The Gamification Global Market Report 2023 by The Business Research Company, provides gamification market overview across 60+ geographies in the seven regions - Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa for the 27 major global industries. The report covers a ten-year historic period – 2010-2021, and a ten-year forecast period – 2023-2032.
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According to The Business Research Company’s Gamification Global Market Report 2023, the market size is expected to grow from $14.87 billion in 2022 to $18.63 billion in 2023, at a compound annual growth rate (CAGR) of 25.3%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The market size of the gamification is expected to grow to $46.44 billion in 2027 at a CAGR of 25.6%.
The growing penetration of smartphones is expected to propel the growth of the gamification market going forward. Smartphones refer to a type of cellular telephone that can also perform computing functions. These smartphones enable the user to access gamifying mobile apps anytime, anywhere, allowing them to compete with others and achieve their learning and winning objectives.
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The gamification market is segmented:
1) By Platform: Open Platform, Closed or Enterprise Platform
2) By Size: Small and Medium Enterprises, Large Enterprises
3) By Deployment: On-Premise, On-Cloud
4) By End-User Vertical: Retail, Banking, Government, Healthcare, Education and Research, IT and Telecom, Other End-User Verticals
Technological advancements have emerged as a key trend gaining popularity in the gamification market. Major companies operating in the gamification sector are focused on introducing new technologies to sustain their position in the market. For instance, in January 2022, Soffos, a UK-based technology company, launched TestMe, an AI-powered quiz-based training tool for corporate training managers and student exam preparation. It generates quiz-style, open-ended tests that are uploaded onto the platform for users from any resource, where the users can speak or type answers in natural language. This gamification element will help to keep the user engaged in exploring trending topics and sharing their progress with others throughout the study journey.
The gamification market report table of contents includes:
1. Executive Summary
2. Gamification Market Characteristics
3. Gamification Market Trends And Strategies
4. Gamification Market - Macro Economic Scenario
5. Gamification Market Size And Growth
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26. Africa Gamification Market
27. Gamification Market Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions In The Gamification Market
29. Gamification Market Future Outlook and Potential Analysis
30. Appendix
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