The global gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2024-2031). Systems that incorporate badges and rewards can be utilized across various industries and sectors to achieve different purposes. For example, in marketing and sales, they can drive customer engagement, lead generation, and sales performance through gamified promotions, contests, quizzes, and reward-based marketing campaigns. Similarly, in education, they can enhance learning experiences, student engagement, and knowledge retention by utilizing educational games, quizzes, interactive learning platforms, and digital badges for achievements. In the health and wellness industry, such systems can encourage healthy behavior, fitness, and wellness activities through fitness apps with gamified challenges, and wellness programs with rewards for achieving health goals. The market’s growth is attributed to the growing demand for data-driven decision-making. Analytics are commonly employed in gamification platforms, allowing organizations to obtain insights into user behavior and preferences to facilitate informed decisions. For instance, in May 2023, OnMobile launched its first-ever SaaS (Software-as-a-Service) based gamification platform 'Gamize’ for brands across industries.
Browse the full report description of “Gamification Market Size, Share & Trends Analysis Report by Deployment Mode (On-Premise, and Cloud) by Organization size (Large Enterprises, and Small and Medium-sized Enterprises) By Application (Marketing, Sale, Support, Product Development, Human Resources, and Others) and by End-User (Retail, Banking, Government and Public Sector, Healthcare, Education and Research, IT and Telecom, and Others (Travel and Hospitality, and Sports and Entertainment)) Forecast Period (2024-2031)” at https://www.omrglobal.com/industry-reports/gamification-market
Furthermore, the gamification strategies in sports frequently incorporate community-building initiatives, that aim to foster connections among fans and enhance brand loyalty. The e-learning program can emphasize the use of gamification strategies to build a motivated and engaged audience. In May 2023,FIFA Digital Skills launched new e-learning programme on gamification in sports. It provided an innovative and beneficial strategy for all member associations to embrace the concept of fan involvement in the future.
• In February 2023, LiveOne, launched MiniGames on its podcast platform, allowing listeners to engage with podcast hosts through gamification. It powered by versusgame, these minigames allow viewers to answer prediction and opinion-based questions to win rewards, marking an exciting monetization initiative for podcastone, its host talent, and advertisers.
Market Coverage
• The market number available for – 2023-2031
• Base year- 2023
• Forecast period- 2024-2031
• Segment Covered-
o By Deployment Mode
o By Component
o By Application
o By End-User
• Regions Covered-
o North America
o Europe
o Asia-Pacific
o Rest of the World
• Competitive Landscape- Includes IBM Corp., Microsoft Corp., Oracle, Salesforce, Inc., SAP SE, and others.
Key questions addressed by the report
Global Gamification Market Report Segment
By Deployment Mode
By Component
By Application
By End User
Global Gamification Market Report Segment by Region
North America
• United States
• Canada
Europe
• UK
• Germany
• Italy
• Spain
• France
• Rest of Europe
Asia-Pacific
• China
• India
• Japan
• South Korea
• Rest of Asia-Pacific
Rest of the World
• Latin America
• Middle East & Africa
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