- Â Enterprise-Driven
- Consumer-Driven
- Others
Gamification Software Market is expected to be valued at US$ 9,841.5 million in 2022 and growing at a CAGR of 24% over the forecast period by 2028. The market is driven by the growing introduction of e-learning gamification, the acceptance of corporate-based gamification training and the growing application of a customer-centric business model. Limitations attributed to factors such as inadequate game design and lack of knowledge of the merits of gamification which act as restrain towards the global market. High return of investment provides significant opportunity to the global gamification software market This report studies global gamification software market dynamics elaborately to identify the current trends & drivers, future opportunities and possible challenges to the key stakeholders operating in the market. In addition, global gamification software market report includes human demographics; regulatory scenario, and competition analysis with vividly illustrated the competition dashboard to assess the market competition. Moreover, PBI analyzed global gamification software market to better equip clients with possible investment opportunities across the regions (regional Investment Hot-Spots) and market unmet needs (Product Opportunities). Key stakeholders of the global market report include suppliers, manufacturers, marketers, policy makers, and service providers engaged in global gamification software market
Study Period
Base Year
CAGR
Largest Market
Fastest Growing Market
It is noticed that the global gamification software market has a significant market growth rate on perspective of increasing technology advancement. The dramatic rise in the number of smartphones and handheld computers has specifically created a large market base for gamification. This development is also supported by the growing acceptance of gamification structures as a form of human behavior architecture in order to promote creativity, efficiency or dedication. The use of gamification systems has also been expanded beyond its conventional marketing reach. This is now the case, they are commonly used in advance implementations, such as crowdsourcing.
The gamification software market is projected to expand at a CAGR of 24% during the forecast period
SAP SE, Indusgeeks USA Inc., Axonify Inc., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize Pte. Ltd., Gamify, Microsoft Corporation, Salesforce.com Inc., Faya Corporation, Verint Systems Inc., Khoros LLC, MPS Interactive Systems Limited
North America is the fastest-growing region for gamification software market
1. Executive Summary |
2. Global Gamification Software Market Introduction |
2.1. Global Gamification Software Market – Taxonomy |
2.2. Global Gamification Software Market –Definitions |
2.2.1. Solution Type |
2.2.2. Deployment Mode |
2.2.3. Application |
2.2.4. End User |
3. Global Gamification Software Market Dynamics |
3.1. Drivers |
3.2. Restraints |
3.3. Opportunities/Unmet Needs of the Market |
3.4. Trends |
3.5. Global Gamification Software Market Dynamic Factors - Impact Analysis |
3.6. Global Gamification Software Market – Competition Landscape |
4. Global Gamification Software Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 |
4.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) |
4.3. Market Opportunity Analysis |
5. Global Gamification Software Market, By Solution Type, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
5.1. Enterprise-Driven |
5.1.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
5.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.1.3. Market Opportunity Analysis |
5.2. Consumer-Driven |
5.2.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
5.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.2.3. Market Opportunity Analysis |
5.3. Others |
5.3.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
5.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
5.3.3. Market Opportunity Analysis |
6. Global Gamification Software Market Forecast, By Deployment Mode, 2017 - 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn) |
6.1. Cloud |
6.1.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
6.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.1.3. Market Opportunity Analysis |
6.2. On-Premises |
6.2.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
6.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
6.2.3. Market Opportunity Analysis |
7. Global Gamification Software Market Forecast, By Application, 2017 - 2021 and Forecast, 2022 – 2028 (Revenue, USD Mn) |
7.1. Marketing |
7.1.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
7.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.1.3. Market Opportunity Analysis |
7.2. Sales |
7.2.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
7.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.2.3. Market Opportunity Analysis |
7.3. Product Development |
7.3.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
7.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.3.3. Market Opportunity Analysis |
7.4. Human Resources |
7.4.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
7.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.4.3. Market Opportunity Analysis |
7.5. E-Commerce |
7.5.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
7.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.5.3. Market Opportunity Analysis |
7.6. Analytics |
7.6.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
7.6.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
7.6.3. Market Opportunity Analysis |
8. Global Gamification Software Market Forecast, By End User, 2017 - 2021 and Forecast, 2022 - 2028 |
8.1. BFSI |
8.1.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.1.3. Market Opportunity Analysis |
8.2. Retail |
8.2.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.2.3. Market Opportunity Analysis |
8.3. Healthcare |
8.3.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.3.3. Market Opportunity Analysis |
8.4. Media and Entertainment |
8.4.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.4.3. Market Opportunity Analysis |
8.5. Education |
8.5.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.5.3. Market Opportunity Analysis |
8.6. IT and Telecom |
8.6.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.6.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.6.3. Market Opportunity Analysis |
8.7. Government |
8.7.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.7.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
8.7.3. Market Opportunity Analysis |
8.8. Others |
8.8.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
8.8.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
Market Opportunity Analysis |
9. Global Gamification Software Market Forecast, By Region, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
9.1. North America |
9.1.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
9.1.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.1.3. Market Opportunity Analysis |
9.2. Europe |
9.2.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
9.2.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.2.3. Market Opportunity Analysis |
9.3. Asia-Pacific |
9.3.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
9.3.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.3.3. Market Opportunity Analysis |
9.4. Latin America |
9.4.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
9.4.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.4.3. Market Opportunity Analysis |
9.5. Middle East and Africa |
9.5.1. Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
9.5.2. Year-over-Year (Y-o-Y) Growth Analysis (%) and Market Share Analysis (%) |
9.5.3. Market Opportunity Analysis |
9.6. Global Gamification Software Market - Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Region, 2022 - 2028 |
10. North America Gamification Software Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
10.1. Solution Type Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
10.1.1. Enterprise-Driven |
10.1.2. Consumer-Driven |
10.1.3. Others |
10.2. Deployment Mode Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
10.2.1. Cloud |
10.2.2. On-Premises |
10.3. Application Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
10.3.1. Marketing |
10.3.2. Sales |
10.3.3. Product Development |
10.3.4. Human Resources |
10.3.5. Analytics |
10.3.6. E-Commerce |
10.4. End User Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
10.4.1. BFSI |
10.4.2. Retail |
10.4.3. Healthcare |
10.4.4. Media and Entertainment |
10.4.5. Education |
10.4.6. IT and Telecom |
10.4.7. Government |
10.4.8. Others |
10.5. Country Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
10.5.1. USA |
10.5.2. Canada |
10.6. North America Gamification Software Market - Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 - 2028 |
10.7. North America Gamification Software Market Dynamics – Trends |
11. Europe Gamification Software Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
11.1. Solution Type Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
11.1.1. Enterprise-Driven |
11.1.2. Consumer-Driven |
11.1.3. Others |
11.2. Deployment Mode Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
11.2.1. Cloud |
11.2.2. On-Premises |
11.3. Application Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
11.3.1. Marketing |
11.3.2. Sales |
11.3.3. Product Development |
11.3.4. Human Resources |
11.3.5. Analytics |
11.3.6. E-Commerce |
11.4. End User Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
11.4.1. BFSI |
11.4.2. Retail |
11.4.3. Healthcare |
11.4.4. Media and Entertainment |
11.4.5. Education |
11.4.6. IT and Telecom |
11.4.7. Government |
11.4.8. Others |
11.5. Country Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
11.5.1. Germany |
11.5.2. UK |
11.5.3. France |
11.5.4. Spain |
11.5.5. Italy |
11.5.6. Russia |
11.5.7. Poland |
11.5.8. Rest of Europe |
11.6. Europe Gamification Software Market - Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 - 2028 |
11.7. Europe Gamification Software Market Dynamics – Trends |
12. Asia-Pacific Gamification Software Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
12.1. Solution Type Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
12.1.1. Enterprise-Driven |
12.1.2. Consumer-Driven |
12.1.3. Others |
12.2. Deployment Mode Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
12.2.1. Cloud |
12.2.2. On-Premises |
12.3. Application Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
12.3.1. Marketing |
12.3.2. Sales |
12.3.3. Product Development |
12.3.4. Human Resources |
12.3.5. Analytics |
12.3.6. E-Commerce |
12.4. End User Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
12.4.1. BFSI |
12.4.2. Retail |
12.4.3. Healthcare |
12.4.4. Media and Entertainment |
12.4.5. Education |
12.4.6. IT and Telecom |
12.4.7. Government |
12.4.8. Others |
12.5. Country Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
12.5.1. Japan |
12.5.2. China |
12.5.3. India |
12.5.4. ASEAN |
12.5.5. Australia & New Zealand |
12.5.6. Rest of Asia-Pacific |
12.6. Asia-Pacific Gamification Software Market - Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 - 2028 |
12.7. Asia-Pacific Gamification Software Market Dynamics – Trends |
13. Latin America Gamification Software Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
13.1. Solution Type Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
13.1.1. Enterprise-Driven |
13.1.2. Consumer-Driven |
13.1.3. Others |
13.2. Deployment Mode Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
13.2.1. Cloud |
13.2.2. On-Premises |
13.3. Application Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
13.3.1. Marketing |
13.3.2. Sales |
13.3.3. Product Development |
13.3.4. Human Resources |
13.3.5. Analytics |
13.3.6. E-Commerce |
13.4. End User Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
13.4.1. BFSI |
13.4.2. Retail |
13.4.3. Healthcare |
13.4.4. Media and Entertainment |
13.4.5. Education |
13.4.6. IT and Telecom |
13.4.7. Government |
13.4.8. Others |
13.5. Country Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
13.5.1. Brazil |
13.5.2. Mexico |
13.5.3. Argentina |
13.5.4. Rest of Latin America |
13.6. Latin America Gamification Software Market - Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 - 2028 |
13.7. Latin America Gamification Software Market Dynamics – Trends |
14. Middle East and Africa Gamification Software Market Analysis, 2017 - 2021 and Forecast, 2022 - 2028 (Revenue, USD Mn) |
14.1. Solution Type Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%), and Market Share (%) |
14.1.1. Enterprise-Driven |
14.1.2. Consumer-Driven |
14.1.3. Others |
14.2. Deployment Mode Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
14.2.1. Cloud |
14.2.2. On-Premises |
14.3. Application Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
14.3.1. Marketing |
14.3.2. Sales |
14.3.3. Product Development |
14.3.4. Human Resources |
14.3.5. Analytics |
14.3.6. E-Commerce |
14.4. End User Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn), Y-o-Y Growth (%) and Market Share (%) |
14.4.1. BFSI |
14.4.2. Retail |
14.4.3. Healthcare |
14.4.4. Media and Entertainment |
14.4.5. Education |
14.4.6. IT and Telecom |
14.4.7. Government |
14.4.8. Others |
14.5. Country Analysis 2017 - 2021 and Forecast 2022 - 2028 by Revenue (USD Mn) Y-o-Y Growth (%) and Market Share (%) |
14.5.1. Gulf Cooperation Council (GCC) Countries |
14.5.2. Israel |
14.5.3. South Africa |
14.5.4. Rest of MEA |
14.6. MEA Gamification Software Market - Opportunity Analysis Index, By Solution Type, Deployment Mode, Application, End User and Country, 2022 - 2028 |
14.7. MEA Gamification Software Market Dynamics – Trends |
15. Competition Landscape |
15.1. Strategic Dashboard of Top Market Players |
15.2. Company Profiles (Introduction, Financial Analysis, Solution Type & Service Offerings, Key Developments, Strategies, and SWOT Analysis) |
15.2.1. SAP SE |
15.2.2. Indusgeeks USA Inc. |
15.2.3. Axonify Inc. |
15.2.4. BI WORLDWIDE |
15.2.5. TGC Technologies Pvt. Ltd. |
15.2.6. Gametize Pte. Ltd. |
15.2.7. Gamify |
15.2.8. Microsoft Corporation |
15.2.9. Salesforce.com Inc. |
15.2.10. Faya Corporation |
15.2.11. Verint Systems Inc. |
15.2.12. Khoros LLC |
15.2.13. MPS Interactive Systems Limited |
16. Research Methodology |
17. Key Assumptions and Acronyms |