The global gamification market size was USD 11.69 Billion in 2021 and is expected to register a revenue CAGR of 27.4% during the forecast period, according to latest analysis by Emergen Research. Use of Artificial Intelligence (AI) for processing and showing personalized results and rapid digitization of businesses to generate new revenue avenues are factors driving gamification market revenue growth.
To gain deep insights into their staff, large enterprises are implementing Al-based solutions and cutting-edge technology. Al-based gamification models give correct answers by removing uncertainty in employee motives and assisting employees in meeting objectives more effectively. For instance, since Cisco Systems gamified its social media training program, over 650 Cisco Systems workers have received accreditation for over 13,000 courses. Small and Medium-sized businesses (SMEs) are implementing Al-based solutions to improve employee motivation, engagement, and involvement. General acceptance of Al-based solutions will contribute to development of transparent and cooperative cultures, leading to market expansion.
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As an illustration, effective SaaS solutions built on Al technology provide digital employee interaction, engagement capabilities, and recognition, enhancing organization's accessibility and collaborative culture. Venture capitalists are also funding emerging businesses that offer SaaS platforms based on Al technology. Worxogo Solutions Pvt. Ltd., which offers a SaaS application for employees, has received investments from companies such as Ideaspring Capital and Inventus Capital India. The service offers tailored feedback on employees daily performance.
The primary aim of the report is to offer market overview, product scope, growth prospects, and risks. The report also offers in depth information about each player in the global Gamification Market along with its global standing, financial status, product launch, business expansion plans among others. The market players are focused on developing various strategies such as partnerships, mergers and acquisitions, joint ventures, product launches, and research and development investments.
Key players include:
Microsoft, SAP, BI WORLDWIDE, Verint Systems Inc., Aon plc, Hoopla, Centrical, Mambo Solutions Ltd, MPS Interactive Systems, and Influitive.
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Emergen Research has segmented the global gamification market based on component type, deployment type, vertical, and region:
Component Type Outlook (Revenue, USD Billion; 2019-2030)
Deployment Type Outlook (Revenue, USD Billion; 2019-2030)
Vertical Outlook (Revenue, USD Billion; 2019-2030)
Banking, Financial Services and Insurance (BFSI)
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North America (U.S., Canada)
Europe (U.K., Italy, Germany, France, Rest of EU)
Asia Pacific (India, Japan, China, South Korea, Australia, Rest of APAC)
Latin America (Chile, Brazil, Argentina, Rest of Latin America)
Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of MEA)
Table of Contents:
Chapter 1 includes an introduction of the global Gamification market, along with a comprehensive market overview, market scope, product offerings, and an investigation of the market drivers, growth opportunities, risks, restraints, and other vital factors.
Chapter 2 offers an in-depth analysis of the key manufacturers engaged in this business vertical, along with their sales and revenue estimations.
Chapter 3 elaborates on the highly competitive terrain of the market, highlighting the key manufacturers and vendors.
In Chapter 4, our team has fragmented the market on the basis of regions, underscoring the sales, revenue, and market share of each region over the forecast timeline.
Chapters 5 and 6 have laid emphasis on the market segmentation based on product type and application.
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