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Global Gamification Market: The Future of Digital Marketing 

Global Gamification Market: The Future of Digital Marketing 

Did you know that gamification is a huge and growing market? 

In fact, the global gamification market size is expected to increase from $9.1 billion in 2020 to $30.7 billion by 2025, at a CAGR of 27.4%. Gamification is also widely adopted by the world’s leading companies, as more than 70% of Global 2000 companies use gamification in their business processes. This is because gamification can help them attract, retain and satisfy their customers by providing them with value, entertainment and social interaction. As a result, with gamification, companies are proven to increase customer retention rates by 5% and profits by 25% to 95%.   

Benefits of Gamification in Digital Marketing 

Gamification is one of the biggest trends in digital marketing today that has many benefits for digital marketers, including:   

Increase brand awareness and customer loyalty.  

Gamification can make users more interested and engaged with the brand, and increase a sense of community and trust. Gamification can also provide incentives for users to share their experiences with others through social media or other platforms.   

Increase conversions and sales.  

Gamification can encourage users to take actions desired by marketers, such as signing up, purchasing, downloading or referring a product or service. Gamification can also increase the lifetime value of customers by encouraging them to return and use the product or service repeatedly.   

Improve customer data and insights.  

Gamification can collect valuable data on user behavior, preferences, and needs. This data can be used to improve product or service offerings, customize marketing messages, and create more personalized and relevant experiences for users.   

Gamification is the future of digital marketing as it has great potential to create fun, meaningful, and profitable experiences for both users and marketers. According to the gamification global market report, the gamification market is expected to grow from USD 9.1 billion in 2020 to USD 30.7 billion in 2025, at an annual growth rate of 27.4%. Some of the factors driving the growth of this market are increasing demand for gamification solutions across various industry sectors, increasing adoption of mobile and cloud technologies, and increasing awareness of the benefits of gamification.   

The gamification market is segmented on the basis of deployment mode (on-premises, cloud), size (small and medium businesses, large enterprises), solution type (open platform, closed platform/enterprise), end-user vertical (retail, banking, government, healthcare, education and research, IT and telecom), and geography. The global gamification market is expected to reach maturity by 2023, with over 70% of organizations using gamification for marketing, training or customer loyalty purposes.   

  

Today, companies around the world are using gamification to great effect to increase user engagement and productivity. In fact, 85% of employees are proven to be more engaged when gamification solutions are implemented in their workplace.   

Furthermore, 90% of survey respondents believe that learning solutions created based on gamification are effective. There are also many examples of businesses that have gamified their processes and have seen impressive results.   

  

But has gamification reached its peak? How can you apply these trends to design better gamification programs?   

Global gamification market 

The world will continue to see a growing demand for gamified systems.   

So far, North America will continue to dominate the gamification market share over the next five years. This will be driven by the dominant number of mobile internet users in the region, with 90% of the population owning a smartphone.   

The gamification market in Europe will also expand significantly in the projected period. Support from local governments and key stakeholders will help amplify this growth. For instance, policymakers in the UK and France will organize more gamification conferences and events.   

While North America and Europe will remain the biggest players, other regions are catching up. Africa will see the fastest growth rate, with gamification in the region projected to grow by 60.1% by 2023. Much of this increase will come from an increase in local and regional providers of gamified solutions.   

Likewise, Latin America and the Middle East will thrive, as more startups adapt to gamified solutions on the continent. The rise of eLearning and game-based education in Brazil will also help boost gamification in the region. 
 

Asia Pacific will also grow exponentially. China and India will help drive the gamification market in the region as they focus on improving user experience.   

Large Enterprises Will Dominate the Business Sector

A Gartner report shows that gamification has now been adopted by more than 70% of businesses listed in the Global 2000 list. This trend will continue to grow as more organizations gamify their business operations.  

Large enterprises are expected to have the largest market share, with many of them being early adopters of gamification software. They are also likely to invest in more innovative gamification solutions. Companies such as Oracle, Hewlett Packard, IBM and Google will help drive this trend.  

Small businesses will also gamify their recruitment and sales activities in response to growing competition in the SME space. We also expect that this sector will increase its use of gamification strategies through the use of social media.  

Retail & Education Sectors to Approach Maturity

Gamification is approaching maturity within the education and enterprise retail sectors. To date, retail is the largest recipient sector of gamification, with a market share of 28.6%. Education follows as the next most popular sector. This is not a surprising as 80% of learners are more effective with gamified practices. Also, with 97% of children playing computer games, teachers will continue to gamify their classroom practices. On the retail side, organizations benefit from gamified training practices. Gamification has been shown to increase employee engagement by more than 60%.  

Conclusion

With rapid growth and widespread adoption by leading companies, gamification has proven itself to be an effective tool for improving customer retention, sales conversion, and customer understanding.  

The benefits of gamification in digital marketing, such as increasing brand awareness, conversions, and customer insights, have significantly changed the business landscape. Moreover, gamification has proven itself to be a growth engine in the digital marketing world.  

As the global gamification market continues to expand, with significant growth projected in various regions, it is important for companies to keep up with this trend. Moreover, companies large and small are increasingly adopting gamification solutions to enhance their operations.  

  

The retail and education sectors are prominent examples where gamification has reached a level of maturity, helping companies strengthen employee and learner engagement.  

In five years’ time, North America will continue to dominate the global gamification market, but Europe, Africa, Latin America, the Middle East and Asia Pacific will also contribute significant growth. All of this shows that gamification is an inevitable trend in digital marketing and will continue to play an important role in creating better user experiences and business success.  

With so many companies and organizations seeing the benefits of gamification, the next question is how you can leverage it to create better gamification programs. The future of digital marketing and business as a whole will be better with gamification as one of its strongest tools. 

If you are interested in learning more about gamification and how it can benefit you or your organization   

Check out our gamification services page and contact us today. We are ready to help you create a gamification experience that aligns with your needs and preferences. 

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