Dedicated to Research Since 1993

Gamification Market By Services Type (Enterprise Apps Integrable Service, Social Interlink Service), By Deployment Type( On-premise, On demand, Hybrid), By Provision Type, By Application, By Application Business Overview, Analysis and Industry Forecast 2019-2024


Report Overview

GLOBAL GAMIFICATION MARKET was valued at USD XX Billion in the year 2018. Global Gamification Market is further estimated to grow at a CAGR of XX% from 2019 to reach USD XX Billion by the year 2024.

North America region holds the highest market share in 2018 and also considered as the fastest growing market in the forecasted period. At a country level, developed markets like the U.S. holds the notable market share in 2018 and it is projected to grow at a gradual rate in the coming years.

GoGo Labs, Gigya, Alive Mobile, Badgeville, Arcaris Inc., BigDoor, Fundamentor, Bunchball, CloudCaptive, Recurrence Inc., Gamifier, Faya Corporation, Gamify, Gametize, Gamification Co., IActionable, Kuato Studios,  Leveleleven, Classcraft Studios, SAP SE, 6waves are some of the key players in the Gamification Market with Bunchball holding the substantial market share because of its better technological advancements and global reach. Technological upgradation to cater changing demand of end users, similarly growth strategies such as acquisition & merger were few techniques adopted by most of the top players in last 5 years.


            New ideas stimulates brainstorming, engagement, product information and education to enterprise and customers.


            Various legal restrictions like virtual assets, data protection and privacy may apply.


            Facilitate the learning needs and ease in promotions of products and services due to increasing social media- human interaction.


            Absence of upgradation in game designs.

Segmentation done on the basis of Services Type includes enterprise apps integrable service and social interlink service of which social interlink service type is expected to hold the highest market share during the forecast period. On the other hand, segmentation done on the basis of Deployment Type includes on-premise, on demand and hybrid of which on-premise segment is expected to grow at the XX% CAGR during the forecast period.

Key Benefits for Stakeholders

Gamification manufacturers,

E-commerce industry,

High-tech industry,

Industry associations and experts,

Raw material suppliers for Gamification manufacturers,

The manufacturing industry as an end-user, traders, distributors, and suppliers of Gamification.

By Services Type

Enterprise Apps Integrable Service

Social Interlink Service

By Deployment Type


On demand


By Provision Type

Platform & Service Providers

Open Source Developers

Mobile SDK/LBS Providers

By End User Type

Consumer-Based Gamification

Enterprise-Based Gamification

By Business Area Type

Technology Design



Product Development

Human Resource

By Application




Media and Publishing


Banking, Financial Services, and Insurance

High- Tech

Government and Public Sector


Consumer Goods

Travel and Logistics

By Region

North America




Key Market Players

GoGo Labs


Alive Mobile


Arcaris Inc.





Recurrence Inc.


Faya Corporation



Gamification Co.


Kuato Studios


Classcraft Studios



(Another brief information of 10 companies will provided in report)

Research Methodology:

Genesis Market Insights follows in-depth Research Methodology focused on reducing deviation in the collected data. GMI offers the most precise evaluations and projection for the market numbers. GMI engages following Market Engineering techniques –

  1. Raw Market Data is collected and compared with the Existing in-house Data on a broad front.
  2. Both Bottom-Up and Top-Down approaches are analyzed for segmenting and estimating measurable aspects of the market.
  3. To avoid bias, we filter the collected data collected from authenticated sources.
  4. GMI has a well proven Statistical Modeling System for estimates and forecasts.
  5. Further, the report findings are validated with the Industry Expert Panel on face to face or telephonic interviews.

Panelists are approached from Leading Enterprises across the value chain including manufacturers, suppliers, technology providers, domain experts and buyers so as to validate a thorough and balanced market overview.

Detailed customization is also available for you. Further, if the report listed above does not meet with your key requirements. Our customized research report will analytically cover the required market information you need which will help you to plan your business decisions.

Table Of Content

1. Introduction

1.1 Market Vision

       1.1.1 Market Definition

       1.1.2 Market Scope

1.2 Limitations

1.3 Stakeholders

2. Research Methodology

2.1. Research Process

       2.1.1. Secondary Research

    Key Data from Secondary Research

       2.1.2. Primary Research

    Key Data from Primary Research

    Breakdowns of Primary Interviews

2.2. Market Size Estimation

       2.2.1. Bottom-Up Approach

       2.2.2. Top-Down Approach

       2.2.3. Annual Revenue Process

2.3. Data Triangulation 

2.4. Research Assumptions 

       2.4.1. Assumption

3. Executive Summary

4. Market Overview

4.1. Introduction

4.2. Drivers

4.3. Restraints

4.4. Opportunities

4.5. Challenges

4.6. Regulations

4.7. Supply Chain/Value Chain Analysis

4.8. Patent & Standards

5. Industry Trends

5.1. Introduction

5.2. Porter’s Five Forces Analysis

       5.2.1. Threat of New Entrants

       5.2.2. Threat of Substitutes

       5.2.3. Bargaining Power of Buyers

       5.2.4. Bargaining Power of Suppliers

       5.2.5. Intensity of Competitive Rivalry

6. Gamification Market, By Service Type

6.1. Enterprise Apps Integrable Service

6.2. Social Interlink Service

7. Gamification Market, By Deployment Type

7.1. On-premise

7.2. On demand

7.3. Hybrid

  1. Gamification Market, By Provision Type

8.1. Platform & Service Providers

8.2. Open Source Developers

8.3. Mobile SDK/LBS Providers Alarm Valve

9. Gamification Market, By End User Type

9.1. Consumer-Based Gamification

9.2. Enterprise-Based Gamification

10. Gamification Market, By Business Area Type

10.1. Technology Design

10.2. Marketing

10.3. Authentication

10.4. Product Development

10.5. Human Resource

11. Gamification Market, By Application

11.1. Entertainment

11.2. Education

11.3. Healthcare


11.4. Media and Publishing

11.5. E-Commerce

11.6. Banking, Financial Services, and Insurance

11.7. High- Tech

11.8. Government and Public Sector

11.9. Retail

11.10. Consumer Goods

11.11. Travel and Logistics

12. Geographical Analysis

12.1. Introduction

12.2. North America

       12.2.1. U.S.

       12.2.2. Canada

       12.2.3. Mexico

12.3. Europe

       12.3.1. U.K.

       12.3.2. Germany

       12.3.3. Russia

       12.3.4. RoE

12.4. Asia Pacific

       12.4.1. China

       12.4.2. Japan

       12.4.3. India

       12.4.4. RoAPAC

12.5. RoW

       12.5.1. South Africa

       12.5.2. Middle East

13. Company Profiles

(Business Overview, Financial Overview, Product write Up, Recent Developments)

13.1. GoGo Labs

13.2. Gigya Alive Mobile Group, Inc.

13.4. Badgeville

13.5. Arcaris Inc.

13.6. BigDoor

13.7. Fundamentor

13.8. Bunchball

13.9. CloudCaptive

13.10. Recurrence Inc.

13.11. Gamifier

13.12. Faya Corporation

13.13. Gamify

13.14. Gametize

13.15. Gamification Co.

13.16. IActionable

13.17. Kuato Studios

13.18. Leveleleven

13.19. Classcraft Studios

13.20. SAP SE

13.21. 6waves

(Another brief information of 10 companies will provided in report)

14. Competitive Analysis

14.1. Introduction

14.2. Market Positioning of Key Players

14.3 Competitive Strategies Adopted by Leading Players

        14.3.1. Investments & Expansions

        14.3.2. New Product Launches

        14.3.3. Mergers & Acquisitions

        14.3.4. Agreements, Joint Ventures, and Partnerships

15. Appendix

15.1. Questionnaire

15.2. Available Customizations 

15.3. Upcoming Events (Trade Fair, Exhibitions, Conferences)


No Content Available.



Related Reports