NEW YORK, Nov. 17, 2022 /PRNewswire/ — The “Gamification Market by End-user, Objective, Application, and Geography – Forecast and Analysis 2022-2026” report has been added to Technavio’s offering. The report expects the market size to grow by USD 27.77 billion, accelerating at a CAGR of 29.15% during the forecast period. Technavio categorizes the global gamification market as a part of the global application software market within the global IT software market. The parent global IT software market covers companies that are engaged in developing and producing application and system software. It also includes companies offering database management software. The global application software market covers companies that are engaged in developing and producing software designed for specialized applications for the business or consumer market. It includes enterprise and technical software, as well as cloud-based software. Get more insights into the vendor landscape. Download a Free PDF Report Sample
Gamification Market 2022-2026: Scope
Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources. Our gamification market report covers the following areas:
Gamification Market 2022-2026: Vendor Analysis
We provide a detailed analysis of around 25 vendors operating in the gamification market, including some of the dominant vendors. Backed with competitive intelligence and benchmarking, our research report on the gamification market is designed to provide entry support, customer profile, and M&As as well as go-to-market strategy support.
Allen Interactions Inc., Ambition, Aon Plc, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Microsoft Corp., MPS Interactive Systems Ltd., and SAP SE are some of the major market participants. Although the increasing adoption of gamification in e-learning will offer immense growth opportunities, lack of awareness and inconsistency will challenge the growth of the market participants. To make the most of the opportunities, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.
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Gamification Market 2022-2026: Segmentation
Gamification Market is segmented as below:
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Application
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End-user
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Geography
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Gamification Market 2022-2026: Key Highlights
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CAGR of the market during the forecast period 2022-2026
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Detailed information on factors that will assist gamification market growth during the next five years
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Estimation of the gamification market size and its contribution to the parent market
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Predictions on upcoming trends and changes in consumer behavior
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The growth of the gamification market
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Analysis of the market’s competitive landscape and detailed information on vendors
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Comprehensive details of factors that will challenge the growth of gamification market vendors
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Gamification Market Scope |
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Report Coverage |
Details |
Page number |
120 |
Base year |
2021 |
Forecast period |
2022-2026 |
Growth momentum & CAGR |
Accelerate at a CAGR of 29.15% |
Market growth 2022-2026 |
USD 27.77 billion |
Market structure |
Fragmented |
YoY growth (%) |
21.68 |
Regional analysis |
North America, Europe, APAC, South America, Middle East, and Africa |
Performing market contribution |
North America at 42% |
Key consumer countries |
US, Germany, Canada, China, and UK |
Competitive landscape |
Leading companies, competitive strategies, consumer engagement scope |
Companies profiled |
Allen Interactions Inc., Ambition, Aon Plc, BI WORLDWIDE, Cognizant Technology Solutions Corp., GP Strategies Corp., Hoopla Software Inc., Microsoft Corp., MPS Interactive Systems Ltd., and SAP SE |
Market Dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and future consumer dynamics, and market condition analysis for the forecast period. |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
Table Of Contents:
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Five Forces Analysis
5 Market Segmentation by Application
6 Market Segmentation by End-user
7 Market Segmentation by Need
8 Customer landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
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