Gamification Software Market Report Overview
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The global gamification software market size was USD 69.12 billion in 2022 and the market is expected to reach USD 409.82 billion in 2030, exhibiting a Compound annual growth rate (CAGR) of 24.2% during the forecast period.
Any application or platform that uses game concepts in non-gaming environments to increase engagement and achieve desired outcomes is known as gamification software. Customer loyalty, e-learning, workforce engagement, and performance management are examples of frequent use cases. The distinction separating gamification and gamified aspects has become more ambiguous as gamification has become more widely used. Even while there are still numerous platforms that offer tailor-made and comprehensive gamification solutions for marketers, salespeople, and consumer brands, more and more different kinds of software have included gamified components into their core offerings.
Offering clients and consumers tempting offers and rewarding employees for their achievements to increase employee engagement help the market expand. Additionally, software's greater ROI has a beneficial effect on the market's expansion. During the projected period, usage of AI for interpreting and displaying customized results is anticipated to present lucrative potential for market advancement.
COVID-19 Impact: Significant Increase in Demand for Gaming Apps as they Provided Opportunities to Boost Involvement
The demand for gamification software unexpectedly increased once the COVID-19 epidemic broke out, despite the business having had tremendous development in recent years. The epidemic has caused a significant increase in the demand for mobile gaming apps and software. Additionally, the pandemic well suited the desire for gamification, particularly given the chance it provided to boost involvement during lockdown. Additionally, a lot of big businesses started using gamification and upped their spending on a variety of applications, from marketing to hiring.
Latest Trends
"Partnership Developed to Increase Worker Satisfaction and also Access and Support the Residents through Various Channels"
Verint teamed up with the city of Barrie, Ontario, authorities in August 2019. Barrie City was able to streamline, modernize, and automate its contact center processes because of this relationship, which also increased worker satisfaction. With the use of Verint's engagement management services, Barrie was able to increase access to and support for all of its residents through a variety of channels, such as the city's client portal, web applications, and web conferencing.
Gamification Software Market Segmentation
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- By Type Analysis
According to type, the market can be segmented into Cloud Based and Web Based
- By Application Analysis
Based on application, the market can be divided into SMEs and Large Enterprises
Driving Factors
"Recognition and Rewards to Employees over Performance to Improve the Employee Involvement"
Employee engagement is increased through rewarding and recognising their contributions, which also improves retention and the work environment as a whole. Moreover, implementing incentives and recognition programmes aids in boosting employee engagement, which has a positive impact on businesses in the form of increased productivity and staff retention. Employees stated that personal acknowledgment from a boss or organization was the best approach to motivate them to create excellent work, according to a poll conducted in 2021. Intermittent awards also boost employee involvement by introducing a bit of spontaneity. In order to increase employee participation, gamification software has been successfully used in the past.
"Rapid Growth of the Telecom Sector Aids in Promoting the Software Sector Expansion as well"
When compared to other verticals, the telecom market is expected to grow fastest. The implementation of a customer-centric approach has become extremely important because telecom businesses face intense competition from other service providers. The primary objective of businesses is to increase the number of subscribers who have consistent experiences across all channels, which can only be done by developing solutions that are centered on the needs of the consumer. Gamification software must be included into company models because customers are now well-informed and more likely to use numerous services. Although these businesses only have a limited amount of control over the material and services they supply, the customer will nonetheless hold them responsible for the products' reliability and accessibility. Companies can use the software to track consumer happiness and use that information to target them for new promotions and rewards.
Restraining Factors
"Cost of Creating and Maintaining and Diminishing Value Over Time are Factors Obstructing the Soaring of the Industry"
It costs money to create gamification software, and it also costs money to keep it updated. Cool games that have been around for a while tend to appear antiquated quite quickly. Employees may wonder whether the content is also dated if the game is dated. A game's reference value is an additional drawback. Games are essentially one-and-done, so after a student has finished one, they would not want to retake it if they need to link back to certain knowledge. The creation of a fast reference might also be necessary in addition to the game, depending on the subject matter. The project's cost will naturally grow as a result. Thus, these factors act as obstacles in the expansion of the gamification software market growth.
Gamification Software Market Regional Insights
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"North America to Lead due to Heavy Utilization of Internet and Adoption of Gaming Solutions to Enhance Marketing Initiative"
The majority of the revenue came from the global gamification market in North America. The Internet has been heavily utilized by businesses to communicate with a variety of channel partners and customers. The North American gamification software market share is driven by the significant uptake of customer-based and enterprise-based solutions. Additionally, nations like the United States and Canada are employing gamification solutions in this field to enhance their marketing initiatives through better advertising, user experience, marketing, and sales.
Due to the fact that many of the region's e-commerce websites are integrating AR capabilities to make live shopping more similar to offline purchasing, Asia Pacific is predicted to have considerable growth over the coming years.
Key Industry Players
"Key Players are Focusing on Employing Strategic Collaboration Projects to Grow their Clientele Internationally"
With multiple big companies, the gamification market is moderately competitive. A select few important businesses presently control the majority of the market in terms of market share. These big industry participants, who hold a significant market share, are concentrating on growing their clientele internationally. To enhance their profits and market share, these companies employ strategic collaboration projects.
List of Market Players Profiled
- Agile CRM (U.S.)
- Ambition (U.S.)
- Badgeville (U.S.)
- Centrical (U.S.)
- Cool Tabs (Spain)
- Corsica (France)
- Dogu (South Korea)
- Gametize (Singapore)
- GetBadges (Poland)
- Gleam (India)
- Hoopla (U.S.)
- Influitive (Canada)
- Kangaroo Rewards (Canada)
- LevelEleven (U.S.)
- Mambo.IO (U.K.)
Report Coverage
This report covers the gamification software market. The CAGR expected to be in during the forecast period, and also the USD value in 2022 and what it is expected to be in 2030. The effect COVID-19 had on the market in the beginning of the pandemic. The latest trends taking place in this industry. The factors that are driving this market as well as the factors that are restraining the growth of industry. The segmentation of this market based on type and applications. The region leading in the industry and why they will continue to do so during the forecast period. Further, the key market players, what all is being done by them to stay ahead of their competition as well as retain their market positions. All these details are covered in the report.
REPORT COVERAGE | DETAILS |
---|---|
Market Size Value In |
US$ 69.12 Billion in 2022 |
Market Size Value By |
US$ 409.82 Billion by 2030 |
Growth Rate |
CAGR of 24.2% from 2022 to 2030 |
Forecast Period |
2023-2030 |
Base Year |
2023 |
Historical Data Available |
Yes |
Regional Scope |
Global |
Segments Covered |
Types & Application |
Frequently Asked Questions
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What value is the global gamification software market expected to touch by 2030?
The global gamification software market is expected to touch USD 409.82 billion by 2030.
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What CAGR is the gamification software market expected to exhibit during 2022-2030?
The gamification software market is expected to exhibit a CAGR of 24.2% over 2022-2030.
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Which are the driving factors of the gamification software market?
Recognition and rewards to employees over performance to improve the employee involvement and rapid growth of the telecom sector aids in promoting the software sector expansion as well are the driving factors of the gamification software market.
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Which are the top companies operating in the gamification software market?
Agile CRM, Ambition, Badgeville, Centrical and Cool Tabs are the top companies operating in the gamification software market.