Press release
Gamification Market Size, Growth, Share, Trends, Competitive Landscape, Forecast To 2033
The new report published by The Business Research Company, titled ""Gamification Global Market Report 2024 - Market Size, Trends, And Global Forecast 2024-2033"", delivers an in-depth analysis of the leading size and forecasts, investment opportunities, winning strategies, market drivers and trends, competitive landscape, and evolving market trends.As per the report, the gamification market size has grown exponentially in recent years. It will grow from $18.05 billion in 2023 to $22.45 billion in 2024 at a compound annual growth rate (CAGR) of 24.4%. The gamification market size is expected to see exponential growth in the next few years. It will grow to $56.7 billion in 2028 at a compound annual growth rate (CAGR) of 26.1%.
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The Role Of Smartphone Penetration In Fueling The Growth Of The Gamification Market
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. For instance, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, mobile connections in the UK reached 71.8 million, showing a 3.8% increase from the previous year, totaling approximately 2.6 million additional connections. Furthermore, it is projected that the UK's population will expand to 68.3 million by 2025, with an estimated 95% of the population, or around 65 million individuals, owning a smartphone. Therefore, the increase in smartphone penetration is driving the gamification market growth.
The Rise Of Technological Advancements In The Gamification Landscape
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 covered in this report 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
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Major companies operating in the gamification market report are MPS Interactive Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc., IActionable Inc., SAP SE, Indusgeeks Solutions Pvt. Ltd., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize, Gamify, Salesforce. com Inc., FAYA Corporation, Cognizant Technology Solution Corp., Verint, Hoopla, Centrical, Mambo. IO, Influitive, LevelEleven, Ambition, Gamifier, Khoros, Scrimmage, Xoxoday, Tango Card, National Institute of Information Technology, Google LLC, Cisco Systems Inc., Umbel Corporation
Contents of the report:
1. Executive Summary
2. Gamification Market Report Structure
3. Gamification Market Trends And Strategies
4. Gamification Market - Macro Economic Scenario
5. Gamification Market Size And Growth
…..
27. Gamification Market Competitor Landscape And Company Profiles
28. Key Mergers And Acquisitions
29. Future Outlook and Potential Analysis
30. Appendix
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