Global gamification market set to grow at a CAGR of 48% by 2019, says Technavio

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This market study segments the global gamification market by application (consumer-driven applications and enterprise-driven applications), by end user (enterprise, entertainment, media and publishing, retail, consumer goods, healthcare, education, and others), by need (user engagement, brand loyalty, brand awareness, training, and motication), and by geography (APAC, EMEA, and the Americas). Leading vendors include Badgeville, Big Door Media, Bunchball, and Gigya. 

Technavio’s market research analysts estimate the global gamification market to generate revenues of $7 billion between 2015 and 2019. One of the major factors driving the market is the increasing number of companies finding value by investing in employee-engaging gamification techniques. The growing need to improve customer interaction is a significant factor that is expected to foster market growth during the forecast period. The Americas dominate the global market for gamification, occupying around 52% of the overall market share. The main reason for the region’s growth is its high adoption rate of gamification applications. Also, lots of investments by the gamification companies are expected during the forecast period.

The new market research report from Technavio provides a breakdown and analysis of the gamification segments by technology.

“The major trend that the gamification market is witnessing is content sharing, collaboration and socialization. Organizations are increasingly shifting towards networking sites and social media as these new platforms give instant feedback from the customers. The integration of social networks with gamification helps customers to engage in a real time conversation, which will boost the growth of the gamification market in the years to come,” says Soumya Mutsuddi, Lead Analyst, Media & Entertainment, Technavio Research.

Technavio’s analyst has estimated the enterprise-driven applications segment to account for approximately 68% of the total revenue generated by this market during the forecast period. The increased awareness of gamification products and benefits is a critical factor that accounts for this segment’s high revenue generating capacity during the forecast period.

The leading vendors in the global gamification market include Badgeville, Big Door Media, Bunchball, and Gigya. Since this market is still in its nascent stage, it offers tremendous growth opportunities to vendors during the forecast period. The scope for new entrants is high in this market as it is still in its growth stage, and there are many opportunities to improve the products. Additionally, the demand in developed countries is high because of the existence of numerous enterprises in need of gamification solutions.

A more detailed analysis is available in the Technavio report, Global Gamification Market 2015-2019.

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