About Gamification in Corporate Training
Gamification mainly refers to the integration of the gaming elements into the eLearning so as to craft a very highly effective and engaging learning experience. When this is used adequately, it can help in encouraging the learners to apply for their learning on the job, by the means of challenging them with some real-life situations in a highly controlled environment. However, the term “gamification” is at present still evolving. Many of the learning professionals define it as one of the utilizing games in the instruction; although some others believe that it refers to the “gaming mechanics” which are employed so as to incentivize the individuals for participation in gaming or the non-gaming activities. The non-gaming activities may at times include product support, market research, and employee motivation, all of which mainly represent another growing industry segment. The training & Development departments are now seeking for some new ways to add a source of entertainment component to their learning activities. Through the wide scope as well as customizability, gamification has indeed helped the companies to enhance their engagement initiatives and also strengthens their employer brand and helps in personalizing the recruitment process so as to attract and receive the right talent. This of course, in turn, enables the companies to cut their hiring costs and time.
Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Unit | Value (USD Million) |
CAGR | 30.13% |
The companies are now exploring the market by adopting mergers & acquisitions, expansions, investments, new developments in existing products, and collaborations as their preferred strategies. The players are also exploring new geographies and industries through expansions and acquisitions so as to avail a competitive advantage through combined synergies. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global Gamification in Corporate Training market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Bunchball (United States), Badgeville (United States), Designing Digitally (United States), Gameeffective (United States), Modest Tree (Canada), CLD Inc. (United States), Learningbank (Denmark), The Game Agency (United States), G-Cube (India), Engage (Brazil), Kineo (United States), Performance Development Group (United States) and Gyrus Systems (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Gamehill (Poland), Paradigm Learning (United States), muQuest (Israel) and 2and2 (Australia).
Segmentation Overview
AMA Research has segmented the market of Global Gamification in Corporate Training market by Type (Structure-Based Gamification and Content-Based Gamification), Application (Large Enterprises and Small and Medium-sized Enterprises (SMEs)) and Region.
On the basis of geography, the market of Gamification in Corporate Training has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Offering Type, the sub-segment i.e. Software will boost the Gamification in Corporate Training market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Deployment Type, the sub-segment i.e. In Premises will boost the Gamification in Corporate Training market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Functionality, the sub-segment i.e. Improves Learning and Engagement will boost the Gamification in Corporate Training market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Influencing Trend:
Increasing Traction Of Gamification Among Corporates That Are Implementing Gamification Practices For Employees To Improve Their Job Qualifications By Showcasing Their Technical Expertise
Market Growth Drivers:
The Increased Employee Engagement In Training, Growing Involvement Of Employees And Gain Higher Output and The Rising Adoption Of Digitally Designed Solutions In Corporate Training
Challenges:
Unawareness Regarding Such Corporate Training Methods in Developing Regions
Restraints:
High Capital Investments And Low Chances Of Profitability
Opportunities:
Increased Integration Of Social Learning And Micro-Learning In Corporate Training and Growing Technological Advancements in the Gamification Industry
Market Leaders and their expansionary development strategies
In July 2023, Siemens and SAP announce a partnership to integrate gamified learning experiences into their manufacturing software platforms, aiming to improve employee engagement and training effectiveness.
In October 2023, Strivr launches a new VR training platform specifically designed for manufacturing companies, featuring gamified scenarios to train employees on new equipment and procedures, especially during product launches.
Key Target Audience
Service Providers of Gamification in Corporate Training, End-Users, Potential Investors, Market Research Firms, Regulatory Bodies and Others
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have a better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with the purpose to understand the companies positioning regarding the market value, volume, and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply a number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders, etc., and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.