Gamification Market Worth $5.5 Billion by 2018

Jun 04, 2013, 05:30 ET from MarketsandMarkets

DALLAS, June 4, 2013 /PRNewswire/ --

According to new Report "Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment (On-Premise, On-Demand); Application (Marketing, Sales, HR, Support, and Development); Size (SMB, Enterprise)]: Worldwide Market Forecasts and Analysis (2013 - 2018)", is estimated to grow from $421.3 million in 2013 to $5.502 billion in 2018. This represents a compound annual growth rate (CAGR) of 67.1% from 2013 to 2018. In the current scenario, the 'Consumer Goods and Retail' vertical continues to be the largest adopter of Gamification Solutions.

Gamification, despite the great deal of hype and glory, is amongst the most misunderstood catchphrases in the industry. Gamification Market has significant potential that can change the dynamics of employee engagement, rewards and recognition and customer loyalty, globally. The mechanics of gamification, that is rewarding people with points and other incentives, have been around since ages; it is the explosion of the digital world which has made marketers and product managers think of it as a packaged motivational tool.


  • 150 Market Data Tables
  • 44 Figures
  • 317 Pages and an in-depth Table of Content on "Gamification Market"

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While just plain points, badges and other virtual goods may not have long lasting user engagement effects in gamification; they serve as an appropriate reward system, equipped with user attention grabbing techniques and immersive graphics technology, which can enable user engagement, over a period of time. Immersive digital technology implies the use of creative gaming dashboards, which imitate real life games such as golf, baseball or Farmville to be designed within and in sync with enterprise applications or the consumer brand which it is to be engaged with.

Global Adoption Trends and a prominent pervasiveness across most verticals are clear indications of a positive growth, as early adopters have emerged as brand names in this sector, startup companies are trying to pack in a punch with their product uniqueness and grab the limelight in this highly fragmented market. Multiple vendors have sprung up in the Gamification Market over the past two years with the notion of just applying game mechanics such as points, badges and other virtual rewards to non-gaming applications, however the companies which would find a balance between proper Gamification design and which would continuously evolve over time, fine-tuning itself and finding the perfect balance between satisfying both the management or brand needs and also satisfying the consumers or employee needs without making the latter feel cynical or disadvantaged, will stand the real test of time.

The Gamification Market is broadly segmented by

Type of End Users:

  • Consumer Gamification
  • Enterprise Gamification

Deployment Models:

  • On-Premise
  • On-Demand
  • Hybrid

Type of Service Consumers:

  • Small and Medium Businesses (SMB)
  • Large Enterprises

Type of Services:

  • Enterprise Applications Integrable Services
  • Social Connectors

Type of Solutions:

  • By Gamification Platform and Service Providers
  • Open source platforms
  • Mobile SDK

Type of Verticals:

  • Public Sector and Government
  • Financial Services
  • Consumer Goods and Retail
  • Telecom and IT
  • Media and Publishing
  • Energy Power and Utilities
  • Healthcare and Pharmaceuticals
  • Entertainment
  • Travel and Logistics
  • Education, and
  • Other Sectors

By Regions:

  • North America (NA)
  • Asia Pacific and China (APAC)
  • Europe (EU)
  • Middle East Africa (MEA) and
  • Latin America (LA).

In terms of Regions, North America is expected to be the biggest market, followed by Europe and Asia-Pacific.

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