Gamification

Global Market Trajectory & Analytics

MCP12118

EXECUTIVE ENGAGEMENTS

POOL

15642
Number of executives repeatedly engaged by snail & email outreach

INTERACTIONS

1564
Interactions with Platform & by Email

PARTICIPANTS

313
Unique # Participated

VALIDATIONS

76
Responses Validated*

COMPANIES

255
Responses Validated*
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DATE

APR 2021

TABLES

108

PAGES

393

EDITION

6

PRICE

USD 4950

CODE

MCP12118


COMPETITIVE METRICS

COMPANY

D S N T

% *

.GEARS (dotGears)

100 Marks

18Birdies

1985 Games

1Huddle

25 Point Systems

2Cimple

2iXR

360Kmall

3radical

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HIGHLIGHTS & REPORT INDEX

Global Gamification Market to Reach $59 Billion by 2026

Amid the COVID-19 crisis, the global market for Gamification estimated at US$7.4 Billion in the year 2020, is projected to reach a revised size of US$59 Billion by 2026, growing at a CAGR of 40.7% over the analysis period. Consumer Driven, one of the segments analyzed in the report, is projected to record a 42.8% CAGR and reach US$27.5 Billion by the end of the analysis period. After a thorough analysis of the business implications of the pandemic and its induced economic crisis, growth in the Enterprise Driven segment is readjusted to a revised 39.7% CAGR for the next 7-year period.

The U.S. Market is Estimated at $3.3 Billion in 2021, While China is Forecast to Reach $9.5 Billion by 2026

The Gamification market in the U.S. is estimated at US$3.3 Billion in the year 2021. China, the world`s second largest economy, is forecast to reach a projected market size of US$9.5 Billion by the year 2026 trailing a CAGR of 38.3% over the analysis period. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 36.9% and 34.5% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 27.6% CAGR.

SELECT PLAYERS

Bigdoor, Inc.; Bunchball Inc.; Callidus Software Inc.; Faya Corp.; Gigya, Inc.; LevelEleven LLC.; Microsoft Corporation; Playvox Inc.; Salesforce.com, Inc.; SAP SE

SEGMENTS

» Application (Sales, Human Resource, Marketing, Product Development, Other Applications) » Solution (Consumer Driven, Enterprise Driven) » Vertical (Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce, Other Verticals)

GEOGRAPHIES

» World » United States » Canada » Japan » China » Europe » France » Germany » Italy » United Kingdom » and Rest of Europe » Asia-Pacific » Rest of World

TABLE OF CONTENTS

1. MARKET OVERVIEW
Influencer Market Insights
Impact of Covid-19 and a Looming Global Recession
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
4. GLOBAL MARKET PERSPECTIVE
World Current & Future Analysis for Gamification by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Gamification by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2020 & 2027
World Current & Future Analysis for Consumer Driven by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Consumer Driven by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Enterprise Driven by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Enterprise Driven by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Sales by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Sales by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Human Resource by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Human Resource by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Marketing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Marketing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Product Development by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Product Development by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Retail & Consumer Goods by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Retail & Consumer Goods by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Media & Publishing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Media & Publishing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for E-Commerce by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for E-Commerce by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
World Current & Future Analysis for Other Verticals by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
World 7-Year Perspective for Other Verticals by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2020 & 2027
UNITED STATES
USA Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
USA 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
USA Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
USA 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
USA Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
USA 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
CANADA
Canada Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Canada 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Canada Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Canada 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Canada Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Canada 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
JAPAN
Japan Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Japan 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Japan Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Japan 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Japan Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Japan 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
CHINA
China Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
China 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
China Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
China 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
China Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
China 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
EUROPE
Europe Current & Future Analysis for Gamification by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2020 through 2027 and % CAGR
Europe 7-Year Perspective for Gamification by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2020 & 2027
Europe Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Europe 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Europe Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Europe 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Europe Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Europe 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
FRANCE
France Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
France 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
France Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
France 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
France Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
France 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
GERMANY
Germany Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Germany 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Germany Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Germany 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Germany Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Germany 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
ITALY
Italy Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Italy 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Italy Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Italy 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Italy Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Italy 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
UNITED KINGDOM
UK Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
UK 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
UK Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
UK 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
UK Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
UK 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
REST OF EUROPE
Rest of Europe Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Rest of Europe 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Rest of Europe Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Rest of Europe 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Rest of Europe Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Rest of Europe 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
ASIA-PACIFIC
Asia-Pacific Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Asia-Pacific 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Asia-Pacific Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Asia-Pacific 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Asia-Pacific Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Asia-Pacific 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
REST OF WORLD
Rest of World Current & Future Analysis for Gamification by Solution - Consumer Driven and Enterprise Driven - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Rest of World 7-Year Perspective for Gamification by Solution - Percentage Breakdown of Value Sales for Consumer Driven and Enterprise Driven for the Years 2020 & 2027
Rest of World Current & Future Analysis for Gamification by Application - Sales, Human Resource, Marketing, Product Development and Other Applications - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Rest of World 7-Year Perspective for Gamification by Application - Percentage Breakdown of Value Sales for Sales, Human Resource, Marketing, Product Development and Other Applications for the Years 2020 & 2027
Rest of World Current & Future Analysis for Gamification by Vertical - Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals - Independent Analysis of Annual Sales in US$ Million for the Years 2020 through 2027 and % CAGR
Rest of World 7-Year Perspective for Gamification by Vertical - Percentage Breakdown of Value Sales for Retail & Consumer Goods, Entertainment, Media & Publishing, E-Commerce and Other Verticals for the Years 2020 & 2027
Total Companies Profiled: 255

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