提供了更轻鬆的软件安装、维护和升级等优势。 在预测期内,基于云的解决方案的需求预计将增加,因为它们具有廉价的部署成本等主要优势。

份额最大的地区

由于北美地区利用互联网通过各种渠道与合作伙伴和客户互动,因此预计在预测期内将占据最大的市场份额。 该地区强大的电信基础设施和对定制解决方案不断增长的需求预计将支持该地区的市场增长。 北美地区的在线游戏玩家数量也最多。 加拿大和美国等发达国家的新公司正在使用在线游戏解决方案来建立文化和士气。 预计该地区的市场增长将受到移动电话用户数量的增加以及零售和电子商务行业在线流量的增加的推动。 这一增长将推动营销和消费者接触点技术的部署。

复合年增长率最高的地区:

欧洲在整个预测期内经历了强劲增长,预计其复合年增长率最高。 英国、德国和法国等国家正在由主要参与者和政府主办会议和活动,以提高对游戏化解决方案的认识。 例如,欧洲游戏化会议于 2019 年 12 月举行,旨在帮助组织学习和了解可用的工具和解决方案。 此外,随着零售和医疗保健行业的增长,德国和西班牙等国家预计也会出现增长。 随着主要市场参与者专注于提供尖端解决方案以提高员工敬业度、增加销售额并创造更好的客户体验,最终用户对软件的需求正在不断增加。

主要进展

2019 年 1 月,SAP SE 收购了 Qualtrics International Inc. 通过新的收购,SAP 将为企业提供卓越的客户、员工、产品和品牌体验。

2018 年 5 月,SAP SE 发布了 SAP S/4HANA,这是一种面向客户和合作伙伴的功能和价值发现游戏化方法。 该纸牌游戏是一种实验性学习应用程序,旨在加速商业价值、创新采用、解决方案意识等,并用于团队合作的参与。

2018 年 4 月,BI Worldwide 收购了游戏化解决方案创新者 Bunchball Inc.。 客户将受益于两家公司扩展和创新的产品。

本报告的内容

  • 区域和国家级细分市场的市场份额评估
  • 给新进入者的战略建议
  • 2021 年、2022 年、2023 年、2026 年和 2030 年的综合市场数据
  • 市场趋势(市场促进因素、抑制因素、机遇、威胁、挑战、投资机会和建议)
  • 根据市场预测提出关键业务领域的战略建议
  • 绘製主要总体趋势的竞争格局
  • 公司简介,包括详细的战略、财务状况和最新发展
  • 供应链趋势映射最新技术趋势

免费定制服务:

订阅此报告的客户将获得以下免费自定义选项之一:

  • 公司简介
    • 对其他市场参与者(最多3家公司)进行全面分析
    • 主要公司的SWOT分析(最多3家公司)
  • 区域细分
    • 根据客户兴趣对主要国家/地区的市场估计/预测/复合年增长率(注:基于可行性检查)
  • 竞争基准测试
    • 根据产品组合、地域分布和战略联盟对主要参与者进行基准测试

内容

第 1 章执行摘要

第 2 章前言

  • 概述
  • 利益相关者
  • 调查范围
  • 调查方法
    • 数据挖掘
    • 数据分析
    • 数据验证
    • 研究方法
  • 调查来源

第 3 章市场趋势分析

  • 促进因素
  • 抑制因素
  • 机会
  • 威胁
  • 应用分析
  • 新兴市场
  • 新冠肺炎 (COVID-19) 的影响

第 4 章波特五力分析

  • 供应商的议价能力
  • 买家的议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争公司之间存在敌对关係

第 5 章全球游戏化市场:按组成部分

  • 服务
  • 解决

第 6 章全球游戏化市场:按部署划分

  • 云端
  • 本地

第 7 章全球游戏化市场:按公司规模划分

  • 中小企业
  • 大企业

第 8 章全球游戏化市场:按平台划分

  • 开放平台
  • 封闭/企业平台

第 9 章全球游戏化市场:按应用划分

  • 销售
  • 营销
  • 人力资源
  • 产品开发
  • 支持
  • 分析
  • 其他用途

第 10 章全球游戏化市场:按行业

  • 教育和研究
  • BFSI
  • IT/通信
  • 零售
  • 媒体和娱乐
  • 製造业
  • 政府
  • 其他行业

第 11 章全球游戏化市场:按地区

  • 北美
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 意大利
    • 法国
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳大利亚
    • 新西兰
    • 韩国
    • 亚太地区其他地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东和非洲
    • 沙特阿拉伯
    • 阿拉伯联合酋长国
    • 卡塔尔
    • 南非
    • 其他中东和非洲地区

第 12 章主要进展

  • 合同、伙伴关係、协作和合资企业
  • 收购与合併
  • 推出新产品
  • 业务扩展
  • 其他关键策略

第 13 章公司简介

  • Cognizant Technology Solution Corp.
  • Microsoft Corporation
  • Bunchball Inc.
  • Ambition
  • MPS Interactive Systems Limited
  • SAP SE
  • Axonify Inc.
  • Aon plc
  • IActionable Inc
  • G-Cube
  • Verint Systems
  • BI Worldwide
  • Influitive Corporation
  • Khoros, LLC
  • Hoopla Software, Inc
  • Mambo Solutions Ltd
  • Gamifier
  • Scrimmage
  • Tango Card
  • NIIT
Product Code: SMRC23445

According to Stratistics MRC, the Global Gamification Market is accounted for $16.36 billion in 2023 and is expected to reach $86.24 billion by 2030 growing at a CAGR of 26.8% during the forecast period. Gamification is the application of game design elements and gaming concepts in non-game situations. It might also be seen as a collection of procedures and techniques for dealing with problems by exploiting or utilising the qualities of game elements. In addition, games and game-like elements have been used to teach, enthral, and engage people for thousands of years. Traditional game elements include things like badges, leaderboards, and points. In order to motivate and encourage people, gamification adds game aspects into a variety of situations, including businesses, workplaces, online communities, customers, employees, vendors, and partners.

According to the data from the US Census Bureau, total retail sales in the United States increased from USD 4728.12 billion in 2015 to USD 6594.81 billion in 2021.

Market Dynamics:

Driver:

Adoption to mixed reality, augmented reality, and VR technologies

Businesses today are making significant investments in immersive technologies like augmented reality (AR), virtual reality (VR), and mixed reality. Businesses provide gamification services that make use of this immersive technology. For instance, the key companies in the retail sector, like as Amazon.com, Inc. and Walmart, are revolutionising the shopping experience by utilising AR, VR, and mixed reality technology. These businesses employ virtual reality showrooms to exhibit their products while utilising immersive technologies. Additionally, Walmart is funding the gamification of augmented reality to promote its products. Retailers are now able to utilise this technology to engage customers both inside and outside of physical locations. Gamification and technologies can help to sell items more effectively and improve the shopping experience for customers thus enhancing the growth of the market.

Restraint:

Undesirable results of poor design/application

Designing with gamification in mind is essential to achieving the desired results. However, it has been noted that designers frequently struggle to provide innovative, cutting-edge designs that satisfy the requirements of every organisation. The market's adoption of solutions may be slowed down as a result. Even if a solution is designed for a certain organisation, it won't deliver the desired outcome for other audiences, making the development process cumbersome. Therefore, a correctly designed design and its effective implementation are essential to achieving the desired result; failure to do so will compromise the results and hinder market expansion.

Opportunity:

Adoption of gamification solutions powered by artificial intelligence (AI) and cloud-based

The growing popularity of gamification solutions built on an AI platform is one of the major factors fueling market expansion. For deep employee insights, large organisations are implementing AI-based solutions and cutting-edge technology. AI-based gamification models offer precise answers by removing the ambiguity of employees' motivations and assisting them in more effectively achieving goals. The market's major players are concentrating their efforts on funding the creation of AI-based solutions. These cloud-based solutions are tailored to the demands of SMEs while taking into account the allocated budget. The market's increasing SMEs, particularly startups, will also accelerate the use of cloud-based solutions.

Threat:

High development costs

The creation of games requires more time than conventional instructional design. Money is time. Due of the increased pressure on time, budget overruns are easy to cause and the price of the extra materials utilised to improve the game play. It costs money to use animations, graphics, stock images, films, music, and sound effects. Games are expensive to maintain in addition to expensive to design. Cool games that were released a few years ago quickly start to seem out of date. Employees can wonder if the material is obsolete if the game is old. The game's reference value is yet another drawback which hinders the growth of the market.

COVID-19 Impact:

Every industry in the world was touched by the COVID-19 virus's expanding reach. At the moment, businesses are concentrating on raising employee morale and inspiring people to finish the work at hand. Gamification software helps organisations motivate their staff during these situations. In a similar vein, businesses might use this opportunity to offer training and online courses to the employees. Gamification provides modules that are simple to understand and learn which might enable the employee to learn more about the business and its procedures. This can benefit businesses help mentor new hires and provide experienced workers with new skills. As a result, the Gamification Market is anticipated to develop significantly both during and beyond the pandemic.

The services segment is expected to be the largest during the forecast period:

The services segment is estimated to have a lucrative growth, due to a range of services that are broken down into the following categories such as consultancy, installation, support, and maintenance. These services provide clients services for the creation of gamification solutions as well as for the simple installation, rollout, and upkeep of continuing solutions. Some service providers help clients design customised solutions for their businesses. These service providers handle the deployment of solutions, such as specialised solutions, that are made to meet the business operations.

The cloud segment is expected to have the highest CAGR during the forecast period:

The cloud segment is anticipated to witness the highest CAGR growth during the forecast period, due to organisations is likely to employ cloud-based gamification solutions in light of recent technological improvements. To provide customers with collaborative experiences, a number of significant organisations in sectors including retail, e-commerce, BFSI, education, and others are using cloud-based infrastructure. The customer may benefit from advantages like simple software installation, maintenance, and upgrades thanks to cloud-based solutions. During the projection period, key advantages such cheap implementation costs are anticipated to increase demand for cloud-based solutions.

Region with largest share:

North America is projected to hold the largest market share during the forecast period owing to use of the internet to interact with partners and customers through a variety of channels. The region's strong communication infrastructure and rising demand for tailored solutions are projected to support the market growth there. The largest number of online gamers is likewise located in North America. Online gaming solutions are being used by new companies in developed nations like Canada and the US to boost culture and morale. Regional market growth is anticipated to be fuelled by the rising number of mobile phone users and online traffic in the retail and e-commerce industries. The increase would facilitate the deployment of technology for marketing and consumer contact.

Region with highest CAGR:

Europe is projected to have the highest CAGR over the forecast period, owing to strong growth throughout the projected period. Conferences and events are being organised by important players and governments in countries like the United Kingdom, Germany, France, and others to increase awareness of gamification solutions. For instance, the Europe Gamification Conference was hosted in December 2019 to assist organisations in learning about and comprehending the available tools and solutions. Additionally, as retail and healthcare sectors grow, countries like Germany and Spain are predicted to gain ground. The demand for software among end users is increasing as key market players concentrate on offering cutting-edge solutions to enhance employee engagement, boost sales, and create a better customer experience.

Key players in the market

Some of the key players profiled in the Gamification Market include Cognizant Technology Solution Corp, Microsoft Corporation, Bunchball Inc, Ambition, MPS Interactive Systems Limited, SAP SE, Axonify Inc., Aon plc, IActionable Inc, G-Cube, Verint Systems, BI Worldwide, Influitive Corporation, Khoros, LLC, Hoopla Software, Inc, Mambo Solutions Ltd, Gamifier, Scrimmage, Tango Car and NIIT

Key Developments:

In January 2019 SAP SE acquired Qualtrics International Inc. an experienced management software provider. SAP along with its new acquisition will offer business exceptional customer, employee, product, and brand experiences

In May 2018 SAP SE launched a capability & value discovery gamification approach for customers and partners, SAP S/4HANA. The card game is an experimental learning application to accelerate business value, innovation adoption, solution awareness among others for teamwork engagements.

In April 2018, BI Worldwide acquired Bunchball Inc.an innovator gamification solution. The customer will get benefit from the expanded and innovative offering of both the companies.

Components Covered:

  • Services
  • Solution

Deployments Covered:

  • Cloud
  • On-Premises

Enterprise Sizes Covered:

  • Small & Medium Enterprises
  • Large Enterprises

Platforms Covered:

  • Open Platforms
  • Closed/ Enterprise Platforms

Applications Covered:

  • Sales
  • Marketing
  • Human Resource
  • Product Development
  • Support
  • Analytics
  • Other Applications

Industry Verticals Covered:

  • Education & Research
  • BFSI
  • IT & Telecom
  • Retail
  • Media & Entertainment
  • Manufacturing
  • Government
  • Other Industry Verticals

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2021, 2022, 2023, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Gamification Market, By Component

  • 5.1 Introduction
  • 5.2 Services
  • 5.3 Solution

6 Global Gamification Market, By Deployment

  • 6.1 Introduction
  • 6.2 Cloud
  • 6.3 On-Premises

7 Global Gamification Market, By Enterprise Size

  • 7.1 Introduction
  • 7.2 Small & Medium Enterprises
  • 7.3 Large Enterprises

8 Global Gamification Market, By Platform

  • 8.1 Introduction
  • 8.2 Open Platform
  • 8.3 Closed/ Enterprise Platform

9 Global Gamification Market, By Application

  • 9.1 Introduction
  • 9.2 Sales
  • 9.3 Marketing
  • 9.4 Human Resource
  • 9.5 Product Development
  • 9.6 Support
  • 9.7 Analytics
  • 9.8 Other Applications

10 Global Gamification Market, By Industry Vertical

  • 10.1 Introduction
  • 10.2 Education & Research
  • 10.3 BFSI
  • 10.4 IT & telecom
  • 10.5 Retail
  • 10.6 Media & Entertainment
  • 10.7 Manufacturing
  • 10.8 Government
  • 10.9 Other Industry Verticals

11 Global Gamification Market, By Geography

  • 11.1 Introduction
  • 11.2 North America
    • 11.2.1 US
    • 11.2.2 Canada
    • 11.2.3 Mexico
  • 11.3 Europe
    • 11.3.1 Germany
    • 11.3.2 UK
    • 11.3.3 Italy
    • 11.3.4 France
    • 11.3.5 Spain
    • 11.3.6 Rest of Europe
  • 11.4 Asia Pacific
    • 11.4.1 Japan
    • 11.4.2 China
    • 11.4.3 India
    • 11.4.4 Australia
    • 11.4.5 New Zealand
    • 11.4.6 South Korea
    • 11.4.7 Rest of Asia Pacific
  • 11.5 South America
    • 11.5.1 Argentina
    • 11.5.2 Brazil
    • 11.5.3 Chile
    • 11.5.4 Rest of South America
  • 11.6 Middle East & Africa
    • 11.6.1 Saudi Arabia
    • 11.6.2 UAE
    • 11.6.3 Qatar
    • 11.6.4 South Africa
    • 11.6.5 Rest of Middle East & Africa

12 Key Developments

  • 12.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 12.2 Acquisitions & Mergers
  • 12.3 New Product Launch
  • 12.4 Expansions
  • 12.5 Other Key Strategies

13 Company Profiling

  • 13.1 Cognizant Technology Solution Corp.
  • 13.2 Microsoft Corporation
  • 13.3 Bunchball Inc.
  • 13.4 Ambition
  • 13.5 MPS Interactive Systems Limited
  • 13.6 SAP SE
  • 13.7 Axonify Inc.
  • 13.8 Aon plc
  • 13.9 IActionable Inc
  • 13.10 G-Cube
  • 13.11 Verint Systems
  • 13.12 BI Worldwide
  • 13.13 Influitive Corporation
  • 13.14 Khoros, LLC
  • 13.15 Hoopla Software, Inc
  • 13.16 Mambo Solutions Ltd
  • 13.17 Gamifier
  • 13.18 Scrimmage
  • 13.19 Tango Card
  • 13.20 NIIT

List of Tables

  • Table 1 Global Gamification Market Outlook, By Region (2021-2030) ($MN)
  • Table 2 Global Gamification Market Outlook, By Component (2021-2030) ($MN)
  • Table 3 Global Gamification Market Outlook, By Services (2021-2030) ($MN)
  • Table 4 Global Gamification Market Outlook, By Solution (2021-2030) ($MN)
  • Table 5 Global Gamification Market Outlook, By Deployment (2021-2030) ($MN)
  • Table 6 Global Gamification Market Outlook, By Cloud (2021-2030) ($MN)
  • Table 7 Global Gamification Market Outlook, By On-Premises (2021-2030) ($MN)
  • Table 8 Global Gamification Market Outlook, By Enterprise Size (2021-2030) ($MN)
  • Table 9 Global Gamification Market Outlook, By Small & Medium Enterprises (2021-2030) ($MN)
  • Table 10 Global Gamification Market Outlook, By Large Enterprises (2021-2030) ($MN)
  • Table 11 Global Gamification Market Outlook, By Platform (2021-2030) ($MN)
  • Table 12 Global Gamification Market Outlook, By Open Platform (2021-2030) ($MN)
  • Table 13 Global Gamification Market Outlook, By Closed/ Enterprise Platform (2021-2030) ($MN)
  • Table 14 Global Gamification Market Outlook, By Application (2021-2030) ($MN)
  • Table 15 Global Gamification Market Outlook, By Sales (2021-2030) ($MN)
  • Table 16 Global Gamification Market Outlook, By Marketing (2021-2030) ($MN)
  • Table 17 Global Gamification Market Outlook, By Human Resource (2021-2030) ($MN)
  • Table 18 Global Gamification Market Outlook, By Product Development (2021-2030) ($MN)
  • Table 19 Global Gamification Market Outlook, By Support (2021-2030) ($MN)
  • Table 20 Global Gamification Market Outlook, By Analytics (2021-2030) ($MN)
  • Table 21 Global Gamification Market Outlook, By Other Applications (2021-2030) ($MN)
  • Table 22 Global Gamification Market Outlook, By Industry Vertical (2021-2030) ($MN)
  • Table 23 Global Gamification Market Outlook, By Education & Research (2021-2030) ($MN)
  • Table 24 Global Gamification Market Outlook, By BFSI (2021-2030) ($MN)
  • Table 25 Global Gamification Market Outlook, By IT & telecom (2021-2030) ($MN)
  • Table 26 Global Gamification Market Outlook, By Retail (2021-2030) ($MN)
  • Table 27 Global Gamification Market Outlook, By Media & Entertainment (2021-2030) ($MN)
  • Table 28 Global Gamification Market Outlook, By Manufacturing (2021-2030) ($MN)
  • Table 29 Global Gamification Market Outlook, By Government (2021-2030) ($MN)
  • Table 30 Global Gamification Market Outlook, By Other Industry Verticals (2021-2030) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.