Title: Gamification Market Growth, Demand and Challenges of the Key Industry Players 2028
1Global Gamification Market Research and Forecast
Report 2023-2028
Author Elena Anderson, Marketing Manager
IMARC Group
Copyright IMARC Service Pvt Ltd. All Rights
Reserved
2019 IMARC All Rights Reserved
2About IMARC Group
Report Description
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3Report Description and Highlights
Report Description
Global Gamification Market Research Report The
latest report by IMARC, titled Gamification
Market Global Industry Trends, Share, Size,
Growth, Opportunity and Forecast 2023-2028 " the
global gamification market reached a size of US
15.3 Billion in 2022. Gamification refers to a
strategy of applying gaming principles to a
non-gaming environment to increase user
engagement and loyalty. It provides the audience
with proactive directives and feedback through
game mechanics, such as points, badges, and
leaderboards for accomplishing objectives and
goals. Gamification is widely used in transmedia,
brandification, physical health, group workouts,
e-learning platforms, websites, and online
portfolios. It assists in workplace training,
improving sales staff performance, enhancing the
ability to complete mundane tasks, increasing
organizational productivity, and customer
retention. Gamification also helps with cognitive
development, improves accessibility, enhances
service levels, and boosts satisfaction. Request
Free Sample Report https//www.imarcgroup.com/gam
ification-market/requestsample
4Report Description and Highlights
Report Description
Global Gamification Market Trends The
significant growth in the retail industry across
the globe is creating a positive outlook for the
market. Gamification is widely used as an
engagement strategy in retail marketing to
entertain users, improve brand awareness, enhance
the experience, augment online shopping, and aid
in customer retention. In addition, the rising
popularity of gamification due to the rapid
proliferation of smartphones, laptops, tablets,
and other internet-enabled devices that allow
users to share their experiences with friends,
acquaintances, and coworkers on social networking
platforms is acting as another growth-inducing
factor. Furthermore, the rising demand for
gamification in e-learning to create a fun and
interactive environment, increase learner
engagement, improve knowledge absorption, spark
friendly competitions, offer an opportunity to
see real-world applications, and facilitate
mistake-driven learning is providing a thrust to
the market growth. Apart from this, the
widespread utilization of gamification in large
enterprises and small businesses to improve
outcomes by increasing the success rate of
onboarding programs, enhancing work speed, and
boosting morale are positively influencing the
market growth. Moreover, the rising adoption of
artificial intelligence (AI) in developing
augmented and virtual reality (AR/VR)-based
gamification platforms, such as immersive
training systems (ITS) and operator training
simulators (OTS), that transform industrial
training into learning by doing processes is
propelling the market growth. Other factors,
including the rising deployment of
fifth-generation (5G) networks, widespread
adoption of cloud-based business solutions, and
significant growth in the healthcare industry,
are anticipated to drive the market growth. On
account of the aforementioned factors, the market
value is expected to reach US 53.2 Billion by
2028, exhibiting a CAGR of 21.9 during
2023-2028. Looking forward, the market value is
projected to reach a strong growth during the
forecast period (2023-2028).
5Report Description and Highlights
Report Description
Market Summary Breakup by Component
Solution Service Breakup by Deployment
Mode On-premises On-Cloud Br
eakup by Enterprise Size Small and Medi
um-sized Enterprises Large Enterprises
Breakup by Industry Vertical BFSI
Retail Education IT and T
elecom
6Report Description and Highlights
Report Description
Manufacturing Media and Entert
ainment Others Breakup by Region
North America United States
Canada Asia-Pacific
China Japan
India South Korea
Australia
Indonesia Others Europ
e Germany Fran
ce United Kingdom
7Report Description and Highlights
Report Description
Italy Spain
Russia Others
Latin America Brazil
Mexico Others
Middle East and Africa
8Report Description and Highlights
Report Description
- Competitive Landscape with Key Players
- Ambition
- Aon PLC Axonify Inc. BI WORLDWIDE Cognizant Iacti
onable Microsoft Corporation MPS Limited NIIT Limi
ted
SAP SE Verint Systems Inc. - View Full Report with TOC List of Figure
https//www.imarcgroup.com/gamification-market
9Partial List of Clients
We are the trusted business partners to the
world's leading corporates, governments, and
institutions
A partial List of our Clients
10Partial List of Clients
We are the trusted business partners to the
world's leading corporates, governments, and
institutions
A partial List of our Clients
11Report Description and Highlights
Report Description
2019 IMARC All Rights Reserved This
Publication and all its contents unless
otherwise mentioned are copyrighted in the name
of International Market Analysis Research and
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Market Analysis Research and Consulting
(IMARC). Disclaimer All contents and data of
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