Data-Driven Decision-Making Propels the Global Gamification Market Growth

Published: Feb 2024

The global gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). Systems that incorporate badges and rewards can be utilized across various industries and sectors to achieve different purposes. For example, in marketing and sales, they can drive customer engagement, lead generation, and sales performance through gamified promotions, contests, quizzes, and reward-based marketing campaigns. Similarly, in education, they can enhance learning experiences, student engagement, and knowledge retention by utilizing educational games, quizzes, interactive learning platforms, and digital badges for achievements. In the health and wellness industry, such systems can encourage healthy behavior, fitness, and wellness activities through fitness apps with gamified challenges, and wellness programs with rewards for achieving health goals. The market’s growth is attributed to the growing demand for data-driven decision-making. Analytics are commonly employed in gamification platforms, allowing organizations to obtain insights into user behavior and preferences to facilitate informed decisions. For instance, in May 2023, OnMobile launched its first-ever SaaS (Software-as-a-Service) based gamification platform 'Gamize’ for brands across industries.

Browse the full report description of “Gamification Market Size, Share & Trends Analysis Report by Deployment Mode (On-Premise, and Cloud) by Organization size (Large Enterprises, and Small and Medium-sized Enterprises) By Application (Marketing, Sale, Support, Product Development, Human Resources, and Others) and by End-User (Retail, Banking, Government and Public Sector, Healthcare, Education and Research, IT and Telecom, and Others (Travel and Hospitality, and Sports and Entertainment)) Forecast Period (2024-2031)” at https://www.omrglobal.com/industry-reports/gamification-market

Furthermore, the gamification strategies in sports frequently incorporate community-building initiatives, that aim to foster connections among fans and enhance brand loyalty. The e-learning program can emphasize the use of gamification strategies to build a motivated and engaged audience. In May 2023,FIFA Digital Skills launched new e-learning programme on gamification in sports. It provided an innovative and beneficial strategy for all member associations to embrace the concept of fan involvement in the future.

In February 2023, LiveOne, launched MiniGames on its podcast platform, allowing listeners to engage with podcast hosts through gamification. It powered by versusgame, these minigames allow viewers to answer prediction and opinion-based questions to win rewards, marking an exciting monetization initiative for podcastone, its host talent, and advertisers.

 Market Coverage

The market number available for – 2023-2031

Base year- 2023

Forecast period- 2024-2031

Segment Covered- 

o By Deployment Mode

o By Component

o By Application

o By End-User

Regions Covered-

o North America

o Europe

o Asia-Pacific

o Rest of the World

Competitive Landscape- Includes IBM Corp., Microsoft Corp., Oracle, Salesforce, Inc., SAP SE, and others.

Key questions addressed by the report

  • What is the market growth rate?
  • Which segment and region dominate the market in the base year?
  • Which segment and region will project the fastest growth in the market?
  • Who is the leader in the market?
  • How are players addressing challenges to sustain growth?
  • Where is the investment opportunity?

Global Gamification Market Report Segment

By Deployment Mode

  • On-premise
  • Cloud

By Component

  • Solution
  • Services

By Application

  • Marketing
  • Sale
  • Support
  • Product Development
  • Human Resource
  • Others (Education and Learning, and Health and Wellness)

By End User

  • Enterprise Driven
  • Consumer Driven

Global Gamification Market Report Segment by Region

North America

United States

Canada

Europe

UK

Germany

Italy

Spain

France

Rest of Europe 

Asia-Pacific

China

India

Japan

South Korea

Rest of Asia-Pacific 

Rest of the World

Latin America 

Middle East & Africa


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