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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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.
Gamification is used by businesses to motivate their employees and to positively influence their engagement and productivity. During a 2019 survey, 89 percent of employees stated that they would probably be more productive and get better results if their work were more game-like.
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The Gamification Market Report is Witnessing Substantial Growth Due To the Rise of Smartphones and Mobile Devices, Enabling More Opportunities for Game-Based Learning and Gameful Design. The Shift From Desktops To Mobile Platforms Allows Businesses To Engage Customers Through Gameful Interaction. Gameful Systems, Increasingly Used To Stimulate Innovation and Engagement, are Becoming More Intuitive and Effective With AI and ML Technologies. Game Thinking, Gameful Experiences, and Gameful Strategies are Enhancing Customer Experiences and Employee Engagement, Contributing To the Growth of the Game-Like Learning Market.
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 this technology in various sectors such as e-learning and smart classrooms. In the e-learning industry, gamification enhances the learning experience by making it more engaging and interactive. In the telecom sector, gamification is being used to boost customer engagement and loyalty. Furthermore, the integration of artificial intelligence and augmented reality in gamification is adding a new dimension to this technology. However, the market faces challenges such as the lack of awareness and inconsistency in the implementation of gamification. In healthcare services, gamification is being used to encourage healthy behaviors and improve patient engagement. Overall, the market is witnessing a rise in strategic alliances, leading to the development of innovative gamification solutions. These trends and challenges provide insights into the current state and future direction of the market.
What will be the Size of the Gamification Market During the Forecast Period?
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The market continues to gain traction as organizations seek innovative ways to enhance productivity, engagement, and customer relationships. The services segment, which includes consulting and implementation, is a key contributor to the market's growth. Gamification systems leverage game-design features such as rewards and recognition to motivate human behavior and encourage desired actions. These systems are increasingly being implemented on mobile devices, including mobile applications and social networking sites, to reach a wider audience.
The use of gamification in employee rewards programs and customer relationship management is also on the rise. Moreover, the integration of artificial intelligence (AI) in gamification software is expected to further enhance the market's growth. The return on investment (ROI) from gamification initiatives is a significant factor driving their adoption by organizations. The market's dynamics are shaped by the continuous innovation in gamification ideas and gaming features, as well as the increasing demand for effective solutions to address the challenges of productivity and engagement in various sectors.
How is this Gamification Industry segmented and which is the largest segment?
The gamification industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' 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
Canada
US
Europe
Germany
UK
France
Italy
APAC
China
India
Japan
South Korea
South America
Middle East and Africa
By End-user Insights
The healthcare segment is estimated to witness significant growth during the forecast period. The healthcare sector has embraced gamification as a strategic tool to enhance user engagement and drive better health outcomes. The shift towards value-based care is a significant growth factor, as it prioritizes disease prevention over treatment. Gamification in digital healthcare applications facilitates progress sharing among users, fostering healthy competition and community support. This not only encourages individual behavior change but also contributes to overall population health improvement. Key players in the sector, such as SAP Community Network with SAP TwoGo and SAP Fitness application, are integrating AI-driven insights to personalize user experiences and optimize treatment plans. Other industries, including telecom, retail, and e-commerce, are also adopting gamification to boost productivity, engagement, and profitability.
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The healthcare segment was valued at USD 2.29 billion in 2019 and showed a gradual increase during the forecast period.
Regional Analysis
North America is estimated to contribute 60% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. The North American market leads the global gamification industry due to advanced technologies, high smartphone penetration, and a well-established communication network infrastructure. Gamification's adoption in education through e-learning and online platforms is increasing due to the widespread use of mobile devices and improved internet connecti
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.
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.
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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
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Europe and Latin America's Gamification Market is Segmented by Type (Solution, Services), End-User Vertical (Retail, Healthcare, Education, Banking and Finance, Telecommunications & IT), and Geography (Europe (Italy, Germany, United Kingdom, Rest of Europe), Latin America (Brazil, Mexico, Rest of Latin America)). The Market Sizes and Forecasts are Provided in Terms of Value (USD) for all the Above Segments.
According to a survey carried out in 2023, among selected countries in the Asia-Pacific region, Thailand was the country with the highest share of consumers willing or already participating in games, contests, or challenges through a grocery's loyalty program, with 80 percent of respondents stating so. Malaysia followed with a share of 78 percent, while Australians were a little less keen in participating with a share of 69 percent stating so.
In 2019, more than a third of employees of Italian companies had an average level of knowledge of gamification strategies applied to business. According to the survey, about 40 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 19 percent of the total respondents.
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Gamification is the application of game mechanics to increase user engagement, participation, and loyalty in a non-gaming event like work.
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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).
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This is the data for analyses undertaken in a meta-analysis of the effects of gamification on cognitive training.
During a global survey carried out in July and August 2021, leaders within the sport industry were asked how gamification would impact traditional/physical sports. Almost three-quarters of respondents stated that gamification would attract younger participants, while 61.2 percent claimed that it would foster an interactive viewership experience of physical sports.
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This dataset is generated by our in-house developed gamified learning management system. It contains log data of user/students interaction with the LMS and contain data that was used for comparison of our own LMS with that of Moodle.The details will be available in the published article:???
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This is the extended data for a systematic review article about the integration of motivational aspects in gamification and game-based learning educational designs related to teacher´s training and teacher´s professional development.
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Systematic literature review data (2014-2021) on "gamification" and "teacher training", "teacher education", "training for teachers" or "teacher professional development". WoS, Scopus and Dialnet databases.
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Datasets of students' academic achievement and perceived engagement of post-questionnaire surveys
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This dataset was produced under URBAN-WASTES's WP5, which collected data to analyse the waste behaviour of the people using WasteApp. It did not collect any personal data but only statistical data. No e-mails, phone numbers or actual names were stored in the database. The users could use this aforementioned information as username, but the actual data stored in the database was a hashed version. Hashing is an injective transformation that cannot be reversed. Hence, if a hashed version of a full name were known, the actual input name could not be obtained.
The WasteApp databases comprise the following information:
City data. Each pilot city must input the following data in the database, regarding container information.
Sponsor data. The information provided by sponsor companies, processed and stored by cities.
User data. Users were asked, after the installation of the App, to provide useful information to the project’s analysts. These data are the following:
Each time a user throws waste into a container; the App must store the following information:
Furthermore, the App asked the user to provide the following (if applicable):
Each time a user sorts waste, an amount of points would be earned. The users could then exchange these points for awards. The sponsors should provide the following information about the offered awards.
Each time a user retrieves a prize, the corresponding points would be extracted and an input in the dataset would be added, including the following information:
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.