The size of the global gamifi market was evaluated at USD 10.2 Billion in 2022, and it is anticipated to expand to around USD 95.3 Billion by 2030, with a compound yearly growth rate (CAGR) of approximately 25.40% over the forecast period.

Gamifi Market: Overview

A common definition of gamification describes it as "the application of game design features and principles to situations that are not games." It is also possible to define it as a group of activities and processes that use or make use of the characteristics of game elements in order to resolve issues. People have been utilising games and elements that are similar to games for literally thousands of years in order to educate, entertain, and engage them. Traditional elements of games include scoreboards, achievements, and badge systems.

The direct consequence of the meteoric increase in the number of smartphones and other mobile devices has been the rapid expansion of the market for gamification. Gamification systems are being widely recognized as a method of architecting human behavior in order to induce innovation, productivity, or engagement. This recognition is further helping the expansion of the market. In addition, gamification systems have expanded beyond the marketing applications they traditionally served. They are presently used extensively in a wide variety of cutting-edge applications such as crowdsourcing.

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Gamifi Market: Drivers

Increasing Use of Smartphones

The proliferation of smartphone use has led to a significant expansion in the scope of opportunities for gamification. It's been estimated that the average American checks their phone 80 times every single day. According to the 2022 GSMA Mobile Economy Report, the number of individuals who have subscribed to mobile internet services around the world has reached 4.2 billion, and by the end of 2021, there will be 5.3 billion people who have enrolled to mobile services, which will represent 67% of the total population of the world. Additionally, the transition of consumers and employees away from desktop computers and towards mobile phones and other internet-capable devices provides a significant platform for banks to draw consumer interest and enhance conversion and usage. In addition, the integration of the platform with social networking sites has made it possible for users to share their experiences with their friends, acquaintances, and coworkers, which has increased the platform's reach and effectiveness.

Global Gamifi Market: Segmentation

The global gamifi market is split on the basis of deployment mode, enterprise size, end-use industry, and region.

On the basis of deployment mode, the market is split into on-premises and cloud. The cloud segment is predicted to earn the greatest income during the projection period. This is attributed to the increased need for secure and trustworthy solutions among SMEs. Additionally, most firms are expected to employ cloud-based gamification technologies to provide collaborative experiences for consumers.

Gamifi Market: Regional Landscape

It is anticipated that North America would hold the largest market share during the time of the forecast.


It is anticipated that North America will maintain its dominant position as the world's largest gamifi market during the period covered by this forecast. In 2021, North America owned the highest share of the global gamifi market. This is because the region has a high adoption rate of customer-based solutions as well as enterprise-based solutions. Additionally, nations like as the United States and Canada are employing gamification solutions to better their marketing efforts by enhancing advertising, customer contact, branding, and sales. This is being done in an effort to compete with other nations.

Gamifi Market: Competitive Landscape

Some of the key players in the global gamifi market include:

Microsoft
SAP
Verint
Aon
Badgeville
Bunchball
Cognizant
Gigya
Gondola
Hoopla
Influitive
IBM
Keas
MindTickle
Nitro
Opower
PugPharm
SAP
Salesforce
Scavify
Tango Card
The Game Agency
The Level Up
The Octalysis Group
Thrive Global
Zamzee Centrical
MPS Interactive Systems
LevelEleven
Axonify Inc.
Gamifier
IActionable
Xoxoday
Tango Card
Callidus Software Inc.

Global Gamifi Market is segmented as follows:

By Deployment Mode

On-premises
Cloud
By Enterprise Size

Small and Medium Enterprises
Large Enterprises
By End-Use Industry

Banking
Retail
Government
Education
IT and Telecom
Healthcare
Others
By Region
North America
The U.S.
Canada
Europe
France
The UK
Spain
Germany
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Southeast Asia
Rest of Asia Pacific
Latin America
Brazil
Mexico
Rest of Latin America
Middle East & Africa
GCC
South Africa
Rest of Middle East & Africa

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