Gamification Comprehensive Study by Application (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, Others), Enterprise Size (Small and Medium Enterprises, Large Enterprises), Platform (Open Platform, Closed/ Enterprise Platform), Deployment (On-premise, On-cloud) Players and Region - Global Market Outlook to 2026

Gamification Market by XX Submarkets | Forecast Years 2022-2027 | CAGR: 31.2%  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Gamification Market Scope
Gamification refers to the utilization of game design principles to enhance customer engagement in non-game businesses. The particular strategies used range from the creation of reward schedules to creating levels of accomplishment via status and badges. Companies use gaming principles to extend interest in a product or service, or simply to deepen their customers' relationship with the brand. Based on the platform, the market has been segmented into an open platform and closed/ enterprise platform.

According to AMA, the Global Gamification market is expected to see growth rate of 31.2%

Research Analyst at AMA estimates that United States Players will contribute to the maximum growth of Global Gamification market throughout the predicted period.

Cognizant Technology Solution Corp. (India), MPS Interactive Systems Limited (India), Microsoft Corporation (United States), Callidus Software Inc. (United States), Cut-e GmbH (AON, PLC) (Germany), Axonify Inc. (Canada), IActionable Inc. (United States), Bunchball Inc. (United States), SAP SE (Germany) and Salesforce.com, Inc. (United States) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research are G-Cube (India) and Ambition (United States).

About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.

Segmentation Overview
The study have segmented the market of Global Gamification market , by Application (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom and Others) and Region with country level break-up.

On the basis of geography, the market of Gamification 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).

Market Leaders and their expansionary development strategies
On 3 April 2018, BI WORLDWIDE (BIW) announced the acquisition of Bunchball, a market leader and innovator in gamification solutions. With both companies focusing on delivering measurable results at the core of their solutions, customers will benefit from the expanded and innovative offerings designed to drive behavior change.
On 2 March 2017, Callidus Software Inc., a global leader in cloud-based sales, marketing, learning and customer experience solutions, announced the launch of ServiceMotivate, a new solution focusing on improving customer experience and lifting agent performance in the call center. ServiceMotivate, drives better results by adding digital motivation, gamification, and customer feedback directly into the existing work environment for call center agents.


Market Trend
  • Using Gamification for Team Building
  • Increased Penetration of Gamification in Mobile Learning Apps
  • Augmented Reality and Virtual Reality Will Power Next-Gen Gamification Design

Market Drivers
  • Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands
  • Enhanced Overall User Experience
  • Mobile-based Gamification Gaining Momentum
  • Crowdsourcing Seen as a Major Opportunity in Innovation and Development

Opportunities
  • Growing Impetus of Digitization
  • Growth of Social Media
  • Growth of BYOD Penetration

Restraints
  • Low Level of Awareness about Gamification
  • Unclear Effects on User Attitudes and Behavior

Challenges
  • Lack of Improvement in Game Designs


Key Target Audience
Gamification solution providers, Internet service providers, System integrators, Cloud service providers, Third party vendors, Application service providers and Technology providers

Report Objectives / Segmentation Covered

By Application
  • Retail
  • Banking
  • Government
  • Healthcare
  • Education and Research
  • IT and Telecom
  • Others
By Enterprise Size
  • Small and Medium Enterprises
  • Large Enterprises

By Platform
  • Open Platform
  • Closed/ Enterprise Platform

By Deployment
  • On-premise
  • On-cloud

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands
      • 3.2.2. Enhanced Overall User Experience
      • 3.2.3. Mobile-based Gamification Gaining Momentum
      • 3.2.4. Crowdsourcing Seen as a Major Opportunity in Innovation and Development
    • 3.3. Market Challenges
      • 3.3.1. Lack of Improvement in Game Designs
    • 3.4. Market Trends
      • 3.4.1. Using Gamification for Team Building
      • 3.4.2. Increased Penetration of Gamification in Mobile Learning Apps
      • 3.4.3. Augmented Reality and Virtual Reality Will Power Next-Gen Gamification Design
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Gamification, by Application, Enterprise Size, Platform, Deployment and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Gamification (Value)
      • 5.2.1. Global Gamification by: Application (Value)
        • 5.2.1.1. Retail
        • 5.2.1.2. Banking
        • 5.2.1.3. Government
        • 5.2.1.4. Healthcare
        • 5.2.1.5. Education and Research
        • 5.2.1.6. IT and Telecom
        • 5.2.1.7. Others
      • 5.2.2. Global Gamification by: Enterprise Size (Value)
        • 5.2.2.1. Small and Medium Enterprises
        • 5.2.2.2. Large Enterprises
      • 5.2.3. Global Gamification by: Platform (Value)
        • 5.2.3.1. Open Platform
        • 5.2.3.2. Closed/ Enterprise Platform
      • 5.2.4. Global Gamification by: Deployment (Value)
        • 5.2.4.1. On-premise
        • 5.2.4.2. On-cloud
      • 5.2.5. Global Gamification Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
  • 6. Gamification: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Cognizant Technology Solution Corp. (India)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. MPS Interactive Systems Limited (India)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Microsoft Corporation (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Callidus Software Inc. (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Cut-e GmbH (AON, PLC) (Germany)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Axonify Inc. (Canada)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. IActionable Inc. (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Bunchball Inc. (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. SAP SE (Germany)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Salesforce.com, Inc. (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Gamification Sale, by Application, Enterprise Size, Platform, Deployment and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Gamification (Value)
      • 7.2.1. Global Gamification by: Application (Value)
        • 7.2.1.1. Retail
        • 7.2.1.2. Banking
        • 7.2.1.3. Government
        • 7.2.1.4. Healthcare
        • 7.2.1.5. Education and Research
        • 7.2.1.6. IT and Telecom
        • 7.2.1.7. Others
      • 7.2.2. Global Gamification by: Enterprise Size (Value)
        • 7.2.2.1. Small and Medium Enterprises
        • 7.2.2.2. Large Enterprises
      • 7.2.3. Global Gamification by: Platform (Value)
        • 7.2.3.1. Open Platform
        • 7.2.3.2. Closed/ Enterprise Platform
      • 7.2.4. Global Gamification by: Deployment (Value)
        • 7.2.4.1. On-premise
        • 7.2.4.2. On-cloud
      • 7.2.5. Global Gamification Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Gamification: by Application(USD Million)
  • Table 2. Gamification Retail , by Region USD Million (2015-2020)
  • Table 3. Gamification Banking , by Region USD Million (2015-2020)
  • Table 4. Gamification Government , by Region USD Million (2015-2020)
  • Table 5. Gamification Healthcare , by Region USD Million (2015-2020)
  • Table 6. Gamification Education and Research , by Region USD Million (2015-2020)
  • Table 7. Gamification IT and Telecom , by Region USD Million (2015-2020)
  • Table 8. Gamification Others , by Region USD Million (2015-2020)
  • Table 9. Gamification: by Enterprise Size(USD Million)
  • Table 10. Gamification Small and Medium Enterprises , by Region USD Million (2015-2020)
  • Table 11. Gamification Large Enterprises , by Region USD Million (2015-2020)
  • Table 12. Gamification: by Platform(USD Million)
  • Table 13. Gamification Open Platform , by Region USD Million (2015-2020)
  • Table 14. Gamification Closed/ Enterprise Platform , by Region USD Million (2015-2020)
  • Table 15. Gamification: by Deployment(USD Million)
  • Table 16. Gamification On-premise , by Region USD Million (2015-2020)
  • Table 17. Gamification On-cloud , by Region USD Million (2015-2020)
  • Table 18. South America Gamification, by Country USD Million (2015-2020)
  • Table 19. South America Gamification, by Application USD Million (2015-2020)
  • Table 20. South America Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 21. South America Gamification, by Platform USD Million (2015-2020)
  • Table 22. South America Gamification, by Deployment USD Million (2015-2020)
  • Table 23. Brazil Gamification, by Application USD Million (2015-2020)
  • Table 24. Brazil Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 25. Brazil Gamification, by Platform USD Million (2015-2020)
  • Table 26. Brazil Gamification, by Deployment USD Million (2015-2020)
  • Table 27. Argentina Gamification, by Application USD Million (2015-2020)
  • Table 28. Argentina Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 29. Argentina Gamification, by Platform USD Million (2015-2020)
  • Table 30. Argentina Gamification, by Deployment USD Million (2015-2020)
  • Table 31. Rest of South America Gamification, by Application USD Million (2015-2020)
  • Table 32. Rest of South America Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 33. Rest of South America Gamification, by Platform USD Million (2015-2020)
  • Table 34. Rest of South America Gamification, by Deployment USD Million (2015-2020)
  • Table 35. Asia Pacific Gamification, by Country USD Million (2015-2020)
  • Table 36. Asia Pacific Gamification, by Application USD Million (2015-2020)
  • Table 37. Asia Pacific Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 38. Asia Pacific Gamification, by Platform USD Million (2015-2020)
  • Table 39. Asia Pacific Gamification, by Deployment USD Million (2015-2020)
  • Table 40. China Gamification, by Application USD Million (2015-2020)
  • Table 41. China Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 42. China Gamification, by Platform USD Million (2015-2020)
  • Table 43. China Gamification, by Deployment USD Million (2015-2020)
  • Table 44. Japan Gamification, by Application USD Million (2015-2020)
  • Table 45. Japan Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 46. Japan Gamification, by Platform USD Million (2015-2020)
  • Table 47. Japan Gamification, by Deployment USD Million (2015-2020)
  • Table 48. India Gamification, by Application USD Million (2015-2020)
  • Table 49. India Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 50. India Gamification, by Platform USD Million (2015-2020)
  • Table 51. India Gamification, by Deployment USD Million (2015-2020)
  • Table 52. South Korea Gamification, by Application USD Million (2015-2020)
  • Table 53. South Korea Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 54. South Korea Gamification, by Platform USD Million (2015-2020)
  • Table 55. South Korea Gamification, by Deployment USD Million (2015-2020)
  • Table 56. Taiwan Gamification, by Application USD Million (2015-2020)
  • Table 57. Taiwan Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 58. Taiwan Gamification, by Platform USD Million (2015-2020)
  • Table 59. Taiwan Gamification, by Deployment USD Million (2015-2020)
  • Table 60. Australia Gamification, by Application USD Million (2015-2020)
  • Table 61. Australia Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 62. Australia Gamification, by Platform USD Million (2015-2020)
  • Table 63. Australia Gamification, by Deployment USD Million (2015-2020)
  • Table 64. Rest of Asia-Pacific Gamification, by Application USD Million (2015-2020)
  • Table 65. Rest of Asia-Pacific Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 66. Rest of Asia-Pacific Gamification, by Platform USD Million (2015-2020)
  • Table 67. Rest of Asia-Pacific Gamification, by Deployment USD Million (2015-2020)
  • Table 68. Europe Gamification, by Country USD Million (2015-2020)
  • Table 69. Europe Gamification, by Application USD Million (2015-2020)
  • Table 70. Europe Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 71. Europe Gamification, by Platform USD Million (2015-2020)
  • Table 72. Europe Gamification, by Deployment USD Million (2015-2020)
  • Table 73. Germany Gamification, by Application USD Million (2015-2020)
  • Table 74. Germany Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 75. Germany Gamification, by Platform USD Million (2015-2020)
  • Table 76. Germany Gamification, by Deployment USD Million (2015-2020)
  • Table 77. France Gamification, by Application USD Million (2015-2020)
  • Table 78. France Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 79. France Gamification, by Platform USD Million (2015-2020)
  • Table 80. France Gamification, by Deployment USD Million (2015-2020)
  • Table 81. Italy Gamification, by Application USD Million (2015-2020)
  • Table 82. Italy Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 83. Italy Gamification, by Platform USD Million (2015-2020)
  • Table 84. Italy Gamification, by Deployment USD Million (2015-2020)
  • Table 85. United Kingdom Gamification, by Application USD Million (2015-2020)
  • Table 86. United Kingdom Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 87. United Kingdom Gamification, by Platform USD Million (2015-2020)
  • Table 88. United Kingdom Gamification, by Deployment USD Million (2015-2020)
  • Table 89. Netherlands Gamification, by Application USD Million (2015-2020)
  • Table 90. Netherlands Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 91. Netherlands Gamification, by Platform USD Million (2015-2020)
  • Table 92. Netherlands Gamification, by Deployment USD Million (2015-2020)
  • Table 93. Rest of Europe Gamification, by Application USD Million (2015-2020)
  • Table 94. Rest of Europe Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 95. Rest of Europe Gamification, by Platform USD Million (2015-2020)
  • Table 96. Rest of Europe Gamification, by Deployment USD Million (2015-2020)
  • Table 97. MEA Gamification, by Country USD Million (2015-2020)
  • Table 98. MEA Gamification, by Application USD Million (2015-2020)
  • Table 99. MEA Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 100. MEA Gamification, by Platform USD Million (2015-2020)
  • Table 101. MEA Gamification, by Deployment USD Million (2015-2020)
  • Table 102. Middle East Gamification, by Application USD Million (2015-2020)
  • Table 103. Middle East Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 104. Middle East Gamification, by Platform USD Million (2015-2020)
  • Table 105. Middle East Gamification, by Deployment USD Million (2015-2020)
  • Table 106. Africa Gamification, by Application USD Million (2015-2020)
  • Table 107. Africa Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 108. Africa Gamification, by Platform USD Million (2015-2020)
  • Table 109. Africa Gamification, by Deployment USD Million (2015-2020)
  • Table 110. North America Gamification, by Country USD Million (2015-2020)
  • Table 111. North America Gamification, by Application USD Million (2015-2020)
  • Table 112. North America Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 113. North America Gamification, by Platform USD Million (2015-2020)
  • Table 114. North America Gamification, by Deployment USD Million (2015-2020)
  • Table 115. United States Gamification, by Application USD Million (2015-2020)
  • Table 116. United States Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 117. United States Gamification, by Platform USD Million (2015-2020)
  • Table 118. United States Gamification, by Deployment USD Million (2015-2020)
  • Table 119. Canada Gamification, by Application USD Million (2015-2020)
  • Table 120. Canada Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 121. Canada Gamification, by Platform USD Million (2015-2020)
  • Table 122. Canada Gamification, by Deployment USD Million (2015-2020)
  • Table 123. Mexico Gamification, by Application USD Million (2015-2020)
  • Table 124. Mexico Gamification, by Enterprise Size USD Million (2015-2020)
  • Table 125. Mexico Gamification, by Platform USD Million (2015-2020)
  • Table 126. Mexico Gamification, by Deployment USD Million (2015-2020)
  • Table 127. Company Basic Information, Sales Area and Its Competitors
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Gamification: by Application(USD Million)
  • Table 138. Gamification Retail , by Region USD Million (2021-2026)
  • Table 139. Gamification Banking , by Region USD Million (2021-2026)
  • Table 140. Gamification Government , by Region USD Million (2021-2026)
  • Table 141. Gamification Healthcare , by Region USD Million (2021-2026)
  • Table 142. Gamification Education and Research , by Region USD Million (2021-2026)
  • Table 143. Gamification IT and Telecom , by Region USD Million (2021-2026)
  • Table 144. Gamification Others , by Region USD Million (2021-2026)
  • Table 145. Gamification: by Enterprise Size(USD Million)
  • Table 146. Gamification Small and Medium Enterprises , by Region USD Million (2021-2026)
  • Table 147. Gamification Large Enterprises , by Region USD Million (2021-2026)
  • Table 148. Gamification: by Platform(USD Million)
  • Table 149. Gamification Open Platform , by Region USD Million (2021-2026)
  • Table 150. Gamification Closed/ Enterprise Platform , by Region USD Million (2021-2026)
  • Table 151. Gamification: by Deployment(USD Million)
  • Table 152. Gamification On-premise , by Region USD Million (2021-2026)
  • Table 153. Gamification On-cloud , by Region USD Million (2021-2026)
  • Table 154. South America Gamification, by Country USD Million (2021-2026)
  • Table 155. South America Gamification, by Application USD Million (2021-2026)
  • Table 156. South America Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 157. South America Gamification, by Platform USD Million (2021-2026)
  • Table 158. South America Gamification, by Deployment USD Million (2021-2026)
  • Table 159. Brazil Gamification, by Application USD Million (2021-2026)
  • Table 160. Brazil Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 161. Brazil Gamification, by Platform USD Million (2021-2026)
  • Table 162. Brazil Gamification, by Deployment USD Million (2021-2026)
  • Table 163. Argentina Gamification, by Application USD Million (2021-2026)
  • Table 164. Argentina Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 165. Argentina Gamification, by Platform USD Million (2021-2026)
  • Table 166. Argentina Gamification, by Deployment USD Million (2021-2026)
  • Table 167. Rest of South America Gamification, by Application USD Million (2021-2026)
  • Table 168. Rest of South America Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 169. Rest of South America Gamification, by Platform USD Million (2021-2026)
  • Table 170. Rest of South America Gamification, by Deployment USD Million (2021-2026)
  • Table 171. Asia Pacific Gamification, by Country USD Million (2021-2026)
  • Table 172. Asia Pacific Gamification, by Application USD Million (2021-2026)
  • Table 173. Asia Pacific Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 174. Asia Pacific Gamification, by Platform USD Million (2021-2026)
  • Table 175. Asia Pacific Gamification, by Deployment USD Million (2021-2026)
  • Table 176. China Gamification, by Application USD Million (2021-2026)
  • Table 177. China Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 178. China Gamification, by Platform USD Million (2021-2026)
  • Table 179. China Gamification, by Deployment USD Million (2021-2026)
  • Table 180. Japan Gamification, by Application USD Million (2021-2026)
  • Table 181. Japan Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 182. Japan Gamification, by Platform USD Million (2021-2026)
  • Table 183. Japan Gamification, by Deployment USD Million (2021-2026)
  • Table 184. India Gamification, by Application USD Million (2021-2026)
  • Table 185. India Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 186. India Gamification, by Platform USD Million (2021-2026)
  • Table 187. India Gamification, by Deployment USD Million (2021-2026)
  • Table 188. South Korea Gamification, by Application USD Million (2021-2026)
  • Table 189. South Korea Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 190. South Korea Gamification, by Platform USD Million (2021-2026)
  • Table 191. South Korea Gamification, by Deployment USD Million (2021-2026)
  • Table 192. Taiwan Gamification, by Application USD Million (2021-2026)
  • Table 193. Taiwan Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 194. Taiwan Gamification, by Platform USD Million (2021-2026)
  • Table 195. Taiwan Gamification, by Deployment USD Million (2021-2026)
  • Table 196. Australia Gamification, by Application USD Million (2021-2026)
  • Table 197. Australia Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 198. Australia Gamification, by Platform USD Million (2021-2026)
  • Table 199. Australia Gamification, by Deployment USD Million (2021-2026)
  • Table 200. Rest of Asia-Pacific Gamification, by Application USD Million (2021-2026)
  • Table 201. Rest of Asia-Pacific Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 202. Rest of Asia-Pacific Gamification, by Platform USD Million (2021-2026)
  • Table 203. Rest of Asia-Pacific Gamification, by Deployment USD Million (2021-2026)
  • Table 204. Europe Gamification, by Country USD Million (2021-2026)
  • Table 205. Europe Gamification, by Application USD Million (2021-2026)
  • Table 206. Europe Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 207. Europe Gamification, by Platform USD Million (2021-2026)
  • Table 208. Europe Gamification, by Deployment USD Million (2021-2026)
  • Table 209. Germany Gamification, by Application USD Million (2021-2026)
  • Table 210. Germany Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 211. Germany Gamification, by Platform USD Million (2021-2026)
  • Table 212. Germany Gamification, by Deployment USD Million (2021-2026)
  • Table 213. France Gamification, by Application USD Million (2021-2026)
  • Table 214. France Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 215. France Gamification, by Platform USD Million (2021-2026)
  • Table 216. France Gamification, by Deployment USD Million (2021-2026)
  • Table 217. Italy Gamification, by Application USD Million (2021-2026)
  • Table 218. Italy Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 219. Italy Gamification, by Platform USD Million (2021-2026)
  • Table 220. Italy Gamification, by Deployment USD Million (2021-2026)
  • Table 221. United Kingdom Gamification, by Application USD Million (2021-2026)
  • Table 222. United Kingdom Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 223. United Kingdom Gamification, by Platform USD Million (2021-2026)
  • Table 224. United Kingdom Gamification, by Deployment USD Million (2021-2026)
  • Table 225. Netherlands Gamification, by Application USD Million (2021-2026)
  • Table 226. Netherlands Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 227. Netherlands Gamification, by Platform USD Million (2021-2026)
  • Table 228. Netherlands Gamification, by Deployment USD Million (2021-2026)
  • Table 229. Rest of Europe Gamification, by Application USD Million (2021-2026)
  • Table 230. Rest of Europe Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 231. Rest of Europe Gamification, by Platform USD Million (2021-2026)
  • Table 232. Rest of Europe Gamification, by Deployment USD Million (2021-2026)
  • Table 233. MEA Gamification, by Country USD Million (2021-2026)
  • Table 234. MEA Gamification, by Application USD Million (2021-2026)
  • Table 235. MEA Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 236. MEA Gamification, by Platform USD Million (2021-2026)
  • Table 237. MEA Gamification, by Deployment USD Million (2021-2026)
  • Table 238. Middle East Gamification, by Application USD Million (2021-2026)
  • Table 239. Middle East Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 240. Middle East Gamification, by Platform USD Million (2021-2026)
  • Table 241. Middle East Gamification, by Deployment USD Million (2021-2026)
  • Table 242. Africa Gamification, by Application USD Million (2021-2026)
  • Table 243. Africa Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 244. Africa Gamification, by Platform USD Million (2021-2026)
  • Table 245. Africa Gamification, by Deployment USD Million (2021-2026)
  • Table 246. North America Gamification, by Country USD Million (2021-2026)
  • Table 247. North America Gamification, by Application USD Million (2021-2026)
  • Table 248. North America Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 249. North America Gamification, by Platform USD Million (2021-2026)
  • Table 250. North America Gamification, by Deployment USD Million (2021-2026)
  • Table 251. United States Gamification, by Application USD Million (2021-2026)
  • Table 252. United States Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 253. United States Gamification, by Platform USD Million (2021-2026)
  • Table 254. United States Gamification, by Deployment USD Million (2021-2026)
  • Table 255. Canada Gamification, by Application USD Million (2021-2026)
  • Table 256. Canada Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 257. Canada Gamification, by Platform USD Million (2021-2026)
  • Table 258. Canada Gamification, by Deployment USD Million (2021-2026)
  • Table 259. Mexico Gamification, by Application USD Million (2021-2026)
  • Table 260. Mexico Gamification, by Enterprise Size USD Million (2021-2026)
  • Table 261. Mexico Gamification, by Platform USD Million (2021-2026)
  • Table 262. Mexico Gamification, by Deployment USD Million (2021-2026)
  • Table 263. Research Programs/Design for This Report
  • Table 264. Key Data Information from Secondary Sources
  • Table 265. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Gamification: by Application USD Million (2015-2020)
  • Figure 5. Global Gamification: by Enterprise Size USD Million (2015-2020)
  • Figure 6. Global Gamification: by Platform USD Million (2015-2020)
  • Figure 7. Global Gamification: by Deployment USD Million (2015-2020)
  • Figure 8. South America Gamification Share (%), by Country
  • Figure 9. Asia Pacific Gamification Share (%), by Country
  • Figure 10. Europe Gamification Share (%), by Country
  • Figure 11. MEA Gamification Share (%), by Country
  • Figure 12. North America Gamification Share (%), by Country
  • Figure 13. Global Gamification share by Players 2020 (%)
  • Figure 14. Global Gamification share by Players (Top 3) 2020(%)
  • Figure 15. Global Gamification share by Players (Top 5) 2020(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Cognizant Technology Solution Corp. (India) Revenue, Net Income and Gross profit
  • Figure 18. Cognizant Technology Solution Corp. (India) Revenue: by Geography 2020
  • Figure 19. MPS Interactive Systems Limited (India) Revenue, Net Income and Gross profit
  • Figure 20. MPS Interactive Systems Limited (India) Revenue: by Geography 2020
  • Figure 21. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 22. Microsoft Corporation (United States) Revenue: by Geography 2020
  • Figure 23. Callidus Software Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 24. Callidus Software Inc. (United States) Revenue: by Geography 2020
  • Figure 25. Cut-e GmbH (AON, PLC) (Germany) Revenue, Net Income and Gross profit
  • Figure 26. Cut-e GmbH (AON, PLC) (Germany) Revenue: by Geography 2020
  • Figure 27. Axonify Inc. (Canada) Revenue, Net Income and Gross profit
  • Figure 28. Axonify Inc. (Canada) Revenue: by Geography 2020
  • Figure 29. IActionable Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 30. IActionable Inc. (United States) Revenue: by Geography 2020
  • Figure 31. Bunchball Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 32. Bunchball Inc. (United States) Revenue: by Geography 2020
  • Figure 33. SAP SE (Germany) Revenue, Net Income and Gross profit
  • Figure 34. SAP SE (Germany) Revenue: by Geography 2020
  • Figure 35. Salesforce.com, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 36. Salesforce.com, Inc. (United States) Revenue: by Geography 2020
  • Figure 37. Global Gamification: by Application USD Million (2021-2026)
  • Figure 38. Global Gamification: by Enterprise Size USD Million (2021-2026)
  • Figure 39. Global Gamification: by Platform USD Million (2021-2026)
  • Figure 40. Global Gamification: by Deployment USD Million (2021-2026)
  • Figure 41. South America Gamification Share (%), by Country
  • Figure 42. Asia Pacific Gamification Share (%), by Country
  • Figure 43. Europe Gamification Share (%), by Country
  • Figure 44. MEA Gamification Share (%), by Country
  • Figure 45. North America Gamification Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Cognizant Technology Solution Corp. (India)
  • MPS Interactive Systems Limited (India)
  • Microsoft Corporation (United States)
  • Callidus Software Inc. (United States)
  • Cut-e GmbH (AON, PLC) (Germany)
  • Axonify Inc. (Canada)
  • IActionable Inc. (United States)
  • Bunchball Inc. (United States)
  • SAP SE (Germany)
  • Salesforce.com, Inc. (United States)
Additional players considered in the study are as follows:
G-Cube (India) , Ambition (United States)
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Oct 2021 219 Pages 79 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The Gamification study can be customized to meet your requirements. The market size breakdown by type [], by end use application [Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom and Others].
The Gamification Market is gaining popularity and expected to see strong valuation by 2026.
According to AMA, the Global Gamification market is expected to see growth rate of 31.2%.

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