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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

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  • 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