Market Overview:
The global enterprise gamification market is expected to grow at a CAGR of 27.8% during the forecast period from 2018 to 2030. The increasing demand for gamification solutions from various industry verticals is one of the major factors driving the growth of this market. Gamification solutions offer various benefits such as improved employee productivity, increased customer engagement, and enhanced brand awareness, which are resulting in its increasing adoption by enterprises across different industries. The global enterprise gamification market can be segmented on the basis of type into enterprise-driven solution and consumer-driven solution. The former segment is expected to hold a larger share in terms of revenue in 2018 owing to its growing demand from large enterprises across different industries.
Product Definition:
Enterprise Gamification is the process of using game mechanics and game design techniques to engage and motivate employees in a work setting. Enterprise Gamification can improve employee productivity, engagement, and satisfaction. It can also help attract new talent, reward employees for their achievements, and increase communication among team members.
Enterprise-Driven Solution:
Enterprise-driven solution is a software-as-a result of service model that allows enterprises to take advantage of new cloud technologies and business models. It's an end-to–end software development approach where the application code is driven by the needs of users instead of being driven by technology constraints. Enterprise solutions are built around user requirements so that it can be easily customized according to different industry verticals and sectors.
Consumer-Driven Solution:
Consumer-driven solution is a software-as-a result of service that allows customers to pick their own solutions and services. It's an approach where the consumer is at the center of the experience design, which means customers are in charge and responsible for picking their own solutions. They get to choose from numerous providers competing based on quality, price, innovation, etc., thus resulting in low switching costs for both consumers as well as providers.
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 growing demand for services across various industries including banking, healthcare, travel & tourism, hospitality and insurance is contributing to the growth of this segment. Furthermore, application of games in these sectors has resulted in improved customer engagement which ultimately benefits businesses.
The IT industry segment is anticipated to register a significant CAGR over the forecast period as enterprise solutions are gaining traction among companies within this sector. Growing demand for cloud computing along with an increasing number of cyberattacks and data breaches are driving organizations towards adopting enterprise solutions which subsequently boosts market growth.
Regional Analysis:
North America accounted for the largest share in 2016. The region is expected to maintain its lead over the forecast period owing to increasing adoption of games across various industries such as healthcare, government and military. In addition, rising use of mobile devices by consumers has led to increased penetration of enterprise gamification solutions in this region.
Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing focus on employee engagement and retention strategies among companies operating in China and India. Furthermore, growing popularity of massively multiplayer online role-playing games (MMORPGs) among users from Japan has contributed significantly towards regional market growth during 2016 - 2017 period.
Growth Factors:
- Increased demand for gamification from the corporate sector to increase employee productivity and engagement.
- Rapid adoption of gamification by small and medium businesses to improve their competitive edge.
- Emergence of new platforms and tools that make it easier for businesses to implement gamification strategies.
- Growing focus on using games for learning and training in organizations across different industries.
Scope Of The Report
Report Attributes
Report Details
Report Title
Enterprise 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
213
Number of Tables & Figures
150
Customization Available
Yes, the report can be customized as per your need.
Global Enterprise Gamification Market Report Segments:
The global Enterprise 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:
- Microsoft
- SAP
- BI WORLDWIDE
- Verint
- Salesforce
- Centrical
- Mambo.IO
- MPS Interactive Systems
- LevelEleven
- Axonify Inc.
- Bravon
Highlights of The Enterprise Gamification Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Enterprise-Driven Solution
- Consumer-Driven Solution
- By Application:
- Service Industry
- IT Industry
- Financial Industry
- Healthcare Industry
- Education Industry
- Government Secto
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Enterprise 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
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Enterprise gamification is a process of applying game mechanics and principles to non-game applications in order to create a more engaging experience for users. By making tasks and goals more fun, motivating, and interactive, enterprise gamification can help increase productivity and engagement within an organization.
Some of the major companies in the enterprise gamification market are Microsoft, SAP, BI WORLDWIDE, Verint, Salesforce, Centrical, Mambo.IO, MPS Interactive Systems, LevelEleven, Axonify Inc., Bravon.
The enterprise gamification market is expected to register a CAGR of 27.8%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Enterprise 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 Enterprise Gamification Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Enterprise 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 Enterprise 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 Enterprise Gamification Market Size & Forecast, 2018-2028 4.5.1 Enterprise Gamification Market Size and Y-o-Y Growth 4.5.2 Enterprise Gamification Market Absolute $ Opportunity
Chapter 5 Global Enterprise 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 Enterprise 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 Enterprise 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 Enterprise 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 Enterprise 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 Enterprise 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 Enterprise Gamification Analysis and Forecast
9.1 Introduction
9.2 North America Enterprise 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 Enterprise 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 Enterprise 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 Enterprise Gamification Analysis and Forecast
10.1 Introduction
10.2 Europe Enterprise 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 Enterprise 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 Enterprise 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 Enterprise Gamification Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Enterprise 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 Enterprise 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 Enterprise 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 Enterprise Gamification Analysis and Forecast
12.1 Introduction
12.2 Latin America Enterprise 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 Enterprise 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 Enterprise 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) Enterprise Gamification Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Enterprise 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) Enterprise 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) Enterprise 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 Enterprise Gamification Market: Competitive Dashboard
14.2 Global Enterprise 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