Asia Pacific Gamification Market Size & Forecast by 2028

Asia Pacific Gamification Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

Published Date: May-2022 | Number of Pages: 109 | Format: PDF | Report ID: KBV-9350

Special Offering: Industry Insights | Market Trends | Highest number of Tables | 24/7 Analyst Support


Get in-depth analysis of the COVID-19 impact on the Asia Pacific Gamification Market

Market Report Description

The Asia Pacific Gamification Market would witness market growth of 27.4% CAGR during the forecast period (2022-2028).

Gamification is all about engaging people to influence business outcomes. People discover the right way to interact with the company, products, services, and brand when they participate in and interact with gamification initiatives. Gamification's business value does not end with the participant. Game mechanics engagement provides useful data that may be used to drive marketing efforts, platform usage, and performance goals. Every connection with an employee or a client provides a greater understanding of how a participant spends their time and what activities attract their interest.

Surveys and research are focusing on quality standards for exploiting the process for education and training programs as the use of gamification expands. An increasing number of research and surveys are focusing on gamification quality standards. The following is a list of best practices discovered by gaming professionals. Due to the gamification boom, some companies are searching for training problems with the sole intention of producing game solutions. Instead, companies should start by clearly identifying their business goals, then see if gaming may help them achieve them.

Companies in China and India are concentrating their efforts on developing solutions that deliver an enhanced user experience rather than simply providing simplicity of use. Furthermore, the growing number of SMEs in countries like India and South Korea is likely to drive up the demand for solutions. With a varied market for gamification solutions and additional features such as reward points and membership cards, clients' commitment to the company is growing.

This region with cutting-edge gaming trends is raising the standard for the rest of the world. Furthermore, the region is home to a huge number of cloud-based gamers such as shroud, Faith Bian, and Genji gaming. A range of innovative technologies is being rapidly adopted in China.

The China market dominated the Asia Pacific Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $4,757.1 million by 2028. The Japan market is anticipated to grow at a CAGR of 26.7% during (2022 - 2028). Additionally, The India market would experience a CAGR of 28.2% during (2022 - 2028).

Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

Free Valuable Insights: The Worldwide Gamification Market is Projected to reach USD 58.8 Billion by 2028, at a CAGR of 26.8%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.

Scope of the Study

Market Segments Covered in the Report:

By Component

  • Solution
  • Services

By Application

  • Sales & Marketing
  • Product Development
  • Human Resource
  • Support
  • Others

By End-User

  • Retail
  • Education
  • Manufacturing
  • Banking
  • Media & Entertainment
  • IT & Telecom
  • Others

By Deployment Type

  • On-premise
  • Cloud

By Organization Size

  • Large Enterprises
  • Small & Medium Enterprises

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable

Unique Offerings from KBV Research

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Related Reports:

Global Gamification Market Report 2022-2028

North America Gamification Market Report 2022-2028

Europe Gamification Market Report 2022-2028

LAMEA Gamification Market Report 2022-2028

Purchase Report


Special Pricing & Discounts

  • Buy Sections of This Report
  • Buy Country Level Reports
  • Request for Historical Data
  • Discounts Available for Start-Ups & Universities