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Gamification Market Expected to Reach USD 95.5 Billion by 2030|Top Players such as - Ambition, Axonify and Bunchball

03-31-2023 03:18 PM CET | IT, New Media & Software

Press release from: Allied Market Research

Gamification Market Expected to Reach USD 95.5 Billion

According to the report published by Allied Market Research "The Gamification Market Expected to Reach USD 95.5 Billion by 2030|Top Players such as - Ambition, Axonify and Bunchball." These players have adopted different strategies such as new product launches collaborations expansion joint ventures agreements and others to increase their market share and maintain dominant shares in different regions.

Rewards & recognition to employees over performance to boost the employee engagement and providing lucrative offers to customers & consumers drive the growth of the global gamification market. North America contributed to the highest share in terms of revenue in 2020, holding more than one-third of the total market share.

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The report offers detailed segmentation of the global gamification market based on component, deployment type, application, enterprise size, industry vertical, and region. Based on the component, the solution segment held the largest market share in 2020, holding more than three-fifths of the total market share, and is expected to continue its leadership status during the forecast period. However, the service segment is projected to register the highest CAGR of 27.1% from 2021 to 2030.

Based on industry vertical, the retail segment held the highest market share in 2020, holding more than one-fifth of the total market share. However, the IT and telecom segment is estimated to register the highest CAGR of 28.8% from 2021 to 2030.

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Based on region, North America contributed to the highest share in terms of revenue in 2020, holding more than one-third of the total market share, and is estimated to continue its dominant share by 2030. However, Asia-Pacific is projected to manifest the fastest CAGR of 27.6% during the forecast period.

Leading players of the global gamification industry analyzed in the research include Ambition, Axonify, Inc., Bunchball, Inc., Callidus Software, Inc., Cognizant Technology Solution Corp., Cut-e GmbH, G-Cube, Iactionable, Inc., Microsoft Corporation, and MPS Interactive Systems Limited.

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COVID-19 Scenario:

● The outbreak of the COVID-19 pandemic led to a positive impact on the global gamification market, owing to a rise in demand for mobile gaming apps and software.

● Many large enterprises have adopted gamification solutions and are increasing investments in gamification for a wide range of applications from marketing to recruitment.

● The trend is likely to continue post-pandemic as well.

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Thanks for reading this article you can also get individual chapter-wise sections or region-wise report versions like North America Europe or Asia.

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Lastly this report provides market intelligence most comprehensively. The report structure has been kept such that it offers maximum business value. It provides critical insights into the market dynamics and will enable strategic decision-making for the existing market players as well as those willing to enter the market.

Access the full summary at: https://www.alliedmarketresearch.com/gamification-market

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Allied Market Research (AMR) is a full-service market research and business-consulting wing of Allied Analytics LLP based in Portland Oregon. AMR provides global enterprises as well as medium and small businesses with unmatched quality of "Market Research Reports" and "Business Intelligence Solutions." AMR has a targeted view to provide business insights and consulting to assist its clients in making strategic business decisions and achieving sustainable growth in their respective market domains.

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