30 datasets found
  1. Most common game-like effects in companies in the U.S. 2019

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Most common game-like effects in companies in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100506/gamification-elements-business/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 59 percent of employees stated that they were awarded points by an app or software at work.

  2. Gamification Market Size & Share Analysis - Industry Research Report -...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Apr 11, 2025
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    Mordor Intelligence (2025). Gamification Market Size & Share Analysis - Industry Research Report - Growth Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/gamification-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 11, 2025
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2020 - 2030
    Area covered
    Global
    Description

    The Gamification Market report segments the industry into Deployment (On-premise, On-cloud), Size (Small and Medium Enterprises, Large Enterprises), Platform (Open Platform, Closed/ Enterprise Platform), End-User Vertical (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, Other End-user Verticals), and Geography (North America, Europe, Asia, and more).

  3. The global Gamification market size is USD 15.43 billion in 2024 and will...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated May 15, 2025
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    Cognitive Market Research (2025). The global Gamification market size is USD 15.43 billion in 2024 and will expand at a compound annual growth rate (CAGR) of 25.84% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/gamification-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Gamification market size will be USD 15.43 billion in 2024 and will expand at a compound annual growth rate (CAGR) of 25.84% from 2024 to 2031. Market Dynamics of Gamification Market

    Key Drivers for Gamification Market

    Entertainment and Media Industry - The entertainment and media industry drives gamification growth by integrating game mechanics into content delivery. From interactive storytelling to gamified advertising and immersive experiences, entertainment companies leverage gamification to enhance engagement and attract a wider audience.
    Utilizing gamified solutions for behavior modification and patient engagement strategies is anticipated to drive the Gamification market's expansion in the years ahead.
    

    Key Restraints for Gamification Market

    Difficult Integration Problems while Adding Gamification to Current Business Procedures and Infrastructure presents a significant risk to the gamification sector.
    Quantification Accurately assessing the influence and efficacy of gamification techniques is challenging about privacy and data security affect market expansion.
    

    Introduction of the Gamification Market

    Gamification includes increasing digitalization across industries, which necessitates engaging and interactive user experiences to enhance customer engagement and retention. Furthermore, the rise of mobile technologies and social media platforms has created a fertile ground for gamified solutions to reach a broader audience effectively. Companies are leveraging gamification to drive behavioral change, improve learning outcomes through interactive training modules, and incentivize desired actions among employees or customers. The data-driven insights gained from gamified interactions also help organizations refine their strategies and personalize user experiences, thereby fueling continued adoption and innovation in the gamification market.

  4. Employee opinion on game-like effects in business apps in the U.S. 2019

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Employee opinion on game-like effects in business apps in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100493/gamification-business-apps/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 33 percent of employees stated that they would like to see more game-like effects in training software.

  5. Effect of gamification on company recruitment among employees in the U.S....

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). Effect of gamification on company recruitment among employees in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100523/gamification-recruitment-employees/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2019
    Area covered
    Worldwide
    Description

    Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 78 percent of employees stated that they would be more inclined to work for a company if that company had gamification during the recruitment process.

  6. Gamification Market Analysis North America, Europe, APAC, South America,...

    • technavio.com
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    Technavio, Gamification Market Analysis North America, Europe, APAC, South America, Middle East and Africa - US, Canada, Germany, China, Japan, UK, France, India, Italy, South Korea - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/gamification-market-share-industry-analysis
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    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Gamification Market Size 2025-2029

    The gamification market size is forecast to increase by USD 65.63 billion, at a CAGR of 33.6% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing adoption of gamification in various sectors, particularly in e-learning. This trend is fueled by the recognition of gamification's ability to enhance user engagement, motivation, and learning effectiveness. Moreover, strategic alliances between industry players are shaping the market landscape, as companies collaborate to expand their offerings and reach new customer bases. Furthermore, the integration of artificial intelligence and augmented reality in gamification is adding a new dimension to this technology. However, the market faces challenges, including the lack of awareness and inconsistency of gamification. Despite its proven benefits, many organizations remain unaware of the potential of gamification to improve their operations and customer engagement.
    Additionally, the inconsistent implementation of gamification solutions can hinder their effectiveness, necessitating a clear understanding of best practices and effective design principles. Companies seeking to capitalize on market opportunities and navigate these challenges must focus on educating potential clients about the benefits of gamification and ensuring the consistent implementation of effective solutions.
    

    What will be the Size of the Gamification Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free Sample

    The market continues to evolve, with dynamic market dynamics shaping its growth across various sectors. Feedback loops and monetization strategies, such as in-app purchases and subscription models, drive user engagement and retention. Three-dimensional modeling and intellectual property protection add depth to the player experience, while data analytics and A/B testing optimize game design and user interface. Character development and narrative design foster customer loyalty, with virtual currency and unlockable content incentivizing player progress. Agile methodology and social media integration facilitate iterative development and community building. Freemium models and user feedback mechanisms ensure continuous improvement and adaptability. Game engines, world building, and level design provide the foundation for immersive experiences, while API integrations and analytics dashboards offer valuable insights into user behavior.

    User experience, user interface, and game mechanics are seamlessly integrated to enhance player engagement and social features. Platform compatibility, quality assurance, live operations, and technical support ensure a high-quality product. As market trends unfold, the gamification landscape evolves, with licensing agreements, email marketing, behavioral targeting, and push notifications emerging as new monetization strategies. Brand awareness and content updates keep players engaged, while community management and customer support maintain a strong player base. Waterfall methodology and bug fixing ensure a polished final product, with motion capture, sound design, and music composition adding depth to the overall experience.

    How is this Gamification Industry segmented?

    The gamification industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    End-user
    
      Healthcare
      Entertainment
      Retail
      Education
      Others
    
    
    Application
    
      Consumer-driven application
      Enterprise-driven application
    
    
    Sector
    
      SMEs
      Large enterprises
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    By End-user Insights

    The healthcare segment is estimated to witness significant growth during the forecast period.

    In the dynamic realm of business, gamification is making significant strides, particularly in sectors like healthcare. The integration of game elements into non-gaming contexts is driving engagement and productivity. In healthcare, the shift towards value-based care is a key growth factor. This approach prioritizes prevention over cure, fostering healthier lifestyles and disease management. Gamification in digital healthcare applications is a pivotal aspect of this trend. It facilitates user interaction, enabling progress sharing and fostering healthy competition among users. Agile methodologies, such as iterative development and A/B testing, are employed to enhance user experience and optimize conversion rates.

    Monetization strategies, like in-app purchases and subscription models, pr

  7. Healthcare Gamification Market Size & Share Analysis - Industry Research...

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 10, 2025
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    Mordor Intelligence (2025). Healthcare Gamification Market Size & Share Analysis - Industry Research Report - Growth Trends [Dataset]. https://www.mordorintelligence.com/industry-reports/healthcare-gamification-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Healthcare Gamification Market Report is Segmented by Game Type (Exercise/Exergame, and More), Application (Education & Training, Therapeutics & Rehabilitation, and More), End User (Enterprise-Based, Consumer-Based), and Geography (North America, Europe, Asia-Pacific, Middle East & Africa, South America). The Market Forecasts are Provided in Terms of Value (USD).

  8. Knowledge of gamification strategies applied to business in Italy 2019

    • statista.com
    Updated Jun 27, 2025
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    Statista (2025). Knowledge of gamification strategies applied to business in Italy 2019 [Dataset]. https://www.statista.com/statistics/1062958/knowledge-of-gamification-strategies-applied-to-business-in-italy/
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    Dataset updated
    Jun 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Dec 2018 - Feb 2019
    Area covered
    Italy
    Description

    In 2019, more than a ***** of employees of Italian companies had an average level of knowledge of gamification strategies applied to business. According to the survey, about ** percent of interviewees claimed to have this specific level of knowledge regarding the selected topic. On the other hand, Italian employees with an advance knowledge of gamification applied to business accounted for ** percent of the total respondents.

  9. G

    Gamification Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Jun 16, 2025
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    Market Report Analytics (2025). Gamification Market Report [Dataset]. https://www.marketreportanalytics.com/reports/gamification-market-88588
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Jun 16, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Country
    Variables measured
    Market Size
    Description

    The global gamification market, valued at $15.43 billion in 2025, is poised for significant growth, exhibiting a Compound Annual Growth Rate (CAGR) of 25.85% from 2025 to 2033. This robust expansion is driven by several key factors. Increasing adoption of gamification strategies across diverse sectors, including education, healthcare, and corporate training, is a primary catalyst. Businesses are leveraging gamification to enhance employee engagement, improve productivity, and foster a more competitive and engaging work environment. Furthermore, advancements in technology, particularly in areas like mobile gaming and augmented reality (AR)/virtual reality (VR), are fueling innovation within the gamification market, leading to the development of more immersive and effective solutions. The rising demand for personalized learning experiences and the increasing adoption of gamified learning management systems (LMS) in educational institutions are also contributing to market growth. However, despite the promising growth trajectory, the market faces certain challenges. The initial investment costs associated with implementing gamification solutions can be substantial, potentially deterring smaller businesses. Additionally, concerns regarding data privacy and security related to user data collected through gamified platforms may pose a restraint. The market's success also depends on the ongoing development and refinement of gamification techniques, ensuring user engagement and preventing "gamification fatigue." Major players like Cognizant Technology Solutions, Microsoft, SAP, and Aon are actively shaping the market landscape, contributing to innovation and market expansion through strategic partnerships, acquisitions, and the development of cutting-edge gamification platforms. The continued evolution of technology and the expanding applications of gamification across various industries are expected to propel the market to substantial heights in the coming years. Recent developments include: August 2022: Low6, the award-winning global leader in sports gamification, partnered with SCCG. The famous gaming industry investment and management firm will assist with identifying and facilitating North American-based Sports Betting Operators interested in leveraging Low6's technology to recruit new consumers., March 2022: NSoft, was committed to always providing the finest customer-centric solutions to its partners worldwide. It accelerated the growth of its gamification offer and engagement strategy by adding Ziqni to its operator portfolio. NSoft received a robust and easy-to-use solution through the Ziqni platform as part of the exclusive partnership, allowing it to provide a powerful and highly configurable gamification solution for its iGaming and Casino business partners.. Key drivers for this market are: Mobile-based Gamification Gaining Momentum, Crowdsourcing Seen as a Major Opportunity in Innovation and Development. Potential restraints include: Mobile-based Gamification Gaining Momentum, Crowdsourcing Seen as a Major Opportunity in Innovation and Development. Notable trends are: The Retail Segment Holds the Largest Share in the Market.

  10. P

    Gamification Market Size, Share & Trends Analysis, 2032

    • psmarketresearch.com
    pdf,excel,ppt
    Updated Jun 3, 2025
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    P&S Intelligence (2025). Gamification Market Size, Share & Trends Analysis, 2032 [Dataset]. https://www.psmarketresearch.com/market-analysis/gamification-market
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    pdf,excel,pptAvailable download formats
    Dataset updated
    Jun 3, 2025
    Dataset authored and provided by
    P&S Intelligence
    License

    https://www.psmarketresearch.com/privacy-policyhttps://www.psmarketresearch.com/privacy-policy

    Time period covered
    2024 - 2030
    Area covered
    Global
    Description

    The global gamification market was valued at USD 40.2 billion in 2024 and is projected to grow at a 9.8% CAGR, reaching USD 99.2 billion by 2032.

  11. Gamification Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Jun 30, 2025
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    Growth Market Reports (2025). Gamification Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/gamification-market-global-industry-analysis
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Gamification Market Outlook




    According to our latest research, the global gamification market size in 2024 stands at USD 16.5 billion, demonstrating strong momentum driven by digital transformation initiatives across industries. The market is projected to grow at a robust CAGR of 25.2% from 2025 to 2033, reaching an estimated USD 136.5 billion by 2033. This impressive growth is primarily fueled by the increasing adoption of gamified solutions in enterprise environments to enhance employee engagement, customer loyalty, and learning outcomes.




    One of the primary growth factors for the gamification market is the shift towards digitalization and the growing demand for interactive engagement strategies. Organizations across sectors such as retail, BFSI, healthcare, and education are leveraging gamification to transform traditional processes and foster higher participation rates. The proliferation of smartphones and mobile applications has made gamified experiences more accessible, allowing businesses to reach their audiences seamlessly. Furthermore, the integration of advanced analytics and artificial intelligence into gamification platforms is enabling more personalized and adaptive experiences, significantly boosting user motivation and retention.




    Another significant driver is the rising emphasis on employee training and development, particularly in the wake of remote and hybrid work models. Companies are increasingly utilizing gamification to make learning and professional development more engaging and effective. By incorporating elements such as leaderboards, badges, and real-time feedback, organizations are able to create a competitive yet collaborative environment that enhances knowledge retention and skill acquisition. This trend is particularly evident in sectors like IT, telecommunications, and healthcare, where continuous upskilling is critical for maintaining operational excellence.




    Customer engagement and loyalty programs represent a substantial growth avenue within the gamification market. Businesses are adopting gamified reward systems, challenges, and interactive campaigns to foster deeper connections with their customers. These strategies not only drive repeat purchases and brand advocacy but also provide valuable data on customer preferences and behaviors. The ability to tailor gamified experiences based on user data and feedback is proving to be a game-changer, especially for retail, banking, and media companies aiming to differentiate themselves in competitive markets.




    From a regional perspective, North America currently dominates the gamification market, accounting for the largest revenue share in 2024. This leadership is attributed to the high adoption of digital technologies, a mature enterprise landscape, and significant investments in employee engagement and customer experience solutions. However, Asia Pacific is emerging as the fastest-growing region, driven by the rapid expansion of the digital economy, increasing smartphone penetration, and a young, tech-savvy population. Europe also holds a significant share, particularly in the education and healthcare sectors, where gamification is being used to drive learning outcomes and patient engagement. The Middle East & Africa and Latin America are gradually catching up, supported by growing digital infrastructure and government-led initiatives promoting innovation.





    Component Analysis




    The component segment of the gamification market is bifurcated into solutions and services, both of which play critical roles in the ecosystem. Gamification solutions include software platforms and applications that enable organizations to design, deploy, and manage gamified experiences. These solutions are increasingly sophisticated, offering features such as real-time analytics, customizable game mechanics, integration capabilities, and multi-channel support. The demand for standalone and integrated gamification platforms has surged as businesses seek scalable and flexible

  12. Gamification Market Size, Share, Growth Analysis Report By Enterprise Size...

    • fnfresearch.com
    pdf
    Updated Jul 2, 2025
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    Facts and Factors (2025). Gamification Market Size, Share, Growth Analysis Report By Enterprise Size (SMEs, Large Enterprises), By Component (Service, Solution), By Deployment Model (Cloud, On Premise), By Application (Human Resources, Support, Sales & Marketing, Product development, Others), by Industry Vertical (Media & Entertainment, Manufacturing, BFSI, IT & Telecom, Education, Retail, Others), and By Region - Global and Regional Industry Insights, Overview, Comprehensive Analysis, Trends, Statistical Research, Market Intelligence, Historical Data and Forecast 2023 – 2030 [Dataset]. https://www.fnfresearch.com/gamification-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jul 2, 2025
    Dataset provided by
    Authors
    Facts and Factors
    License

    https://www.fnfresearch.com/privacy-policyhttps://www.fnfresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Global gamification market size was valued USD 15.86 Bn in 2022 & expected to USD 95.87 Bn by 2030, with CAGR of 26.5% during forecast 2023-2330

  13. d

    Gamified learning module – the experiment on motivation, retention, and...

    • dataone.org
    Updated Nov 8, 2023
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    Gut, Fabienne Ruth (2023). Gamified learning module – the experiment on motivation, retention, and willingness to learn [Dataset]. http://doi.org/10.7910/DVN/OLKE5F
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    Dataset updated
    Nov 8, 2023
    Dataset provided by
    Harvard Dataverse
    Authors
    Gut, Fabienne Ruth
    Description

    An approach to learning that has been gaining increasing attention is the Gamifica-tion of learning materials. Gamification can be defined by the usage of game elements in a non-game context. This master thesis compares the effectiveness of learning about a new technical tool in a larger company, through traditional methodology versus a gamified methodology. The conducted experiment aimed to investigate the engagement, learning performance, and medium-term retention of knowledge of the different groups to evaluate how the learning materials should be structured and developed to improve effectiveness in the future. This thesis explores the concept of Gamification, its elements, and its effect on motivation, performance, retention of knowledge and Gamification in employee training. The experiment to determine the effects of Gamification, gathered a sample of data which was tested through One-way ANCOVA (Analysis of Covariance), to determine the propo-nent's statistical treatment. The data demonstrates that there is generally a higher mean, and thus effectiveness, in the gamified module compared to the traditional module. However, the results did not vary significantly between the two modules. Furthermore, the experiment showed that the employees/participants are general-ly motivated and engaged in learning new topics. Further research is required to test the different game elements and their effect and the motivation and performance as well as the effect on the duration of a training.

  14. s

    Healthcare Gamification Market Size, Share, Growth Analysis, By...

    • skyquestt.com
    Updated Apr 17, 2024
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    SkyQuest Technology (2024). Healthcare Gamification Market Size, Share, Growth Analysis, By Product(Exercise games, serious games and casual games and Others), By Application(Education, Therapeutics, Prevention), By End use(Enterprise Based, Consumer Based), By Region - Industry Forecast 2024-2031 [Dataset]. https://www.skyquestt.com/report/healthcare-gamification-market
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    Dataset updated
    Apr 17, 2024
    Dataset authored and provided by
    SkyQuest Technology
    License

    https://www.skyquestt.com/privacy/https://www.skyquestt.com/privacy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Healthcare Gamification Market size was valued at USD 3260 million in 2019 and is poised to grow from USD 3618.6 million in 2023 to USD 8339.2 million by 2031, growing at a CAGR of 11% in the forecast period (2024-2031).

  15. f

    Data from: Identifying gamification factors for digital banking service...

    • tandf.figshare.com
    docx
    Updated Dec 10, 2024
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    Tran Viet Tam; Nguyen Hoang Tien; Michal Banka (2024). Identifying gamification factors for digital banking service users in Vietnam: Extending TAM model with gamification and perceived value [Dataset]. http://doi.org/10.6084/m9.figshare.26969877.v1
    Explore at:
    docxAvailable download formats
    Dataset updated
    Dec 10, 2024
    Dataset provided by
    Taylor & Francis
    Authors
    Tran Viet Tam; Nguyen Hoang Tien; Michal Banka
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Area covered
    Vietnam
    Description

    This study explores the influence of gamification on level of acceptance of digital banking by users in Vietnam. Thence, the level of impact, the theoretical contributions and practical values for policy makers are determined. Research hypotheses are developed base on the original TAM model combined with gamification and perceived value factors. PLS-SEM method is used to carry out the research process of finding relationships between factors affecting users’ acceptance of digital banking in Vietnam with 262 complete survey results. The main results of this study have shown that gamification has positive affection on perceived value, attitude and behavioral intention of digital banking users. Additionally, the study suggests potential areas for future research to enhance the understanding and the application of gamification in digital banking.

  16. s

    Global Enterprise Gamification Software Market Overview and Outlook...

    • statsndata.org
    excel, pdf
    Updated Jun 2025
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    Stats N Data (2025). Global Enterprise Gamification Software Market Overview and Outlook 2025-2032 [Dataset]. https://www.statsndata.org/report/enterprise-gamification-software-market-239516
    Explore at:
    excel, pdfAvailable download formats
    Dataset updated
    Jun 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Enterprise Gamification Software market has emerged as a transformative force within various industries, leveraging game mechanics to enhance employee engagement, motivate performance, and streamline processes. This innovative approach encourages employees to interact with their tasks and responsibilities in a f

  17. Global Enterprise Gamification Platform Market Growth Drivers and Challenges...

    • statsndata.org
    excel, pdf
    Updated May 2025
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    Stats N Data (2025). Global Enterprise Gamification Platform Market Growth Drivers and Challenges 2025-2032 [Dataset]. https://www.statsndata.org/report/enterprise-gamification-platform-market-239515
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    May 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Enterprise Gamification Platform market is rapidly evolving, driven by the increasing need for organizations to engage employees, enhance productivity, and foster a culture of learning and development. These platforms leverage game mechanics and design elements to motivate employees, making mundane tasks more en

  18. c

    Global Digital Badges Market Report 2025 Edition, Market Size, Share, CAGR,...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Mar 20, 2025
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    Cognitive Market Research (2025). Global Digital Badges Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/digital-badges-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Mar 20, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The global digital badges market will expand significantly by xx% CAGR between 2024 and 2031.

    The demand for certification badges is rising in the global digital badge market. 
    
    
    Demand for platform offering types is rising in the global digital badges market. 
    
    
    Demand for academic end use is rising in the global digital badges market. 
    
    
    North America region will continue to lead, as dominating region and highest compound annual growth rate in the forecast year 2024 to 2031.
    

    Current scenario of the digital badges market

    Key opportunity of the digital badges market

    Growing gamification in the education industry acts as an opportunity for the digital badge market
    

    Gaming-based learning is known as gamification. It is fundamentally a collection of course materials that functions like a game and is growing in popularity among students. It enables the application of game design ideas to engage students in problem-solving.

    For example, The fact that 70% of industry leaders use gamification shows it’s not just for games anymore. They’re using it to get more engagement and reach their business goals. This adoption rate recognizes its benefits – namely, driving motivation and engagement and fulfilling specific business objectives.

    Source (https://mambo.io/gamification-guide/gamification-statistics-and-trends)

    Gamification brings 3 major elements, i.e., mechanical components, personal aspects, and emotional components in the education industry. Additionally, it encourages reluctant and unmotivated students to participate in the learning process. Gamification provides students with a secure setting in which to overcome obstacles in practical settings.

    For example, Gamified learning is notably preferred, as statistics show that 67% of U.S. students favor educational methods that include game elements. These elements range from rewards to competition, enhancing engagement.

    Source (https://mambo.io/gamification-guide/gamification-statistics-and-trends)

    This idea is centered on providing learners with interactive experiences to encourage motivating learning. Many digital badge vendors are attempting to seize this market potential. They supply badging APIs that are combined with gamification tools in learning programs.

    Key drivers of the digital badges market

    The predominance of online education drives the Digital Badges market.
    

    The increasing rate of adoption of digital and social learning is indicative of the rapid shift taking place in the online education sector. Digital badges are becoming a standard for online learning. Currently, a lot of online learning platforms, particularly in the United States and Europe, offer digital badges as a sign of course completion.

    For example, 83% of employers prefer a digital badge when verifying student skills. The ability of digital badges to verify soft skills is particularly relevant when soft skill-intensive occupations are predicted to make up two-thirds of all jobs by 2030.

    Source (https://learn.credly.com/blog/digital-badges-explained-what-why-how-and-when#:~:text=Definition%3A%20A%20digital%20badge%20is,met%20to%20earn%20the%20badge.)

    Certification digital badges are digital credentials that verify an individual's completion of a specific training program or certification. Issued by educational institutions, professional organizations, or industry bodies, they are valuable tools for career advancement, demonstrating a commitment to continuous learning and professional development. They can open new job opportunities, promotions, or higher salaries, and contribute to professional networks and communities. Furthermore, these badges are helping to create a competitive environment for skill accomplishment in the education sector in addition to inspiring learners.

    Increasing focus on employee’s professional development drives the Digital Badges market
    

    In recent times, it has become increasingly evident that employees must get ongoing education and training. Digital badges have emerged as a convenient and universally acknowledged means of documenting and acknowledging their achievements. A digital badge is a form of micro-credential that employees can use to identify and validate the skills and knowledge they have acquired through their work, training, and other educational opportunities. Employers m...

  19. Gamification-Marktgröße, Anteil, Wachstumsanalysebericht nach...

    • fnfresearch.com
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    Updated Jun 25, 2025
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    Facts and Factors (2025). Gamification-Marktgröße, Anteil, Wachstumsanalysebericht nach Unternehmensgröße (KMU, Großunternehmen), nach Komponente (Dienst, Lösung), nach Bereitstellungsmodell (Cloud, vor Ort), nach Anwendung (Personalwesen, Support, Vertrieb und Marketing, Produktentwicklung, Sonstiges), nach Branchenvertikale (Medien und Unterhaltung, Fertigung, BFSI, IT und Telekommunikation, Bildung, Einzelhandel, Sonstiges) und nach Region – Globale und regionale Brancheneinblicke, Übersicht, umfassende Analyse, Trends, statistische Forschung, Marktinformationen, historische Daten und Prognose 2023 – 2030 [Dataset]. https://www.fnfresearch.com/de/gamification-market
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    pdfAvailable download formats
    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Authors
    Facts and Factors
    License

    https://www.fnfresearch.com/privacy-policyhttps://www.fnfresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Der globale Gamification-Markt wird im Jahr 15.86 auf 2022 Milliarden US-Dollar geschätzt und soll bis 95.87 auf 2030 Milliarden US-Dollar anwachsen, mit einer jährlichen Wachstumsrate von 26.5 % im Prognosezeitraum 2023–2330.

  20. Rapport d'analyse de la taille du marché de la gamification, de sa part et...

    • fnfresearch.com
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    Updated Jun 25, 2025
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    Facts and Factors (2025). Rapport d'analyse de la taille du marché de la gamification, de sa part et de sa croissance par taille d'entreprise (PME, grandes entreprises), par composant (service, solution), par modèle de déploiement (cloud, sur site), par application (ressources humaines, support, ventes et marketing, développement de produits, autres), par secteur vertical (médias et divertissement, fabrication, BFSI, informatique et télécommunications, éducation, vente au détail, autres) et par région - Informations sur l'industrie mondiale et régionale, aperçu, analyse complète, tendances, recherche statistique, renseignements sur le marché, données historiques et prévisions 2023-2030 [Dataset]. https://www.fnfresearch.com/fr/gamification-market
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    pdfAvailable download formats
    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Authors
    Facts and Factors
    License

    https://www.fnfresearch.com/privacy-policyhttps://www.fnfresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    La taille du marché mondial de la gamification était évaluée à 15.86 milliards USD en 2022 et devrait atteindre 95.87 milliards USD d'ici 2030, avec un TCAC de 26.5 % au cours de la période prévue 2023-2330.

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Statista (2021). Most common game-like effects in companies in the U.S. 2019 [Dataset]. https://www.statista.com/statistics/1100506/gamification-elements-business/
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Most common game-like effects in companies in the U.S. 2019

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2 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jan 29, 2021
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2019
Area covered
Worldwide
Description

Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 59 percent of employees stated that they were awarded points by an app or software at work.

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