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  • 12 April 2019 22:06

Europe Gamification Market Is Expected To Witness Highest Cagr Growth Of Over 35%

Gamification Market By Solution Type (Sales, Marketing, Human Resource, Learning And Development, Product Development) By Deployment Type (On Premises, Cloud-Based) By Customer Type (Consumer Driven, Enterprise Driven) And Region - Global Forecast To 2026

Gamification is a process to motivate participation, loyalty, and engagement with the technique of game-design elements and game principles in a non-game context.

Increasing customer engagement activities through various marketing campaigns with the help of social media which offer rewards and incentives such as coupons or special offers and discounts. In addition, penetration of connected devices is growing. With the increase in Bring Your Own Device(BYOD) trend more than 70% companies allow BYOD usage and around 80% employees use at least one device for business use are the major factors fueling the growth of global Gamification Market . Amongst the global population of over 7 billion, there are over 6.5 billion mobile subscribers world-wide. According to, The World Bank, there is 6.6 billion mobile phone users in 2013 and their penetration is growing at over 30% year on year.

Market Analysis by End Use Verticals:

Among all the end use verticals segments, media & entertainment segment is expected to register a lucrative CAGR over the forecast period, owing to rapid adoption of internet and smartphone is changing the people collaborate and consumer content.

Education segment is expected to witness the highest CAGR growth of over 37% in the global gamification market during the forecast period, owing to learning activities through grading gamification, assignments and tests. Students are rewarded with badges after completions of assignments and projects through the use of computer and video games.

On the basis of region, the global gamification market is segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. The market in North America is expected to account for major revenue share of US$ 1,774.4 Mn in 2017. The North America market is expected to be followed by markets in Europe and Latin America in terms of revenue share in the global market.

Key players in the global gamification market include Microsoft Corporation, Inc., Badgeville, Inc., Bunchball Inc., Arcaris Inc., SAP SE, Big Door Inc., Gigya Inc., Faya Corporation, and LevelEleven LLC.

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