Published Date: 31-May-2022
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According to a new report, published by KBV research, The Global Gamification Market size is expected to reach $58.8 billion by 2028, rising at a market growth of 26.8% CAGR during the forecast period.
The Services segment is showcasing a CAGR of 27.7% during (2022 - 2028). It is due to the attributable adoption of IT as a service concept by companies. It is an IT service model for companies that handle strategic business needs as well as day-to-day operations and is predicted to grow at a much faster rate during the forecast period.
The Sales & Marketing segment acquired maximum revenue share in the Global Gamification Market by Application 2021, thereby, achieving a market value of $24.4 billion by 2028. By integrating game-like characters into daily duties, gamification in sales helps to eliminate tedious tasks. After completing the tasks, the software provides incentives, points, badges, and recognition. This is likely to energize and inspire staff to work together toward a common objective. The adoption of software encourages employees to work together to achieve goals, which improves the corporate culture and environment. The communication barrier between workers narrows, and the entire team becomes more familiar with one another.
The Education segment has shown growth rate of 27.7% during (2022 - 2028). The use of technology in the education and learning process is growing rapidly. This increase in adoption can be attributed to its capacity to engage and motivate students. Game-based learning raises the trainee's interest, which promotes productivity. Furthermore, when information is delivered in an audio and visual format, the brain processes it fast, resulting in a greater impact on the learner.
The On-premise segment is generating high revenue in the Global Gamification Market by Deployment Type 2021, thereby, achieving a market value of $33.2 billion by 2028.To produce the greatest productivity management tool, the on-premise gamification platform uses the information of all employees. These platforms cut overhead expenses by handling and building everything inside. Furthermore, on-premise solutions allow businesses to secure their data from outside intruders.
The Small & Medium Enterprises market is expected to witness highest CAGR of 28.9% during (2022 - 2028). Due to the adoption of customer-satisfying software is increasing in conjunction with the growing number of startups. Startups are also adopting gamification into their hiring processes. The program provides in-depth information on the candidate, including team management skills and talents for the applied position, among other things. As a result, small and medium businesses are rapidly adopting solutions.
North America is the fastest region in the Global Gamification Market by Region 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $21.6 billion by 2028. The Europe market is estimated to witness a CAGR of 26.3% during (2022 - 2028). Additionally, The Asia Pacific market would experience a CAGR of 27.4% during (2022 - 2028).
Full Report: https://www.kbvresearch.com/gamification-market/
The market research report has exhaustive quantitative insights providing a clear picture of the market potential in various segments across the globe with country wise analysis in each discussed region. The key impacting factors of the market have been discussed in the report with the elaborated company profiles of 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.
By Deployment Type
By Organization Size
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