Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Business Gamification Market by Type (Enterprise-Driven Solution, Consumer-Driven Solution), By Application (Service Industry, IT Industry, Financial Industry, Healthcare Industry, Education Industry, Government Secto) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Business Gamification Market by Type (Enterprise-Driven Solution, Consumer-Driven Solution), By Application (Service Industry, IT Industry, Financial Industry, Healthcare Industry, Education Industry, Government Secto) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 232427 4200 Service & Software 377 183 Pages 4.7 (48)
                                          

Market Overview:


The global business gamification market is expected to grow at a CAGR of 27.8% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for enterprise-driven solutions and consumer-driven solutions across different industry verticals. Additionally, the growing trend of gamification in education and government sectors is also contributing significantly to the overall market growth. North America dominates the global business gamification market, followed by Europe and Asia Pacific.


Global Business Gamification Industry Outlook


Product Definition:


Business Gamification is the use of game mechanics and game design techniques in a business context. The purpose of Business Gamification is to engage employees and customers in order to achieve business goals.


Enterprise-Driven Solution:


Enterprise-driven solution is a software-as-a result of service model that allows enterprises to automate enterprise processes using cloud technology. Enterprise solutions are used by organizations for various purposes such as customer relationship management, order management, inventory control and many more. These solutions help in streamlining business operations which helps the organization grow in terms of profitability and marketability.


Consumer-Driven Solution:


Consumer-driven solution is a software-as-a result of service that allows businesses to automate the collection and reporting of consumer data. It's primary objective is to provide consumers with the solutions they need at the right time, in order to drive business growth. Consumer-driven solutions are used by organizations for various purposes such as online & mobile CRM, customer retention programs, digital marketing automation and others.


The global business gamification market size was valued at USD 683 million in 2015.


Application Insights:


The service industry segment accounted for the largest revenue share in 2016 and is expected to continue its dominance over the forecast period. The IT industry also contributed significantly to the overall revenue share. The financial sector, on the other hand, is anticipated to witness a significant growth rate over the forecast period. This can be attributed to increasing use of games in training employees and offering innovative solutions for various industries such as banking, insurance and others.


The healthcare industry has also been rapidly adopting games-based solutions owing to their abilityto engage players through fun activities while teaching them aboutthe importance of regular health checkups or vaccinations.


Regional Analysis:


North America dominated the global business gamification market in 2017. The region is expected to continue its dominance over the forecast period as well. This can be attributed to increasing adoption of games for training and motivation of employees, rising focus on employee engagement, and growing need for better customer service. Furthermore, increased use of mobile devices by consumers has led to an increase in application scope across various industries such as retail, travel & tourism, banking & financial services etc., thereby driving regional growth.


Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing awareness about benefits associated with business gaming solutions among enterprises and consumers alike. Moreover, growing penetration of smartphones coupled with high demand for entertainment purposes will drive regional growth further on account of a positive feedback loop between these two factors (i) consumer spending power; (ii) availability/ penetration of smartphones).


Growth Factors:


  • Increased demand for gamification from small and medium businesses (SMBs) due to its ability to improve employee productivity and engagement.
  • Rapid growth of mobile devices and apps, which are providing new opportunities for businesses to gamify their operations.
  • Emergence of cloud-based platforms that make it easier for businesses to deploy gamification solutions quickly and at a lower cost.
  • Growing interest in using games as a learning tool, especially in the education sector, which is expected to drive demand for business gamification solutions over the next few years.

Scope Of The Report

Report Attributes

Report Details

Report Title

Business Gamification Market Research Report

By Type

Enterprise-Driven Solution, Consumer-Driven Solution

By Application

Service Industry, IT Industry, Financial Industry, Healthcare Industry, Education Industry, Government Secto

By Companies

Microsoft, SAP, BI WORLDWIDE, Verint, Salesforce, Centrical, Mambo.IO, MPS Interactive Systems, LevelEleven, Axonify Inc., Bravon

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

183

Number of Tables & Figures

129

Customization Available

Yes, the report can be customized as per your need.


Global Business Gamification Market Report Segments:

The global Business Gamification market is segmented on the basis of:

Types

Enterprise-Driven Solution, Consumer-Driven Solution

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Service Industry, IT Industry, Financial Industry, Healthcare Industry, Education Industry, Government Secto

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Microsoft
  2. SAP
  3. BI WORLDWIDE
  4. Verint
  5. Salesforce
  6. Centrical
  7. Mambo.IO
  8. MPS Interactive Systems
  9. LevelEleven
  10. Axonify Inc.
  11. Bravon

Global Business Gamification Market Overview


Highlights of The Business Gamification Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Enterprise-Driven Solution
    2. Consumer-Driven Solution
  1. By Application:

    1. Service Industry
    2. IT Industry
    3. Financial Industry
    4. Healthcare Industry
    5. Education Industry
    6. Government Secto
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Business Gamification Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Business Gamification Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Business gamification is a process of turning mundane tasks into fun and engaging experiences that help employees stay motivated and focused. By making work more enjoyable, businesses can reduce employee turnover, increase productivity, and save money.

Some of the key players operating in the business gamification market are Microsoft, SAP, BI WORLDWIDE, Verint, Salesforce, Centrical, Mambo.IO, MPS Interactive Systems, LevelEleven, Axonify Inc., Bravon.

The business gamification market is expected to grow at a compound annual growth rate of 27.8%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Business Gamification Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Business Gamification Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Business Gamification Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Business Gamification Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Business Gamification Market Size & Forecast, 2018-2028       4.5.1 Business Gamification Market Size and Y-o-Y Growth       4.5.2 Business Gamification Market Absolute $ Opportunity

Chapter 5 Global Business Gamification Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Business Gamification Market Size Forecast by Type
      5.2.1 Enterprise-Driven Solution
      5.2.2 Consumer-Driven Solution
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Business Gamification Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Business Gamification Market Size Forecast by Applications
      6.2.1 Service Industry
      6.2.2 IT Industry
      6.2.3 Financial Industry
      6.2.4 Healthcare Industry
      6.2.5 Education Industry
      6.2.6 Government Secto
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Business Gamification Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Business Gamification Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Business Gamification Analysis and Forecast
   9.1 Introduction
   9.2 North America Business Gamification Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Business Gamification Market Size Forecast by Type
      9.6.1 Enterprise-Driven Solution
      9.6.2 Consumer-Driven Solution
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Business Gamification Market Size Forecast by Applications
      9.10.1 Service Industry
      9.10.2 IT Industry
      9.10.3 Financial Industry
      9.10.4 Healthcare Industry
      9.10.5 Education Industry
      9.10.6 Government Secto
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Business Gamification Analysis and Forecast
   10.1 Introduction
   10.2 Europe Business Gamification Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Business Gamification Market Size Forecast by Type
      10.6.1 Enterprise-Driven Solution
      10.6.2 Consumer-Driven Solution
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Business Gamification Market Size Forecast by Applications
      10.10.1 Service Industry
      10.10.2 IT Industry
      10.10.3 Financial Industry
      10.10.4 Healthcare Industry
      10.10.5 Education Industry
      10.10.6 Government Secto
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Business Gamification Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Business Gamification Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Business Gamification Market Size Forecast by Type
      11.6.1 Enterprise-Driven Solution
      11.6.2 Consumer-Driven Solution
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Business Gamification Market Size Forecast by Applications
      11.10.1 Service Industry
      11.10.2 IT Industry
      11.10.3 Financial Industry
      11.10.4 Healthcare Industry
      11.10.5 Education Industry
      11.10.6 Government Secto
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Business Gamification Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Business Gamification Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Business Gamification Market Size Forecast by Type
      12.6.1 Enterprise-Driven Solution
      12.6.2 Consumer-Driven Solution
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Business Gamification Market Size Forecast by Applications
      12.10.1 Service Industry
      12.10.2 IT Industry
      12.10.3 Financial Industry
      12.10.4 Healthcare Industry
      12.10.5 Education Industry
      12.10.6 Government Secto
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Business Gamification Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Business Gamification Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Business Gamification Market Size Forecast by Type
      13.6.1 Enterprise-Driven Solution
      13.6.2 Consumer-Driven Solution
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Business Gamification Market Size Forecast by Applications
      13.10.1 Service Industry
      13.10.2 IT Industry
      13.10.3 Financial Industry
      13.10.4 Healthcare Industry
      13.10.5 Education Industry
      13.10.6 Government Secto
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Business Gamification Market: Competitive Dashboard
   14.2 Global Business Gamification Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Microsoft
      14.3.2 SAP
      14.3.3 BI WORLDWIDE
      14.3.4 Verint
      14.3.5 Salesforce
      14.3.6 Centrical
      14.3.7 Mambo.IO
      14.3.8 MPS Interactive Systems
      14.3.9 LevelEleven
      14.3.10 Axonify Inc.
      14.3.11 Bravon

Our Trusted Clients

Contact Us