Dublin, Feb. 11, 2025 (GLOBE NEWSWIRE) — The “Gamification Market Report 2025” report has been added to ResearchAndMarkets.com’s offering.
This Gamification market report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
The gamification market size has grown exponentially in recent years. It will grow from $22.01 billion in 2024 to $27.11 billion in 2025 at a compound annual growth rate (CAGR) of 23.2%. The gamification market size is expected to see exponential growth in the next few years. It will grow to $73.66 billion in 2029 at a compound annual growth rate (CAGR) of 28.4%.
The growth in the historic period can be attributed to increased use of gamification in marketing, growth in the gaming industry, rise of mobile gaming, employee engagement and training needs.
The growth in the forecast period can be attributed to integration of gamification in education, adoption of gamification in health and wellness, expansion of gamification in customer loyalty programs, increased use of gamification in virtual events, emphasis on data-driven gamification strategies. Major trends in the forecast period include advances in technology for gamification, gamification for remote and hybrid work environments, personalization and customization in gamified experiences, integration with augmented reality (AR) and virtual reality (VR), blockchain integration for transparent gamification.
The growing penetration of smartphones is expected to propel the growth of the gamification market going forward. Smartphones refer to a type of cellular telephone that can also perform computing functions. These smartphones enable the user to access gamifying mobile apps anytime, anywhere, allowing them to compete with others and achieve their learning and winning objectives. For instance, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, mobile connections in the UK reached 71. 8 million, showing a 3. 8% increase from the previous year, totaling approximately 2. 6 million additional connections. Furthermore, it is projected that the UK’s population will expand to 68. 3 million by 2025, with an estimated 95% of the population, or around 65 million individuals, owning a smartphone. Therefore, the increase in smartphone penetration is driving the gamification market growth.
The growing trend of interactive learning is expected to propel the growth of the gamification market going forward. Interactive learning is a teaching technique that seeks to get students actively engaged in the learning process, often through the use of technology. Interactive learning methodologies, such as gamification, actively involve learners in the educational process. Gamified elements, such as quizzes, challenges, and simulations, make the learning experience more engaging, encouraging active participation.
Further, Gamification incorporates interactive elements that require learners to apply their knowledge and skills in real-time scenarios, leading to better retention of the material. For instance, according to Prosperityforall, a US-based innovative organization that provides free tools and resources to make learning accessible to all students, the number of people who take an online course will rise to as many as 57 million people by 2027. Therefore, the growing trend of interactive learning is driving the growth of the gamification market.
Technological advancements have emerged as a key trend gaining popularity in the gamification market. Major companies operating in the gamification sector are focused on introducing new technologies to sustain their position in the market. For instance, in January 2022, Soffos, a UK-based technology company, launched TestMe, an AI-powered quiz-based training tool for corporate training managers and student exam preparation. It generates quiz-style, open-ended tests that are uploaded onto the platform for users from any resource, where the users can speak or type answers in natural language. This gamification element will help to keep the user engaged in exploring trending topics and sharing their progress with others throughout the study journey.
Major companies operating in gamification market are focused on developing innovative solution such as gamified finance app to gain the competitive advantages in the market. Gamified finance apps use game-like elements and mechanics to enhance the user experience and drive better financial outcomes.
The mobile app serves as a remarkable illustration of how our Truist Foundry group’s distinctive startup approach seamlessly integrates cutting-edge technology and a human touch to enhance clients’ financial experiences. Upon installation, users are greeted with the ‘daily game’ as the initial feature when they open the Long Game app. This feature allows customers to accumulate coins for participation in various other games.
North America was the largest region in the gamification market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.
Key Attributes:
Report Attribute | Details |
No. of Pages | 200 |
Forecast Period | 2025 – 2029 |
Estimated Market Value (USD) in 2025 | $27.11 Billion |
Forecasted Market Value (USD) by 2029 | $73.66 Billion |
Compound Annual Growth Rate | 28.4% |
Regions Covered | Global |
Key Topics Covered:
1. Executive Summary
2. Gamification Market Characteristics
3. Gamification Market Trends and Strategies
4. Gamification Market – Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market
5. Global Gamification Growth Analysis and Strategic Analysis Framework
5.1. Global Gamification PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis of End Use Industries
5.3. Global Gamification Market Growth Rate Analysis
5.4. Global Gamification Historic Market Size and Growth, 2019-2024, Value ($ Billion)
5.5. Global Gamification Forecast Market Size and Growth, 2024-2029, 2034F, Value ($ Billion)
5.6. Global Gamification Total Addressable Market (TAM)
6. Gamification Market Segmentation
6.1. Global Gamification Market, Segmentation by Platform, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Open Platform
- Closed or Enterprise Platform
6.2. Global Gamification Market, Segmentation by Size, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Small and Medium Enterprises
- Large Enterprises
6.3. Global Gamification Market, Segmentation by Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
6.4. Global Gamification Market, Segmentation by End-User Vertical, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Retail
- Banking
- Government
- Healthcare
- Education and Research
- IT and Telecom
- Other End-User Verticals
6.5. Global Gamification Market, Sub-Segmentation of Open Platform, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Web-Based Open Platforms
- Mobile Open Platforms
- Community-Driven Open Platforms
6.6. Global Gamification Market, Sub-Segmentation of Closed or Enterprise Platform, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
- Proprietary Enterprise Solutions
- Customizable Enterprise Platforms
- Industry-Specific Enterprise Platforms
7. Gamification Market Regional and Country Analysis
7.1. Global Gamification Market, Split by Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Gamification Market, Split by Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
Some of the major companies featured in this Gamification market report include:
- MPS Interactive Systems Limited
- Microsoft Corporation
- Axonify Inc.
- IActionable Inc.
- SAP SE
- Indusgeeks Solutions Pvt. Ltd.
- BI WORLDWIDE
- TGC Technologies Pvt. Ltd.
- Gametize
- Gamify
- Salesforce. com Inc.
- Cognizant Technology Solution Corp.
- Verint
- Hoopla
- Centrical
- Mambo. IO
- Influitive
- LevelEleven
- Ambition
- Khoros
- Scrimmage
- Xoxoday
- Tango Card
- Google LLC
For more information about this report visit https://www.researchandmarkets.com/r/h5k6zd
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