Global Gamification Market Size, Trends & Growth Opportunity, By Product (Handheld Barcode Scanner, and Stationary Barcode Scanner), By Scanner Type (Rugged Barcode Scanner, and Non-Rugged Barcode Scanner), By Technology (Camera Based Reader, Charge Coupled Device Reader, Laser Scanner, Omni Directional Barcode Scanner, Pen Type Reader, RFID reader, Smart Phone Based Scanner, and Others),By Region and Forecast till 2027
Report ID : IR100345 | Industries : Energy & Power | Published On :May 2024 | Page Count : 240
Global Gamification Market Size, Trends & Growth Opportunity, By Product (Handheld Barcode Scanner, and Stationary Barcode Scanner), By Scanner Type (Rugged Barcode Scanner, and Non-Rugged Barcode Scanner), By Technology (Camera Based Reader, Charge Coupled Device Reader, Laser Scanner, Omni Directional Barcode Scanner, Pen Type Reader, RFID reader, Smart Phone Based Scanner, and Others),By Region and Forecast till 2027
Global Gamification Market
The global Gamification Market was valued at US$ 9.9 billion in 2021 and it is expected to reach
at US$ 90.4 billion in 2027 at a CAGR of 25.1 % during forecast period 2022-2027.
Gamification is defined as the applications in problem solving where mechanics and game thinking are utilized to non-game scenarios for the purpose on engaging users. The primary aim of this software is to engage the employees, customers, partners, and vendors. This software also helps to create community entertainment, interaction as well as team building environment.
Market Drivers
Rewards and recognition to employees over performance is the key driving factor which is expected to boost the global gamification market growth. Furthermore, providing lucrative offers to the customers and consumers will positively contribute the market growth. Gamification provides numerous benefits such as better learning experience and instant feedback to participants. Also, artificial intelligence (AI) used for processed and showing personalized results will fuel the market growth during this forecast period. In addition to that, rise in digitalization of business processes may create new opportunities for gamification market in near future.
Market Restraints
However, manufacturing complications and lower ROI are the major restraining factors which are expected to hinder the global gamification market growth during this analysis period. Rise in pandemic COVID-19 impacted every sector across the world.
Impact of COVID- 19
The spread of COVID-19 has forced the major organizations to take quick and major decisions in their strategy. The employees have opted for work from home policy in maximum organizations which is the big challenge for the management and employees to maintain constant communication with remote location. Also, spreading virus is causing financial crises is creating pressure on employees.
Recent Development
In 2022 - Low6 is partnered with SCCG which facilitate North American-based Sports Betting Operators
looking to leverage Low6’s technology to acquire new users.NSoft with Ziqni has accelerated the growth of its gamification offer dedicated to consistently delivering the best customer-centric solutions worldwide in iGaming and Casino business.
Market Segmentation
Global Gamification Market is segmented into deployment such as Cloud, and On-Premises, by enterprise size such as Small and Medium Size Enterprises (SMEs), and Large Enterprise. Further, market is segmented into application such as Sales, Marketing, Product Development, Human Resource, and others, and industry such as BFSI, Retail, Healthcare, Government, Education & Research, IT & Telecomm, and Others.
Also, Global Gamification Market is segmented into five regions such as North America, Latin America, Europe, Asia Pacific, and Middle East & Africa.
Market key Players
Various key players are discussed in this report such as Microsoft Corporation, SAP, BI WORLDWIDE ,Verint, AON, Hoopla, CENTRICAL, MAMBO.IO, MPS INTERACTIVE SYSTEMS, AMBITION, and AXONIFY
Market Taxonomy
By Deployment
• Cloud
• On-Premise
By Enterprise Size
• Small and Medium Size Enterprises (SMEs)
• Large Enterprise
By Application
• Sales
• Marketing
• Product Development
• Human Resource
• Others
By Industry
• BFSI
• Retail
• Healthcare
• Government
• Education & Research
• IT & Telecomm
• Others
By Region
• North America
• Latin America
• Europe
• Asia Pacific
• Middle East & Africa
Key Questions Addressed by the Report
• What are the Key Opportunities in Global Gamification Market?
• What will be the growth rate from 2022 to 2027?
• Which segment/region will have highest growth?
• What are the factors that will impact/drive the Market?
• What is the role of key players in the value chain?
Global Gamification Market TOC:
1 Introduction
1.1 Objective of the Study
1.2 Market definition
1.3 Market Scope
2 Research Methodology
2.1 Data Mining
2.2 Validation
2.3 Primary Interviews
2.4 List of Data Sources
3 Executive Summary
4 Global Gamification Market Outlook
4.1 Overview
4.2 Market Dynamics
4.2.1 Drivers
4.2.2 Restraints
4.2.3 Opportunities
4.3 Porters Five Force Model
4.4 Value Chain Analysis
5 Global Gamification Market, By Deployment
5.1 Y-o-Y Growth Comparison, By Deployment
5.2 Global Gamification Market Share Analysis, By Deployment
5.3 Global Gamification Market Size and Forecast, By Deployment
5.3.1 Cloud
5.3.2On-Premise
6 Global Gamification Market, By Enterprise Size
6.1 Y-o-Y Growth Comparison, By Enterprise Size
6.2 Global Gamification Market Share Analysis, By Enterprise Size
6.3 Global Gamification Market Size and Forecast, By Enterprise Size
6.3.1 Small & Medium Size Enterprises (SMEs)
6.3.2 Large Enterprises
7 Global Gamification Market, By Application
7.1 Y-o-Y Growth Comparison, By Application
7.2 Global Gamification Market Share Analysis, By Application
7.3 Global Gamification Market Size and Forecast, By Application
7.3.1 Sales
7.3.2 Marketing
7.3.3. Product Development
7.3.4. Human Resource
7.3.5. Others
8 Global Gamification Market, By Industry
8.1 Y-o-Y Growth Comparison, By Industry
8.2 Global Gamification Market Share Analysis, By Industry
8.3 Global Gamification Market Size and Forecast, By Industry
8.3.1 BFSI
8.3.2 Retail
8.3.3 Healthcare
8.3.4. Government
8.3.5. Education & Research
8.3.6. IT & Telecomm
8.3.7 Others
9Global Gamification Market, By Region
9.1 Global Gamification Market Share Analysis, By Region
9.2 Global Gamification Market Share Analysis, By Region
9.3 Global Gamification Market Size and Forecast, By Region
10 North America Gamification Analysis and Forecast (2022 – 2027)
10.1 Introduction
10.2 North America Gamification Product Market Share Analysis, By Deployment
10.3 North America Gamification Product Market Size and Forecast, By Enterprise Size
10.4 North America Gamification Product Market Size and Forecast, By Application
10.5 North America Gamification Product Market Size and Forecast, By Industry
10.6 North America Gamification Product Market Size and Forecast, By Country
10.6.1 U.S.
10.6.2 Canada
10.6.3 Mexico
11Europe Gamification Market Analysis and Forecast (2022 – 2027)
11.1 Introduction
11.2 Europe Gamification Product Market Share Analysis, By Deployment
11.3 Europe Gamification Product Market Size and Forecast, By Enterprise Size
11.4 Europe Gamification Product Market Size and Forecast, By Application
11.5 Europe Gamification Product Market Size and Forecast, By Industry
11.6 Europe Gamification Product Market Size and Forecast, By Country
11.6.1 Germany
11.6.2 France
11.6.3 UK
11.64. Rest of Europe
12Asia Pacific Gamification Market Analysis and Forecast (2022 – 2027)
12.1 Introduction
12.2 Asia Pacific Gamification Product Market Share Analysis, By Deployment
12.3 Asia Pacific Gamification Product Market Size and Forecast, By Enterprise Size
12.4 Asia Pacific Gamification Product Market Size and Forecast, By Application
12.5 Asia Pacific Gamification Product Market Size and Forecast, By Industry
12.6 Asia Pacific Gamification Product Market Size and Forecast, By Country
12.6.1 China
12.6.2 Japan
12.6.3 India
12.6.4. Rest of Asia Pacific
13Latin America Gamification Market Analysis and Forecast (2022 – 2027)
13.1 Introduction
13.2 Latin America Gamification Product Market Share Analysis, By Deployment
13.3 Latin America Gamification Product Market Size and Forecast, By Enterprise Size
13.4 Latin America Gamification Product Market Size and Forecast, By Application
13.5 Latin America Gamification Product Market Size and Forecast, By Industry
13.6 Latin America Gamification Product Market Size and Forecast, By Country
14Middle East Gamification Market Analysis and Forecast (2022 – 2027)
14.1 Introduction
14.2 Middle East Gamification Product Market Share Analysis, By Deployment
14.3 Middle East Gamification Product Market Size and Forecast, By Enterprise Size
14.4 Middle East Gamification Product Market Size and Forecast, By Application
14.5 Middle East Gamification Product Market Size and Forecast, By Industry
14.6 Middle East Gamification Product Market Size and Forecast, By Country
15Competitive Analysis
15.1 Competition Dashboard
15.2 Market share Analysis of Top Vendors
15.3 Key Development Strategies
16Company Profiles
16.1 Microsoft Corporation
16.1.1 Overview
16.1.2 Offerings
16.1.3 Key Financials
16.1.4 Business Segment & Geographic Overview
16.1.5 Key Market Developments
16.1.6 Key Strategies
16.2 SAP
16.2.1 Overview
16.2.2 Offerings
16.2.3 Key Financials
16.2.4 Business Segment & Geographic Overview
16.2.5 Key Market Developments
16.2.6 Key Strategies
16.3 BI WORLDWIDE
16.3.1 Overview
16.3.2 Offerings
16.3.3 Key Financials
16.3.4 Business Segment & Geographic Overview
16.3.5 Key Market Developments
16.3.6 Key Strategies
16.4 Verint
16.4.1 Overview
16.4.2 Offerings
16.4.3 Key Financials
16.4.4 Business Segment & Geographic Overview
16.4.5 Key Market Developments
16.4.6 Key Strategies
16.5 AON
16.5.1 Overview
16.5.2 Offerings
16.5.3 Key Financials
16.5.4 Business Segment & Geographic Overview
16.5.5 Key Market Developments
16.5.6 Key Strategies
16.6 Hoopla
16.6.1 Overview
16.6.2 Offerings
16.6.3 Key Financials
16.6.4 Business Segment & Geographic Overview
16.6.5 Key Market Developments
16.6.6 Key Strategies
16.7 CENTRICAL
16.7.1 Overview
16.7.2 Offerings
16.7.3 Key Financials
16.7.4 Business Segment & Geographic Overview
16.7.5 Key Market Developments
16.7.6 Key Strategies
16.8 MAMBO.IO
16.8.1 Overview
16.8.2 Offerings
16.8.3 Key Financials
16.8.4 Business Segment & Geographic Overview
16.8.5 Key Market Developments
16.8.6 Key Strategies
16.9 MPS INTERACTIVE SYSTEMS
16.9.1 Overview
16.9.2 Offerings
16.9.3 Key Financials
16.9.4 Business Segment & Geographic Overview
16.9.5 Key Market Developments
16.9.6 Key Strategies
16.10 AMBITION
16.10.1 Overview
16.10.2 Offerings
16.10.3 Key Financials
16.10.4 Business Segment & Geographic Overview
16.10.5 Key Market Developments
16.10.6 Key Strategies
16.11AXONIFY
16.11.1 Overview
16.11.2 Offerings
16.11.3 Key Financials
16.11.4 Business Segment & Geographic Overview
16.11.5 Key Market Developments
16.11.6 Key Strategies