The Gamification by The Business Research Company provides market
overview across 60+ geographies in the seven regions - Asia-Pacific,
Western Europe, Eastern Europe, North America, South America, the Middle
East, and Africa, encompassing 27 major global industries. The report
presents a comprehensive analysis over a ten-year historic period
(2010-2021) and extends its insights into a ten-year forecast period
(2023-2033).
Learn More On The Gamification Market:
https://www.thebusinessresearchcompany.com/report/gamification-global-market-report
According to The Business Research Company’s Gamification , The
gamification market size has grown exponentially in recent years. It
will grow from $18.05 billion in 2023 to $22.45 billion in 2024 at a
compound annual growth rate (CAGR) of 24.4%. 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 gamification market
size is expected to see exponential growth in the next few years. It
will grow to $56.7 billion in 2028 at a compound annual growth rate
(CAGR) of 26.1%. 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.
Get A Free Sample Of The Report (Includes Graphs And Tables):
https://www.thebusinessresearchcompany.com/sample.aspx?id=7691&type=smp
The gamification market covered in this report is segmented –
1) By Platform: Open Platform, Closed or Enterprise Platform
2) By Size: Small And Medium Enterprises, Large Enterprises
3) By Deployment: On-Premise, On-Cloud
4) By End-User Vertical: Retail, Banking, Government, Healthcare,
Education And Research, IT And Telecom, Other End-User Verticals
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.
The gamification market report table of contents includes:
1. Executive Summary
2. Market Characteristics
3. Market Trends And Strategies
4. Impact Of COVID-19
5. Market Size And Growth
6. Segmentation
7. Regional And Country Analysis
.
.
.
27. Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
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Wednesday, 10 January 2024
Gamification Market Forecast 2024-2033: Growth Rate, Drivers, And Trends
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