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Gamification Market Research Report, 2020-2024 - COVID-19 Analysis Impact in Q1 2021| Technavio

Technavio (PRNewsfoto/Technavio)

News provided by

Technavio

Apr 21, 2021, 01:00 ET

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NEW YORK, April 21, 2021 /PRNewswire/ --

"One of the primary growth drivers for this market is the increasing adoption of gamification in E-learning," says a senior analyst for the Information Technology industry at Technavio.

Technavio has announced its latest market research report Gamification Market by End-user, Need, Application, and Geography - Forecast and Analysis 2020-2024
Technavio has announced its latest market research report Gamification Market by End-user, Need, Application, and Geography - Forecast and Analysis 2020-2024

The increasing adoption of gamification in e-learning will also be a significant factor contributing to the growth of the market. Multinational corporations are increasingly adopting e-learning platforms to enhance employee engagement and learning experience and minimize learning and development costs. The use of goals/levels and rewards concept in gamification helps in improving engagement, information retention, motivation, and productivity of learners by evoking game-like reactions. These factors have resulted in an increase in the adoption of gamification solutions in e-learning. The integration of gamification in e-learning will also help in promoting team-building and in providing a better learning environment. 

As the markets recover, Technavio expects the gamification market size to grow by USD 17.56 billion during the period 2020-2024.

Make confident decisions using our benchmarks and analysis of the gamification market. 
Download report sample 

Gamification Market Segment Highlights for 2020

  • The gamification market is expected to post a year-over-year growth rate of 14.75%.
  • The rising adoption of value-based care, increasing digital healthcare applications, and the growing adoption of health insurance will boost the demand for gamification from the healthcare sector. 
  • Market growth in this segment will be faster than the growth of the market in the entertainment, retail, education, and others' segment.

Regional Analysis

  • Factors such as high internet and smartphone penetration, the presence of a well-developed communication network, and increasing penetration of the organized retail sector will significantly drive gamification market growth in this region over the forecast period.
  • 45% of the market's growth will originate from North America during the forecast period.
  • The US and Canada are the key markets for gamification in North America. Market growth in this region will be slower than the growth of the market in APAC.

Know about Report Detailed Analysis and Insights

Related Reports on Information Technology Include:

Corporate Leadership Training Market by Application and Geography - Forecast and Analysis 2020-2024: The corporate leadership training market size has the potential to grow by $26.7 billion during 2020-2024, and the market's growth momentum will decelerate during the forecast period because of the decline in year-over-year growth.
To get extensive research insights: FREE Sample Report in Minutes!

Higher Education M-learning Market by Type and Geography - Forecast and Analysis 2021-2025: The higher education m-learning market size has the potential to grow by USD 3.44 billion during 2021-2025, and the market's growth momentum will accelerate at a CAGR of 22.46%. 
To get extensive research insights: FREE Sample Report in Minutes!

Notes:

  • The gamification market size is expected to accelerate at a CAGR of over 27% during the forecast period.
  • The gamification market is segmented by End-user (Healthcare, Entertainment, Retail, Education, and Others), Geography (North America, Europe, APAC, South America, and MEA), Application (Consumer-driven application and Enterprise-driven application), and Market Landscape (User engagement, Brand loyalty, Brand awareness, Training, and Motivation).
  • The market is fragmented due to the presence of many established vendors holding significant market share.
  • The research report offers information on several market vendors, including Allen Interactions Inc., Ambition, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Intertek Group Plc, Microsoft Corp., MPS Interactive Systems Ltd., and SAP SE.

About Us
Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contact
Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/
Report: https://www.technavio.com/report/gamification-market-size-industry-analysis

SOURCE Technavio

Related Links

http://www.technavio.com/

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