Gamification Market by Current Industry Status, Growth Opportunities, Top Key Players, and Forecast till 2027- A Report by Absolute Markets Insights

Absolute Market Insights

AsiaNet 85138

 

PUNE, India, Aug. 17, 2020 /PRNewswire=KYODO JBN/--

 

- The global gamification market was valued at US$ 6397.81 Mn in 2018 and is

anticipated to witness a compound annual growth rate of 26.15% over the

forecast period.

- The increasing proliferation across the globe is bringing more number of

users online. These new digital natives are more likely to engage with some or

the other online activities which makes them potential customers for online

businesses. This trend is driving the demand for gamified solutions to actively

engage with such users.

 

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- The recent outbreak of COVID-19 pandemic has further inflated the adoption of

online medium from people for shopping, learning and entertainment purpose,

which is expected to positively affect the demand of gamification market from

businesses for engaging with these users.

- Employee engagement application is witnessing high growth as human resource

departments of various organizations are using gamification to enhance

productivity of their employees and participation in corporate training.

- Gamification of learning is enhancing student engagement and is making

learning activity more interactive. Promotion of gamification of learning by

government entities is encouraging educational institutes to adopt these

solutions, thus increasing the share of education vertical in gamification

market

[https://www.absolutemarketsinsights.com/reports/Gamification-Market-2019-2027-6

37].

- North America accounted for the highest market share in 2018. Asia Pacific is

anticipated to   register the highest growth rate over the forecast period due

to the flourishing e-commerce industry, which is likely to create higher demand

for game-based solutions so as to increase customer engagement and improve

sales.

- Some of the players operating in the gamification market are Ambition, Aon

plc., Axonify Inc., Bunchball Inc., Gamifier, Inc., Growth Engineering, Hoopla,

IActionable, Influitive, KNOLSKAPE Solutions, Microsoft, MPS Interactive

Systems Limited, NIIT LTD., PentaQuest Pty Ltd and Scrimmage amongst others.

 

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The detailed research study provides qualitative and quantitative analysis of

gamification market. The market has been analyzed from demand as well as supply

side. The geographical analysis done emphasizes on each of the major countries

across North America, Europe, Asia Pacific, Middle East & Africa and Latin

America.

 

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Source: Absolute Market Insights  

 

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