Gamification Market Increasing Demand, Growth Analysis and Future Outlook by 2031

Gamification market is anticipated to grow at a CAGR of 24.2% during the forecast period (2025-2031). The market’s growth is attributed to the growing demand for increased internet penetration across the globe. The global expansion in internet accessibility has extended the scope of gamified platforms. This is particularly significant for educational efforts such as ICE's 360° Inspire website, which allows individuals of all ages to access and utilize gamified information. For instance, in November 2022, the ICE Inspire website launched a gamification update. The ICE's 360° Inspire website has been enhanced with gamification features, enabling young individuals to explore civil engineering through films, projects, age-specific advice, and virtual interactions with the company’s members.

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The global gamification market is segmented on the deployment mode, component, application, and end-user. Based on the deployment mode, the market is sub-segmented into on-premise and cloud. Based on the component, the market is sub-segmented into solutions and services. Based on the application, the market is sub-segmented into marketing, sales, support, product development, human resources, and others (education and learning, and health and wellness). Furthermore, based on end-user, the market is sub-segmented into enterprise driven, and consumer-driven. The cloud subcategory is expected to capture a significant portion of the market share within the deployment segment. The growth can be attributed to the owing to the growing demand for dependable and secure solutions among SMEs. However, as technology advances, companies are more disposed to implement cloud-based gamification solutions.

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  • Market Coverage

  • Market number available for – 2025-2031

  • Base year- 2025

  • Forecast period- 2025-2031

  • Segment Covered- By Source, By Product Type, By Applications

  • Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill

  • , and others


Market Segmentation

Global Gamification Market by Deployment Mode

  • On-Premise

  • Cloud


Global Gamification Market by Component

  • Solution

  • Components


Global Gamification Market by Application

  • Marketing

  • Sale

  • Support

  • Product Development

  • Human Resource

  • Others (Education and Learning, and Health and Wellness)


Global Gamification Market by End-User 

  • Retail

  • Banking

  • Government and Public Sector

  • Healthcare

  • Education and Research

  • IT and Telecom

  • Others (Travel and Hospitality, and Sports and Entertainment)


Regional Analysis

  • North America

  • United States

  • copyright

  • Europe

  • UK

  • Germany

  • Italy

  • Spain

  • France

  • Rest of Europe

  • Asia-Pacific

  • China

  • India

  • Japan

  • South Korea

  • Rest of Asia-Pacific

  • Rest of the World


Company Profiles 

  • Axonify Inc.

  • Cognizant Technology Solution Corp.

  • G-Cube Webwide Software Pvt Ltd

  • IActionable, Inc.

  • IBM Corp.

  • Mambo

  • Microsoft Corp.

  • MPS Ltd.

  • NSoft

  • OnMobile

  • Oracle

  • Parimatch

  • Salesforce, Inc.

  • SAP SE


The Report Covers

  • Market value data analysis of 2023 and forecast to 2031.

  • Annualized market revenues ($ million) for each market segment.

  • Country-wise analysis of major geographical regions.

  • Key companies operating in the global gamification market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.

  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.

  • Analysis of market-entry and market expansion strategies. Competitive strategies by identifying ‘who-stands-where’ in the market.


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