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MPS Interactive Systems, Microsoft, and AON PLC Lead the Gamification Market with Impressive Growth, Projecting $46.44 Billion by 2027

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News provided by

Research and Markets

Aug 10, 2023, 13:00 ET

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DUBLIN, Aug. 10, 2023 /PRNewswire/ -- The "Gamification Global Market Report 2023" report has been added to ResearchAndMarkets.com's offering.

The global gamification market experienced impressive growth, reaching $18.63 billion in 2023 from $14.87 billion in 2022, showcasing a remarkable compound annual growth rate (CAGR) of 25.3%. The market is expected to continue its upward trajectory, projecting a value of $46.44 billion by 2027, with a CAGR of 25.6%.

Major players in the gamification market covered in the report include MPS Interactive Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc., IActionable Inc., Bunchball Inc., Ambition, G-Cube, Verint, Hoopla, Centrical, Mambo Solutions, Influitive, Khoros, Scrimmage, and Badgeville.

Reasons to Purchase:

The report provides compelling reasons to invest in the global gamification market:

  • Gain a truly global perspective with comprehensive coverage of 50+ geographies.
  • Understand the market's response to COVID-19 and its abating impact.
  • Assess the influence of the Russia - Ukraine war on agriculture, energy, mineral commodity supply, and the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country-specific strategies based on local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and market trends.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Support internal and external presentations with reliable high-quality data and analysis.

Gamification Overview:

Gamification is a method that enhances user engagement by applying game mechanics, elements, and principles to non-game contexts. It leverages competitive elements to improve the learning experience, promoting skill development and knowledge acquisition.

Main Platforms and Applications:

The gamification market includes open platforms and closed or enterprise platforms. Open platforms co-evolve with the environment and offer autonomy to users for discoveries. They are deployed on-premise and on-cloud, catering to various end-user verticals, including retail, banking, government, healthcare, education and research, IT, telecom, and others.

Emerging Technological Advancements:

The integration of emerging technologies has become a prominent trend in the gamification market. Leading companies focus on introducing new technologies to sustain their market position.

Regional and Country Outlook:

North America emerged as the largest region in the gamification market in 2022, and Asia-Pacific is expected to be the fastest-growing region during the forecast period. The countries covered in the report include Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, the UK, and the USA.

Market Value and Revenues:

The market value includes revenues earned by entities providing structural gamification and content gamification. It encompasses the value of goods sold by manufacturers or creators, including related services.

Key Topics Covered:

1. Executive Summary

2. Gamification Market Characteristics

3. Gamification Market Trends And Strategies

4. Gamification Market - Macro Economic Scenario
4.1. COVID-19 Impact On Gamification Market
4.2. Ukraine-Russia War Impact On Gamification Market
4.3. Impact Of High Inflation On Gamification Market

5. Gamification Market Size And Growth
5.1. Global Gamification Historic Market, 2017-2022, $ Billion
5.1.1. Drivers Of The Market
5.1.2. Restraints On The Market
5.2. Global Gamification Forecast Market, 2022-2027F, 2032F, $ Billion
5.2.1. Drivers Of The Market
5.2.2. Restraints On the Market

6. Gamification Market Segmentation
6.1. Global Gamification Market, Segmentation By Platform, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

  • Open Platform
  • Closed or Enterprise Platform

6.2. Global Gamification Market, Segmentation By Size, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

  • Small And Medium Enterprises
  • Large Enterprises

6.3. Global Gamification Market, Segmentation By Deployment, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

  • On-Premise
  • On-Cloud

6.4. Global Gamification Market, Segmentation By End-User Vertical, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

  • Retail
  • Banking
  • Government
  • Healthcare
  • Education And Research
  • IT And Telecom
  • Other End-User Verticals

7. Gamification Market Regional And Country Analysis
7.1. Global Gamification Market, Split By Region, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion
7.2. Global Gamification Market, Split By Country, Historic and Forecast, 2017-2022, 2022-2027F, 2032F, $ Billion

For more information about this report visit https://www.researchandmarkets.com/r/425dyp

About ResearchAndMarkets.com
ResearchAndMarkets.com is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.


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