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*
* Login for a full stack data experience

CODE

MCP12118

DATE

APR 2021

TABLES

108

PAGES

393

EDITION

6

PRICE

USD 4950


  

HIGHLIGHTS & REPORT INDEX

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$80.2 Billion by 2027, growing at aCAGR of 40.7% over the period 2020-2027. Consumer Driven, one of the segments analyzed in the report, is projected to record 42.8% CAGR and reach US$27.5 Billion by the end of the analysis period. After an early 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 Gamification market in the U.S. is estimated at US$2.2 Billion in the year 2020. China, the world`s second largest economy, is forecast to reach a projected market size of US$12.7 Billion by the year 2027 trailing a CAGR of 38.3% over the analysis period 2020 to 2027. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 36.9% and 34.5% respectively over the 2020-2027 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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