Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Enterprise 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 Enterprise 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: 241305 4200 Service & Software 377 213 Pages 4.9 (38)
                                          

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.


Global Enterprise Gamification Industry Outlook


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:

  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 Enterprise Gamification Market Overview


Highlights of The Enterprise 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 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.

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Global Enterprise 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?


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

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