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- The recent outbreak of the COVID-19 pandemic has further inflated the adoption of online medium by people for shopping, learning and entertainment purposes, which is expected to positively affect the demand for the gaming gamification market. companies to engage with these users.
- The employee engagement app is experiencing strong growth as HR departments in various organizations are using gamification to improve their employee productivity and corporate training attendance.
- Gamification of learning improves student engagement and makes the learning activity more interactive. The promotion of gamification of learning by government entities encourages educational institutions to adopt these solutions, thereby increasing the share of vertical education in the gamification market.
- North America accounted for the highest market share in 2018. Asia Pacific is expected to register the highest growth rate over the forecast period owing to the booming e-commerce industry which is expected to create higher demand for gaming-based solutions to increase customer engagement and to improve sales.
- Some of the players operating in the gamification market are Ambition, Aon plc., Axonify Inc., Bunchball Inc., Gamifier, Inc., Growth Engineering, Hoopla, IActionable, Influitive, KNOLSKAPE Solutions, Microsoft, MPS Interactive Systems Limited, NIIT LTD., PentaQuest Pty Ltd and Scrimmage among others.
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The detailed research study provides qualitative and quantitative analysis of the Gamification Market. The market has been analyzed from the demand side as well as the supply side. The geographic analysis performed focuses on each of the major countries across North America, Europe, Asia Pacific, Middle East & Africa and Latin America.
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