Global Gamification Market - By Deployment (Cloud, On Premises), Size (Small and Medium Business, Large Enterprises), Application (Marketing, Support, HR), Devices (Credit or Debit cards, Smart Devices, Fobs, Smartcards), Industry, Geography, Trends, Forecast - (2017 - 2022)

Published - Jan 2017 | Category - ICT and Media | No. of Pages - 123 | Published By - Mordor Intelligence

Report Highlights

Gamification is the process of integrating game mechanics into the non-game environment to drive participation, loyalty and engagement. The main objective of gamification is to motivate users to complete an activity or continue doing it. Driving customer loyalty, improving customer engagement are driving the market growth.

The Global Gamification Market is valued at USD 1.5 billion in 2016 and is expected to reach a value of USD 13.98 billion by the end of 2022, growing at a projected CAGR of 45.1 % during the forecast period of 2017 - 2022. While the term was coined in 2002, it wasn't popular until 2010. Even today the term is often misunderstood and confused with game theory. This lack of awareness on what the technology is about, would restrain the market growth. Despite the benefits it offers, there is no solid mechanism to measure the advantages which would hinder the growth.

Gamification can be segmented by deployment (on premises, cloud), by user base (SMB, large), by application (marketing, support, HR), by industry (retail, healthcare, BFSI, travel & logistics, government, education, e-commerce), by region (North America, Europe, APAC, Middle East & Africa, Latin America).

Badgeville, Bunchball, Microsoft, Breakaway Games, Tata Interactive Systems, PDG, enspire, Cognizant, Anoxify are few of the companies that are mentioned in the report.


Drive customer loyalty, improve engagement

Promotes fun ways of accomplishing tasks


Lack of awareness

Lack of solid performance indicators on user's behaviors

What the report offers

Market definition for the global gamification market, along with identification of key drivers and restraints.

Market analysis for the global gamification market, with region-specific assessments and competition analysis on a regional scale.

Identification of factors instrumental in changing the market scenario, rising prospective opportunities and identification of key companies that can influence the market on a regional scale.

Extensively researched competitive landscape section with profiles of major companies along with their strategic initiatives and market share.

Identification and analysis of the macro and micro factors that affect the global gamification market on a global and regional scale.

A comprehensive list of key market players along with the analysis of their current strategic interests and key financial information.

Quick Buy

Latest Publications