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市場調查報告書
商品編碼
1718248

按類型、平台、應用程式、最終用戶和部署模式分類的遊戲化市場—2025 年至 2030 年的全球預測

Gamification Market by Type, Platform, Applications, End User, Deployment Mode - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 199 Pages | 商品交期: 最快1-2個工作天內

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預計 2024 年遊戲化市場價值將達到 230 億美元,2025 年將達到 289.5 億美元,複合年成長率為 27.17%,到 2030 年將達到 973.2 億美元。

全面介紹遊戲化市場格局

主要市場統計數據
基準年2024年 230億美元
預計2025年 289.5億美元
預測年份 2030 973.2億美元
複合年成長率(%) 27.17%

遊戲化已經成為一種突破性的力量,它超越了傳統的參與策略,將單調的任務轉變為互動且激勵性的體驗。這種創新方法利用遊戲機制的力量來推動行動、提高忠誠度並改善各行各業的績效。近年來,技術日益融合、數位平台的更好訪問以及對更沉浸式體驗的需求不斷成長,為市場顯著成長鋪平了道路。組織和教育工作者都開始轉向遊戲化解決方案,希望激發創造力、促進協作並獎勵動態環境中的進步。

該行業的發展不僅體現在技術進步上,也體現在其日益成長的策略相關性上。隨著越來越多的企業將遊戲化元素融入業務模式,本簡報探討了影響市場、細分洞察和區域模式的關鍵趨勢。其目的是向決策者提供清晰詳細的訊息,促進策略規劃並指導各個領域的遊戲化計劃成功實施。本書旨在從科技工具和轉型歷程兩個方面,對遊戲化的現狀和未來潛力提供發人深省的觀點。

改變遊戲化市場

近年來,發生了一場重新定義遊戲化生態系統的轉變。技術進步和數位創新重塑了組織處理客戶參與和員工激勵的方式。這項變化的關鍵促進因素是行動技術的不斷發展,它加速了遊戲化體驗的採用,創造了一個不僅可以實現互動和即時回饋而且可以期待的環境。

身臨其境型虛擬環境、擴增實境應用程式和進階資料分析的引入使組織能夠設計更個人化和適應性更強的遊戲化系統。這種演變極大地改變了傳統的參與模式。公司越來越注重將遊戲化元素融入其客戶關係管理系統、行銷策略和培訓計畫中。此外,相關人員觀察到,此類創新不僅使遊戲化平台更易於訪問,而且在推動長期行為改變方面也更有效。這些轉變將遊戲化定位為促進用戶和品牌之間更深層聯繫的重要策略資產,最終重新定義不同細分市場的成功指標。

遊戲化應用程式和平台的關鍵細分洞察

對市場的詳細研究揭示了複雜的細分結構,這對於理解推動成長的獨特因素至關重要。該分析基於一個考慮到遊戲化市場各個方面的框架。其中之一根據類型對生態系統進行分類,例如商業遊戲化、教育遊戲化、健康和保健遊戲化、社交網路遊戲化等。這種細分突出了遊戲化的多樣性,每種類型都解決了不同的挑戰並為用戶提供量身定做的體驗。

另一個關鍵觀點是平台,分析主機、桌面和行動平台的市場。尤其是,人們更加關注行動平台,並進一步檢驗Android 和 iOS 上的效能,這反映了當今數位環境中向行動優先解決方案的重大轉變。除了平台考量之外,遊戲化的應用也受到嚴格審查。這包括徽章和成就、資料驅動參與、互動式敘事、排行榜和排名以及積分和獎勵系統等方法。這些多樣化的應用程式不僅展示瞭如何根據特定需求自訂遊戲化,而且還強調了互動式、基於獎勵的系統在鼓勵用戶參與方面的重要性。

此外,最終用戶細分彌合了產業與現實世界實用性之間的差距。這裡的目標群體分為教育、娛樂、醫療保健、IT/通訊和零售領域,每個領域都為遊戲設計帶來了不同的要求和挑戰。最後,根據部署模式進一步細分市場營運框架,比較雲端基礎和內部部署的解決方案。這種分層細分分析支持對市場的細緻了解,並使相關人員能夠採取與特定產業要求和消費行為趨勢緊密結合的策略。

目錄

第1章 引言

第2章調查方法

第3章執行摘要

第4章 市場概述

第5章 市場洞察

  • 市場動態
    • 驅動程式
      • 各細分市場對卓越使用者體驗的需求日益成長
      • 利用遊戲機制擴展社群媒體和社群參與策略
      • 智慧型手機和行動應用程式的日益普及
    • 限制因素
      • 不同人口和文化群體的使用者參與度有差異
    • 機會
      • 在教育平台中實現互動式遊戲化功能
      • 膳食計劃和營養應用程式遊戲化的創新
    • 任務
      • 將遊戲化元素融入教育和企業平台時的資料安全和隱私問題
  • 市場區隔分析
    • 類型:在業務中實施遊戲化,以提高人才發展和客戶參與
    • 用途:整合領先的軟體解決方案以增強數據驅動的參與度
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 經濟
    • 社會
    • 科技
    • 法律
    • 環境

第6章 遊戲化市場類型

  • 介紹
  • 商業遊戲化
  • 教育遊戲化
  • 健康與保健遊戲化
  • 社群網路遊戲化

第7章 遊戲化市場(依平台)

  • 介紹
  • 主機平台
  • 桌面平台
  • 行動平台
    • Android
    • iOS

第 8 章遊戲化市場(按應用)

  • 介紹
  • 徽章和成就
  • 資料驅動的參與
  • 互動故事敘述
  • 排行榜和排名
  • 積分和獎勵制度

第9章 遊戲化市場(依最終用戶)

  • 介紹
  • 教育
  • 娛樂
  • 醫療保健
  • 資訊科技/通訊
  • 零售

第 10 章 遊戲化市場(依部署模式)

  • 介紹
  • 雲端基礎
  • 本地

第 11 章:美洲遊戲化市場

  • 介紹
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

12. 亞太遊戲化市場

  • 介紹
  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

13. 歐洲、中東和非洲遊戲化市場

  • 介紹
  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第14章競爭格局

  • 2024年市場佔有率分析
  • 2024年FPNV定位矩陣
  • 競爭情境分析
  • 戰略分析與建議

公司名單

  • Ambition Inc.
  • ASCENT CLOUD LLC
  • Axonify Inc.
  • BI Worldwide, Ltd.
  • Centrical by Biz-Effective Ltd.
  • Classcraft Studios by Houghton Mifflin Harcourt
  • Dogu SalesScreen AS
  • Gametize Hub
  • Gamified Labs Inc.
  • IActionable, Inc.
  • Influitive Corporation
  • Junto Tech, Inc.
  • Lucra Sports
  • Luducrafts, sro
  • Mambo Solutions Ltd.
  • Microsoft Corporation
  • Mindtickle Inc.
  • MRCC Group
  • Nudge Technologies Inc.
  • OnMobile Global Limited
  • PlayGen Ltd.
  • PUG Interactive Inc.
  • Raydiant
  • SAP SE
  • StriveCloud
Product Code: MRR-3A68B83977EF

The Gamification Market was valued at USD 23.00 billion in 2024 and is projected to grow to USD 28.95 billion in 2025, with a CAGR of 27.17%, reaching USD 97.32 billion by 2030.

Comprehensive Introduction to the Gamification Market Landscape

KEY MARKET STATISTICS
Base Year [2024] USD 23.00 billion
Estimated Year [2025] USD 28.95 billion
Forecast Year [2030] USD 97.32 billion
CAGR (%) 27.17%

Gamification has emerged as a groundbreaking force that transcends traditional engagement strategies, transforming mundane tasks into interactive and motivating experiences. This innovative approach harnesses the power of game mechanics to drive behavior, enhance loyalty, and improve performance across multiple industries. In recent years, the rising integration of technology, increased accessibility to digital platforms, and a growing demand for more immersive experiences have paved the way for significant market growth. Organizations and educators alike are turning to gamification solutions as they seek to inspire creativity, foster collaboration, and incentivize progress in dynamic environments.

The evolution of this industry is reflected not only in its technological advancements but also in its deepened strategic relevance. With a growing number of businesses incorporating gamified elements into their operational models, this summary explores key trends, segmentation insights, and regional patterns that are shaping the market. The objective is to provide a clear and detailed overview that can inform decision-makers, facilitating strategic planning and successful implementation of gamification projects across various sectors. The narrative that follows is designed to present a thought-provoking perspective on the current state and potential future of gamification as both a technological tool and a journey of transformation.

Transformative Shifts in the Gamification Landscape

Recent years have witnessed transformative shifts that have redefined the gamification ecosystem. Advancements in technology and digital innovation have reconfigured how organizations approach customer engagement and employee motivation. A key driver of these changes has been the relentless evolution in mobile technology, which has accelerated the adoption of gamified experiences and created an environment where interactive, real-time feedback is not only possible but expected.

The deployment of immersive virtual environments, augmented reality applications, and sophisticated data analytics has allowed organizations to design more personalized and adaptive gamification systems. This evolution has significantly altered the traditional engagement model. Businesses are increasingly focused on integrating gamified elements into their customer relationship management systems, marketing strategies, and training programs. Moreover, stakeholders have observed that these innovations are making gamified platforms not only more accessible but also more effective in driving long-term behavioral change. These shifts have positioned gamification as an essential strategic asset, fostering deeper connections between users and brands and ultimately redefining the success metrics across diverse market segments.

Key Segmentation Insights in Gamification Applications and Platforms

An in-depth examination of the market reveals a complex segmentation structure that is essential for understanding the unique factors fueling growth. The analysis is grounded in a framework that considers various dimensions of the gamification market. One dimension categorizes the ecosystem by type, where the landscape spans Business Gamification, Educational Gamification, Health & Wellness Gamification, and Social Network Gamification. This segmentation highlights the versatile nature of gamification, with each type addressing distinct challenges and delivering tailored user experiences.

Another critical perspective focuses on the platform, where the market is analyzed across Console, Desktop, and Mobile platforms. Notably, the mobile platform has received focused attention by further examining its performance on Android and iOS, reflecting the massive shift towards mobile-first solutions in today's digital environment. Beyond platform considerations, the applications of gamification have been rigorously scrutinized. This includes approaches such as Badges & Achievements, Data-Driven Engagement, Interactive Storytelling, Leaderboards & Rankings, and Points & Rewards Systems. These varied applications not only illustrate how gamification can be customized to suit specific needs but also emphasize the importance of interactive and reward-based systems in driving user participation.

Additionally, the segmentation by end user bridges the industry with real-world utility. Here, target groups are divided among Education, Entertainment, Healthcare, IT & Telecom, and Retail sectors, each bringing distinct requirements and challenges to gameplay design. Finally, the market's operational framework is further segmented based on the deployment mode, comparing Cloud-Based with On-Premise solutions. This layered segmentation analysis supports a nuanced understanding of the market, enabling stakeholders to adopt strategies that align closely with specific industry requirements and consumer behavior trends.

Based on Type, market is studied across Business Gamification, Educational Gamification, Health & Wellness Gamification, and Social Network Gamification.

Based on Platform, market is studied across Console Platform, Desktop Platform, and Mobile Platform. The Mobile Platform is further studied across Android and iOS.

Based on Applications, market is studied across Badges & Achievements, Data-Driven Engagement, Interactive Storytelling, Leaderboards & Rankings, and Points & Rewards Systems.

Based on End User, market is studied across Education, Entertainment, Healthcare, IT & Telecom, and Retail.

Based on Deployment Mode, market is studied across Cloud-Based and On-Premise.

Geographical Insights Across Key Global Regions

The regional analysis of the gamification market reveals compelling insights about how various parts of the world are adapting and responding to this dynamic trend. One significant observation is the unique market characteristics of the Americas, where a combination of technological innovation and a robust digital economy has spurred high adoption rates. The maturity of the market in North America and parts of Latin America has contributed to significant investments in research and development, which in turn have driven the evolution of customer-centric gamification techniques.

In contrast, the Europe, Middle East & Africa region presents a blend of traditional business practices influenced by rapid digital transformation. Here, companies are increasingly leveraging gamification to address challenges related to engaging a diverse consumer base, fostering educational outcomes, and boosting employee productivity. The blend of cultural diversity and technological readiness in the region offers ample opportunities for localized gamification designs that resonate with distinct consumer preferences.

Furthermore, the Asia-Pacific region represents a landscape of explosive growth fueled by its burgeoning tech ecosystem and vast digital population. The market in this region is characterized by rapid adoption of mobile technologies and an appetite for innovative digital experiences. This combination has created a fertile environment for the proliferation of gamified applications and platforms that cater not only to a tech-savvy audience but also to sectors such as education, entertainment, and healthcare. Collectively, these insights underscore the importance of tailoring gamified solutions to specific regional needs while also leveraging global trends to drive widespread adoption.

Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Competitor and Collaboration Overview Among Leading Enterprises

The competitive landscape of the gamification market is populated by a diverse array of industry players, each contributing to the evolution of digital engagement with innovative solutions and strategic insights. Market participants such as Ambition Inc. and ASCENT CLOUD LLC are driving significant technological advancements, while Axonify Inc. and BI Worldwide, Ltd. have developed robust programs that merge creative design with actionable analytics. Companies such as Centrical by Biz-Effective Ltd. and Classcraft Studios by Houghton Mifflin Harcourt illustrate how tailored solutions in employee training and educational applications can transform consumer interaction and learning outcomes.

Other noteworthy organizations like Dogu SalesScreen AS, Gametize Hub, and Gamified Labs Inc. are leveraging gamification to redefine sales and marketing practices. Meanwhile, entities such as IActionable, Inc. and Influitive Corporation have focused on creating engagement platforms that stimulate active participation. Junto Tech, Inc. and Lucra Sports are recognized for their cutting-edge technologies that integrate interactive storytelling and rewards systems, offering unique user experiences. Further, companies like Luducrafts, s.r.o. and Mambo Solutions Ltd. have shown competitive versatility by aligning traditional engagement strategies with innovative digital techniques. Major players including Microsoft Corporation and Mindtickle Inc. have come to personify excellence through scalable, enterprise-grade solutions, while MRCC Group, Nudge Technologies Inc., and OnMobile Global Limited contribute through targeted cloud and on-premise deployments. Additional leaders such as PlayGen Ltd., PUG Interactive Inc., Raydiant, SAP SE, and StriveCloud have continually pushed the boundaries, ensuring that the market remains vibrant and responsive to evolving consumer demands.

The report delves into recent significant developments in the Gamification Market, highlighting leading vendors and their innovative profiles. These include Ambition Inc., ASCENT CLOUD LLC, Axonify Inc., BI Worldwide, Ltd., Centrical by Biz-Effective Ltd., Classcraft Studios by Houghton Mifflin Harcourt, Dogu SalesScreen AS, Gametize Hub, Gamified Labs Inc., IActionable, Inc., Influitive Corporation, Junto Tech, Inc., Lucra Sports, Luducrafts, s.r.o., Mambo Solutions Ltd., Microsoft Corporation, Mindtickle Inc., MRCC Group, Nudge Technologies Inc., OnMobile Global Limited, PlayGen Ltd., PUG Interactive Inc., Raydiant, SAP SE, and StriveCloud. Strategic Recommendations for Maximizing Gamification Impact

Navigating the evolving gamification market requires a robust strategy anchored in actionable recommendations that can spur sustainable growth and engagement. Industry leaders must first invest in integrating emerging technologies that enhance real-time analytics and personalized content delivery. This calls for the development of platforms that can not only track user behavior but also adapt interventions swiftly, ensuring that engagement strategies remain relevant and impactful.

Organizations should embrace a culture of innovation that fosters continuous experimentation with game mechanics. By collaborating with tech innovators and leveraging insights from detailed market segmentation, companies can develop solutions that address specific challenges unique to their target audience. It is vital to consider both the technical and experiential aspects of gamification, aligning them with overall business objectives. Incorporating comprehensive feedback loops and robust maintenance protocols can further ensure that gamified environments remain dynamic and responsive to user needs, thus driving long-term engagement.

Moreover, a strategic focus on cross-functional integration is essential. This means aligning gamified elements with broader digital transformation initiatives, ensuring that customer engagement, employee training, and product development benefit from a cohesive, data-driven approach. Leaders are encouraged to evaluate deployment modes based on their unique operational needs, choosing between cloud-based setups and on-premise solutions as required. Finally, fostering partnerships with both established enterprises and agile startups can open new avenues for innovative product development, ultimately positioning the organization at the cutting edge of gamification trends.

In summary, the gamification market is undergoing a period of transformative reinvention driven by the convergence of technology and innovative engagement strategies. This dynamic landscape is characterized by a multi-layered segmentation that spans type, platform, application, end user, and deployment mode, providing a comprehensive framework for understanding how diverse industries can leverage game design to enhance their operational efficiencies.

The analysis underlines that regions like the Americas, Europe, Middle East & Africa, and Asia-Pacific are each showcasing unique growth patterns. These developments are reflective of broader digital transformation trends and a heightened emphasis on user-centric solutions. Furthermore, the competitive ecosystem is marked by the presence of several pioneering companies that have set new benchmarks in the industry. Their contributions are reshaping the norms of digital engagement and delivering measurable benefits to end users.

The insights drawn from this market overview provide decision-makers with a clear path forward. By embracing technological innovation, applying nuanced segmentation strategies, and aligning with regional demands, organizations can harness the full potential of gamification to drive engagement, boost performance, and foster a culture of continuous improvement. The confluence of these factors reaffirms the critical role that gamification plays in today's digital economy, marking it as a key enabler of future growth and success.

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Rising demand for engaging user experiences in various sectors
      • 5.1.1.2. Expansion of social media and community engagement strategies leveraging game mechanics
      • 5.1.1.3. Expanding adoption of smartphones and mobile apps
    • 5.1.2. Restraints
      • 5.1.2.1. Variability in user engagement across different demographic and cultural segments
    • 5.1.3. Opportunities
      • 5.1.3.1. Implementing interactive gamification features in educational platforms
      • 5.1.3.2. Innovations in gamifying meal planning and nutrition apps
    • 5.1.4. Challenges
      • 5.1.4.1. Data security and privacy concerns with integrating gamification elements into educational and corporate platforms
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Type: Implementation of gamification in business to foster a workforce and improve customer engagement
    • 5.2.2. Applications: Integration of advanced software solutions to enhance data-driven engagement
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Gamification Market, by Type

  • 6.1. Introduction
  • 6.2. Business Gamification
  • 6.3. Educational Gamification
  • 6.4. Health & Wellness Gamification
  • 6.5. Social Network Gamification

7. Gamification Market, by Platform

  • 7.1. Introduction
  • 7.2. Console Platform
  • 7.3. Desktop Platform
  • 7.4. Mobile Platform
    • 7.4.1. Android
    • 7.4.2. iOS

8. Gamification Market, by Applications

  • 8.1. Introduction
  • 8.2. Badges & Achievements
  • 8.3. Data-Driven Engagement
  • 8.4. Interactive Storytelling
  • 8.5. Leaderboards & Rankings
  • 8.6. Points & Rewards Systems

9. Gamification Market, by End User

  • 9.1. Introduction
  • 9.2. Education
  • 9.3. Entertainment
  • 9.4. Healthcare
  • 9.5. IT & Telecom
  • 9.6. Retail

10. Gamification Market, by Deployment Mode

  • 10.1. Introduction
  • 10.2. Cloud-Based
  • 10.3. On-Premise

11. Americas Gamification Market

  • 11.1. Introduction
  • 11.2. Argentina
  • 11.3. Brazil
  • 11.4. Canada
  • 11.5. Mexico
  • 11.6. United States

12. Asia-Pacific Gamification Market

  • 12.1. Introduction
  • 12.2. Australia
  • 12.3. China
  • 12.4. India
  • 12.5. Indonesia
  • 12.6. Japan
  • 12.7. Malaysia
  • 12.8. Philippines
  • 12.9. Singapore
  • 12.10. South Korea
  • 12.11. Taiwan
  • 12.12. Thailand
  • 12.13. Vietnam

13. Europe, Middle East & Africa Gamification Market

  • 13.1. Introduction
  • 13.2. Denmark
  • 13.3. Egypt
  • 13.4. Finland
  • 13.5. France
  • 13.6. Germany
  • 13.7. Israel
  • 13.8. Italy
  • 13.9. Netherlands
  • 13.10. Nigeria
  • 13.11. Norway
  • 13.12. Poland
  • 13.13. Qatar
  • 13.14. Russia
  • 13.15. Saudi Arabia
  • 13.16. South Africa
  • 13.17. Spain
  • 13.18. Sweden
  • 13.19. Switzerland
  • 13.20. Turkey
  • 13.21. United Arab Emirates
  • 13.22. United Kingdom

14. Competitive Landscape

  • 14.1. Market Share Analysis, 2024
  • 14.2. FPNV Positioning Matrix, 2024
  • 14.3. Competitive Scenario Analysis
    • 14.3.1. Vgames secures USD 142 million through its third fund to champion content-first game development
    • 14.3.2. Lucra secures USD 10 million from NBA MVP and top sports team owners to transform its platform into a B2B social gamification
    • 14.3.3. Innovative advocacy gamification engine transforming employee engagement
    • 14.3.4. Euroleague Basketball expands gamification initiatives with SportPass partnership
  • 14.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Ambition Inc.
  • 2. ASCENT CLOUD LLC
  • 3. Axonify Inc.
  • 4. BI Worldwide, Ltd.
  • 5. Centrical by Biz-Effective Ltd.
  • 6. Classcraft Studios by Houghton Mifflin Harcourt
  • 7. Dogu SalesScreen AS
  • 8. Gametize Hub
  • 9. Gamified Labs Inc.
  • 10. IActionable, Inc.
  • 11. Influitive Corporation
  • 12. Junto Tech, Inc.
  • 13. Lucra Sports
  • 14. Luducrafts, s.r.o.
  • 15. Mambo Solutions Ltd.
  • 16. Microsoft Corporation
  • 17. Mindtickle Inc.
  • 18. MRCC Group
  • 19. Nudge Technologies Inc.
  • 20. OnMobile Global Limited
  • 21. PlayGen Ltd.
  • 22. PUG Interactive Inc.
  • 23. Raydiant
  • 24. SAP SE
  • 25. StriveCloud

LIST OF FIGURES

  • FIGURE 1. GAMIFICATION MARKET MULTI-CURRENCY
  • FIGURE 2. GAMIFICATION MARKET MULTI-LANGUAGE
  • FIGURE 3. GAMIFICATION MARKET RESEARCH PROCESS
  • FIGURE 4. GAMIFICATION MARKET SIZE, 2024 VS 2030
  • FIGURE 5. GLOBAL GAMIFICATION MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAMIFICATION MARKET SIZE, BY REGION, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 7. GLOBAL GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAMIFICATION MARKET SIZE, BY TYPE, 2024 VS 2030 (%)
  • FIGURE 9. GLOBAL GAMIFICATION MARKET SIZE, BY TYPE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAMIFICATION MARKET SIZE, BY PLATFORM, 2024 VS 2030 (%)
  • FIGURE 11. GLOBAL GAMIFICATION MARKET SIZE, BY PLATFORM, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 12. GLOBAL GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2024 VS 2030 (%)
  • FIGURE 13. GLOBAL GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 14. GLOBAL GAMIFICATION MARKET SIZE, BY END USER, 2024 VS 2030 (%)
  • FIGURE 15. GLOBAL GAMIFICATION MARKET SIZE, BY END USER, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 16. GLOBAL GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2024 VS 2030 (%)
  • FIGURE 17. GLOBAL GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 18. AMERICAS GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 19. AMERICAS GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 20. UNITED STATES GAMIFICATION MARKET SIZE, BY STATE, 2024 VS 2030 (%)
  • FIGURE 21. UNITED STATES GAMIFICATION MARKET SIZE, BY STATE, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 22. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 23. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 24. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2030 (%)
  • FIGURE 25. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY COUNTRY, 2024 VS 2025 VS 2030 (USD MILLION)
  • FIGURE 26. GAMIFICATION MARKET SHARE, BY KEY PLAYER, 2024
  • FIGURE 27. GAMIFICATION MARKET, FPNV POSITIONING MATRIX, 2024

LIST OF TABLES

  • TABLE 1. GAMIFICATION MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2024
  • TABLE 3. GLOBAL GAMIFICATION MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAMIFICATION MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAMIFICATION MARKET DYNAMICS
  • TABLE 7. GLOBAL GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAMIFICATION MARKET SIZE, BY BUSINESS GAMIFICATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAMIFICATION MARKET SIZE, BY EDUCATIONAL GAMIFICATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAMIFICATION MARKET SIZE, BY HEALTH & WELLNESS GAMIFICATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAMIFICATION MARKET SIZE, BY SOCIAL NETWORK GAMIFICATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAMIFICATION MARKET SIZE, BY CONSOLE PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAMIFICATION MARKET SIZE, BY DESKTOP PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAMIFICATION MARKET SIZE, BY ANDROID, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. GLOBAL GAMIFICATION MARKET SIZE, BY IOS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 18. GLOBAL GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 19. GLOBAL GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 20. GLOBAL GAMIFICATION MARKET SIZE, BY BADGES & ACHIEVEMENTS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 21. GLOBAL GAMIFICATION MARKET SIZE, BY DATA-DRIVEN ENGAGEMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 22. GLOBAL GAMIFICATION MARKET SIZE, BY INTERACTIVE STORYTELLING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 23. GLOBAL GAMIFICATION MARKET SIZE, BY LEADERBOARDS & RANKINGS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 24. GLOBAL GAMIFICATION MARKET SIZE, BY POINTS & REWARDS SYSTEMS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 25. GLOBAL GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 26. GLOBAL GAMIFICATION MARKET SIZE, BY EDUCATION, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 27. GLOBAL GAMIFICATION MARKET SIZE, BY ENTERTAINMENT, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 28. GLOBAL GAMIFICATION MARKET SIZE, BY HEALTHCARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 29. GLOBAL GAMIFICATION MARKET SIZE, BY IT & TELECOM, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 30. GLOBAL GAMIFICATION MARKET SIZE, BY RETAIL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 31. GLOBAL GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 32. GLOBAL GAMIFICATION MARKET SIZE, BY CLOUD-BASED, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 33. GLOBAL GAMIFICATION MARKET SIZE, BY ON-PREMISE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 34. AMERICAS GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 35. AMERICAS GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 36. AMERICAS GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 37. AMERICAS GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 38. AMERICAS GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 39. AMERICAS GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 40. AMERICAS GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 41. ARGENTINA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 42. ARGENTINA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 43. ARGENTINA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 44. ARGENTINA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 45. ARGENTINA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 46. ARGENTINA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 47. BRAZIL GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 48. BRAZIL GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 49. BRAZIL GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 50. BRAZIL GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 51. BRAZIL GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 52. BRAZIL GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 53. CANADA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 54. CANADA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 55. CANADA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 56. CANADA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 57. CANADA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 58. CANADA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 59. MEXICO GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 60. MEXICO GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 61. MEXICO GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 62. MEXICO GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 63. MEXICO GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 64. MEXICO GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 65. UNITED STATES GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 66. UNITED STATES GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 67. UNITED STATES GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 68. UNITED STATES GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 69. UNITED STATES GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 70. UNITED STATES GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 71. UNITED STATES GAMIFICATION MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 72. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 73. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 74. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 75. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 76. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 77. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 78. ASIA-PACIFIC GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 79. AUSTRALIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 80. AUSTRALIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 81. AUSTRALIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 82. AUSTRALIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 83. AUSTRALIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 84. AUSTRALIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 85. CHINA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 86. CHINA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 87. CHINA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 88. CHINA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 89. CHINA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 90. CHINA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 91. INDIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 92. INDIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 93. INDIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 94. INDIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 95. INDIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 96. INDIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 97. INDONESIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 98. INDONESIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 99. INDONESIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 100. INDONESIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 101. INDONESIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 102. INDONESIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 103. JAPAN GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 104. JAPAN GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 105. JAPAN GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 106. JAPAN GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 107. JAPAN GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 108. JAPAN GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 109. MALAYSIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 110. MALAYSIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 111. MALAYSIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 112. MALAYSIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 113. MALAYSIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 114. MALAYSIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 115. PHILIPPINES GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 116. PHILIPPINES GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 117. PHILIPPINES GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 118. PHILIPPINES GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 119. PHILIPPINES GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 120. PHILIPPINES GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 121. SINGAPORE GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 122. SINGAPORE GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 123. SINGAPORE GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 124. SINGAPORE GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 125. SINGAPORE GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 126. SINGAPORE GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 127. SOUTH KOREA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 128. SOUTH KOREA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 129. SOUTH KOREA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 130. SOUTH KOREA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 131. SOUTH KOREA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 132. SOUTH KOREA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 133. TAIWAN GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 134. TAIWAN GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 135. TAIWAN GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 136. TAIWAN GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 137. TAIWAN GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 138. TAIWAN GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 139. THAILAND GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 140. THAILAND GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 141. THAILAND GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 142. THAILAND GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 143. THAILAND GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 144. THAILAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 145. VIETNAM GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 146. VIETNAM GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 147. VIETNAM GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 148. VIETNAM GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 149. VIETNAM GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 150. VIETNAM GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 151. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 152. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 153. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 154. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 155. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 156. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 157. EUROPE, MIDDLE EAST & AFRICA GAMIFICATION MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 158. DENMARK GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 159. DENMARK GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 160. DENMARK GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 161. DENMARK GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 162. DENMARK GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 163. DENMARK GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 164. EGYPT GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 165. EGYPT GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 166. EGYPT GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 167. EGYPT GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 168. EGYPT GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 169. EGYPT GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 170. FINLAND GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 171. FINLAND GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 172. FINLAND GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 173. FINLAND GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 174. FINLAND GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 175. FINLAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 176. FRANCE GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 177. FRANCE GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 178. FRANCE GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 179. FRANCE GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 180. FRANCE GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 181. FRANCE GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 182. GERMANY GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 183. GERMANY GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 184. GERMANY GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 185. GERMANY GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 186. GERMANY GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 187. GERMANY GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 188. ISRAEL GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 189. ISRAEL GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 190. ISRAEL GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 191. ISRAEL GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 192. ISRAEL GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 193. ISRAEL GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 194. ITALY GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 195. ITALY GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 196. ITALY GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 197. ITALY GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 198. ITALY GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 199. ITALY GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 200. NETHERLANDS GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 201. NETHERLANDS GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 202. NETHERLANDS GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 203. NETHERLANDS GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 204. NETHERLANDS GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 205. NETHERLANDS GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 206. NIGERIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 207. NIGERIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 208. NIGERIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 209. NIGERIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 210. NIGERIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 211. NIGERIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 212. NORWAY GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 213. NORWAY GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 214. NORWAY GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 215. NORWAY GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 216. NORWAY GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 217. NORWAY GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 218. POLAND GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 219. POLAND GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 220. POLAND GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 221. POLAND GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 222. POLAND GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 223. POLAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 224. QATAR GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 225. QATAR GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 226. QATAR GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 227. QATAR GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 228. QATAR GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 229. QATAR GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 230. RUSSIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 231. RUSSIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 232. RUSSIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 233. RUSSIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 234. RUSSIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 235. RUSSIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 236. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 237. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 238. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 239. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 240. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 241. SAUDI ARABIA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 242. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 243. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 244. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 245. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 246. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 247. SOUTH AFRICA GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 248. SPAIN GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 249. SPAIN GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 250. SPAIN GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 251. SPAIN GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 252. SPAIN GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 253. SPAIN GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 254. SWEDEN GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 255. SWEDEN GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 256. SWEDEN GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 257. SWEDEN GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 258. SWEDEN GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 259. SWEDEN GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 260. SWITZERLAND GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 261. SWITZERLAND GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 262. SWITZERLAND GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 263. SWITZERLAND GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 264. SWITZERLAND GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 265. SWITZERLAND GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 266. TURKEY GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 267. TURKEY GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 268. TURKEY GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 269. TURKEY GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 270. TURKEY GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 271. TURKEY GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 272. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 273. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 274. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 275. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 276. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 277. UNITED ARAB EMIRATES GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 278. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY TYPE, 2018-2030 (USD MILLION)
  • TABLE 279. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 280. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY MOBILE PLATFORM, 2018-2030 (USD MILLION)
  • TABLE 281. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY APPLICATIONS, 2018-2030 (USD MILLION)
  • TABLE 282. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY END USER, 2018-2030 (USD MILLION)
  • TABLE 283. UNITED KINGDOM GAMIFICATION MARKET SIZE, BY DEPLOYMENT MODE, 2018-2030 (USD MILLION)
  • TABLE 284. GAMIFICATION MARKET SHARE, BY KEY PLAYER, 2024
  • TABLE 285. GAMIFICATION MARKET, FPNV POSITIONING MATRIX, 2024