Gamification Market Rewriting Long Term Growth Story: Cognizant Technology Solution, MPS Interactive Systems, Microsoft

According to HTF Market Intelligence, the Global Gamification market to witness a CAGR of 31.19% during forecast period of 2023-2028. Gamification Comprehensive Study by Application (Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, Others), Enterprise Size (Small and Medium Enterprises, Large Enterprises), Platform (Open Platform, Closed/ Enterprise Platform), Deployment (On-premise, On-cloud). The Gamification market size is estimated to increase by USD 30.67 Billion at a CAGR of 31.19% from 2023 to 2028. The report includes historic market data from 2017 to 2022E. Currently, market value is pegged at USD 6.33 Billion.
 

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The gamification market refers to the use of game design elements, such as points, badges, leaderboards, and challenges, in non-game contexts to engage and motivate users to achieve certain goals. This can include applications in fields such as education, healthcare, marketing, and employee training. The market includes software and service providers that offer gamification solutions, as well as businesses and organizations that incorporate gamification strategies into their operations. The gamification market has grown significantly in recent years as more industries recognize the benefits of using game mechanics to improve user engagement and performance.

Gamification market – Key Segment Analysis

The market share growth by the Open Platform segment will be significant during the forecast period. The segment is driven by the Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands.

Gamification market – Competition Analysis

The global Gamification market is seeing several joint ventures to intensify the capability of manufacturers and/or companies to establish geographic footprints to new territory. The vendors are accelerating M&A strategies to expand their geographical reach, which is shaping the market toward new growth cycle. The list of players that are profiled in the study are Cognizant Technology Solution Corp. (India), MPS Interactive Systems Limited (India) , Microsoft Corporation (United States) , Callidus Software Inc. (United States) , Cut-e GmbH (AON, PLC) (Germany) , Axonify Inc. (Canada) , IActionable Inc. (United States) , Bunchball Inc. (United States) , SAP SE (Germany), Salesforce.com, Inc. (United States).

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Gamification

Market Drivers

  • Increased Need for Gamification Solutions and Applications in Enterprise and Consumer Brands

Market Trend

  • Using Gamification for Team Building

Market Opportunities

  • Growing Impetus of Digitization

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What key data is demonstrated in this Gamification market report?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the growth of the Gamification market between 2023 and 2028
  • Precise estimation of the size of the Gamification market and its contribution to the parent market
  • Accurate predictions about upcoming trends and changes in consumer behaviour
  • Value in dollar term and growth of the market industry across APAC, Europe, North America, South America, and Middle East and Africa; further broken down by major country within region.
  • Thorough analysis of the market’s competitive landscape and detailed information about vendors
  • Comprehensive analysis of factors that will challenge the growth of Gamification market players

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FIVE FORCES & PESTLE ANALYSIS:

In order to better understand market conditions five forces analysis is conducted that includes the Bargaining power of buyers, Bargaining power of suppliers, Threat of new entrants, Threat of substitutes, and Threat of rivalry.

• Political (Political policy and stability as well as trade, fiscal, and taxation policies)

• Economical (Interest rates, employment or unemployment rates, raw material costs, and foreign exchange rates)

• Social (Changing family demographics, education levels, cultural trends, attitude changes, and changes in lifestyles)

• Technological (Changes in digital or mobile technology, automation, research, and development)

• Legal (Employment legislation, consumer law, health, and safety, international as well as trade regulation and restrictions)

• Environmental (Climate, recycling procedures, carbon footprint, waste disposal, and sustainability)

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