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Home Artificial Intelligence

Global Gamification Market Projected to Surpass $73.66 Billion by 2029 with 0.28390118257654% Annual Growth

February 24, 2025
in Artificial Intelligence, Blockchain, OpenPR, Web3
Reading Time: 7 mins read
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Gamification Market

Gamification Market

What industry-specific factors are fueling the growth of the gamification market?
The continued rise in smartphone usage is anticipated to catalyze the expansion of the gamification market in the future. Essentially, smartphones are mobile phones with computing capabilities that grant users the ability to interact with gamified mobile apps at any time and place, encouraging competition and attainment of learning and victory goals. To illustrate, Uswitch Limited, a UK-based authority in financial conduct, found that mobile connections in the UK spiked to 71.8 million in February 2023 – a 3.8% climb from the year before which equates to around 2.6 million extra connections. Further projections suggest that by 2025, the UK’s population will swell to 68.3 million, with an estimated 95% of the population, approximately 65 million people, being smartphone owners. Consequently, this surge in smartphone ownership serves as a key driver of the gamification market’s growth.

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What Is the projected market size and growth rate for the gamification market?
The size of the gamification market has seen an exponential increase in recent years. It is projected to escalate from $22.01 billion in 2024 to $27.11 billion in 2025, with a compound annual growth rate (CAGR) of 23.2%. The previous growth has been due to factors like the growing use of gamification in marketing, the expansion of the gaming industry, the rise in mobile gaming, and the necessity for employee engagement and training.

Expectations are high for the gamification market to grow substantially over the next few years, with predictions estimating it will be worth $73.66 billion by 2029, growing at a compound annual growth rate (CAGR) of 28.4%. Several factors will contribute to this growth during the predicted period, such as increased incorporation of gamification into educational settings, usage of gamification in health and wellness applications, expansion of customer loyalty schemes through gamification, increased application in virtual events, and an emphasis on strategies based off data-driven gamification. Moving ahead, key trends such as advancements in gamification technology, the use of gamification in remote and hybrid working contexts, and more personalised and customised gamified experiences are expected to shape the industry. Additionally, it is forecasted that there will be an integration of augmented reality (AR) and virtual reality (VR) with gamification, alongside the adoption of blockchain technology for improved transparency in gamification.

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What new trends are reshaping the gamification market and its opportunities?
Innovations in technology have started to gain traction as a significant trend in the gamification market. Leading firms in this sector are striving to introduce cutting-edge technologies to maintain their dominance in the market. For example, Soffos, a technology firm based in the UK, launched TestMe, an AI-driven quiz-oriented training tool, in January 2022. This tool caters to corporate training managers and students preparing for exams by creating quiz-style, open-format tests that are uploaded onto the platform from any resource. Users can respond in their spoken or typed natural language. This gamification aspect aids in keeping the user interested in discovering current trends and sharing their progress with others during their study journey.

What major market segments define the scope and growth of the gamification market?
The gamification market covered in this report is segmented –

1) By Platform: Open Platform, Closed Or Enterprise Platform
2) By Size: Small And Medium Enterprises, Large Enterprises
3) By Deployment: On-Premise, On-Cloud
4) By End-User Vertical: Retail, Banking, Government, Healthcare, Education And Research, IT And Telecom, Other End-User Verticals

Subsegments:
1) By Open Platform: Web-Based Open Platforms, Mobile Open Platforms, Community-Driven Open Platforms
2) By Closed Or Enterprise Platform: Proprietary Enterprise Solutions, Customizable Enterprise Platforms, Industry-Specific Enterprise Platforms

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Which region dominates the gamification market?
North America was the largest region in the gamification market in 2024.Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

Which key market leaders are driving the gamification industry growth?
Major companies operating in the gamification market include MPS Interactive Systems Limited, Microsoft Corporation, Axonify Inc., IActionable Inc., SAP SE, Indusgeeks Solutions Pvt. Ltd., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize, Gamify, Salesforce. com Inc., Cognizant Technology Solution Corp., Verint, Hoopla, Centrical, Mambo. IO, Influitive, LevelEleven, Ambition, Khoros, Scrimmage, Xoxoday, Tango Card, Google LLC

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What Is Covered In The Gamification Global Market Report?

•Market Size Forecast: Examine the gamification market size across key regions, countries, product categories, and applications.
•Segmentation Insights: Identify and classify subsegments within the gamification market for a structured understanding.
•Key Players Overview: Analyze major players in the gamification market, including their market value, share, and competitive positioning.
•Growth Trends Exploration: Assess individual growth patterns and future opportunities in the gamification market.
•Segment Contributions: Evaluate how different segments drive overall growth in the gamification market.
•Growth Factors: Highlight key drivers and opportunities influencing the expansion of the gamification market.
•Industry Challenges: Identify potential risks and obstacles affecting the gamification market.
•Competitive Landscape: Review strategic developments in the gamification market, including expansions, agreements, and new product launches.

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Learn More About The Business Research Company
With over 15,000+ reports from 27 industries covering 60+ geographies, The Business Research Company has built a reputation for offering comprehensive, data-rich research and insights. Our flagship product, the Global Market Model delivers comprehensive and updated forecasts to support informed decision-making.

This release was published on openPR.

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