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Gamification Market

Global Gamification Market 2021: Rise in Investment by Key Market Players is Driving Growth

Publish Date: Apr-2023 Report: Gamification Market

Fatpos Global has released a report titled “Gamification Market - Analysis of Market Size, Share & Trends for 2014 – 2020 and Forecasts to 2031” which is anticipated to reach USD 136.2 billion by 2031. According to a study by Fatpos Global, the market is anticipated to portray a CAGR of 30.7%  between 2021 and 2031. According to the report, the increasing Gamification market is growing due to the exponential proliferation of smartphones and other mobile devices has immediately created a large market for gamification. The supply of enticing offers to clients and consumers, as well as gamification producing a higher Return on Investment (RoI), are among the primary factors responsible for the increasing growth of the gamification market.

The market report on the global Gamification Market includes in-depth insights as:

“Increased need for customer and staff participation, user experience enrichment, and other factors are driving the gamification market. The market is constrained by issues such as poor game design and a lack of understanding of the benefits of gamification. However, because of the proliferation of information in the digital world and the growing acceptance of BYOD by businesses, the industry can see prospects. Humans can alter their behavior as a result of their experiences when playing games, reading literature, and earning rewards, among other things. Gamification takes advantage of the human predisposition to influence one's thinking process through games to engage people in real-world issue solving.”, said a lead analyst at Fatpos Global.

The application of game-inspired layout & mechanics to a non-gaming environment is known as gamification. Its goal is to boost user motivation and engagement, as well as promote behavioral change and achieve specified objectives. Gamification can add excitement and drama to a retailer's marketing and engagement strategy without detracting from the business's main idea. It can also encourage positive behaviors from consumers and workers, resulting in a richer brand experience and increased sales. For numerous retailers, gamification apps have proved to increase leads and sales. Gamification may also help a store attract new and returning customers while also providing insights into how customers interact with a brand.

Global Gamification service providers offer a wide range of services, which are divided into three categories: Strategic, Consulting and Professional, and Engagement and Performance Services. The Strategic services sector of the gamification market is expected to develop at the fastest CAGR during the forecast period, based on components. These services assist end-users with gamification solution development as well as the installation, deployment, and ongoing maintenance of existing systems. Certain service providers support end-users in developing bespoke solutions for their businesses. These service providers are in charge of implementing solutions that are specifically adapted to the needs of the business, such as bespoke solutions.

Key Players in the Market

Some of the key players operating in the global Gamification market are Microsoft Corporation, MPS Interactive Systems Limited, SAP SE, BI Worldwide, Verint Systems, Hoopla Software, Inc, Aon plc., Influitive Corporation, Mambo Solutions Ltd., Khoros, LLC, and Other Prominent Players

Get Valuable Insights into Global Gamification Market

In the new report, Fatpos Global thrives to present an unbiased analysis of the global Gamification Market that covers the historical demand data as well as the forecast figures for the period, i.e., 2021-2031. The study includes compelling insights into growth that is witnessed in the market. The Global Gamification market is classified based on Solutions & Services into Engagement & Performance Services, Strategic Services, and Consulting & Professional Services. Based on application, the global Gamification Market is fragmented into Marketing, Sales, Product Development, Human resources, and Others. The Global Gamification market is classified based on end-user into Banking, Retail, Government, Education, IT & Telecom, Healthcare, and Others. Geographically, the market is segmented into North America, Latin America, Europe, Asia Pacific and the Middle East, and Africa.

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