Gamification Market Research 2022-2027

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Copyright © IMARC Service Pvt Ltd. All Rights Reserved Global Gamification Market Research and Forecast Report 2022-2027 Author: Elena Anderson, Marketing Manager | IMARC Group© 2019 IMARC All Rights Reserved

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Global Gamification Market Research Report:

According to the latest report by IMARC Group, titled “ Gamification Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-20 27

” the global gamification market reached a strong growth in 2021.

Gamification represents the implementation of game mechanics and design elements in a non-gaming environment with an enhanced focus on effective user engagement. It enables organizations to provide task-based interactive programs that encourage employees to achieve target goals, thereby assisting in creating healthy community interactions as well as team building surroundings and eliminating employee motive ambiguity. The game design elements on digital platforms reward the users by integrating leadership boards, points, badges, loyalty programs, etc., which motivates them to work harder. Gamification offers various benefits, including customer experience enrichment, active employee engagement, organized rewarding program, etc. Consequently, it finds extensive applications in several industry verticals, such as retail, BFSI, healthcare, e-learning, etc

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Global Gamification Market Trends :

The widespread adoption of rewards and recognition programs to boost employee engagement is primarily driving the gamification market. Additionally, the growing number of smartphone and smart device users and the emerging trend of bring your own device (BYOD) are augmenting the utilization of AI-based gamification solutions by small and medium enterprises (SMEs), which is further catalyzing the market growth.

Besides this, the development of mobile-based software as a service (SaaS) platform that enables organizations to gather firsthand data is acting as another significant growth-inducing factor. Moreover, the shifting consumer preferences from on-premises towards cloud-based business solutions are also positively influencing the global market. Apart from this, numerous technological advancements, such as the development of crowdsourcing, are anticipated to fuel the gamification market over the forecasted period.

Looking forward, the market value is projected to reach a strong growth during the forecast period (2022-2027).

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Highlights Market Summary: Breakup by Component: • Solution • Service Breakup by Deployment Mode: • On-premises • On-Cloud Breakup by Enterprise Size: • Small and Medium-sized Enterprises • Large Enterprises Breakup by Industry Vertical: • BFSI • Retail • Education • IT and Telecom • Manufacturing

Breakup by Region:

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• North America • United States • Canada • Asia Pacific • China • Japan • India • South Korea • Australia • Indonesia • Others • Europe • Germany • France • United Kingdom • Italy
Report Description Report Description and Highlights • Spain • Russia • Others • Latin America • Brazil • Mexico • Others • Middle East and Africa Note: We are updating our reports, If you want latest primary and secondary data (2022-2027) with Cost Module, Business Strategy, Distribution Channel, etc. Click request free sample report.
Competitive Landscape with Key Players: Aon PLC Axonify Inc. BI WORLDWIDE Cognizant Iactionable Microsoft Corporation MPS Limited NIIT Limited SAP SE • Verint Systems Inc View Full Report with TOC & List of Figure: https://www.imarcgroup.com/gamification-market Report Description Report Description and Highlights
A partial List of our Clients We are the trusted business partners to the world's leading corporates, governments, and institutions Partial List of Clients
A partial List of our Clients We are the trusted business partners to the world's leading corporates, governments, and institutions Partial List of Clients

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© 2019 IMARC All Rights Reserved

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