GITNUX MARKETDATA REPORT 2024

Gamification Industry Statistics

The gamification industry is expected to grow significantly, with a projected market value of over $22 billion by 2025.

Highlights: Gamification Industry Statistics

  • The worldwide gamification market size was valued at USD 7.98 billion in 2020.
  • The global gamification market is forecasted to grow at a CAGR of 23.2% from 2020 to 2026.
  • By 2030, the global gamification market is projected to exceed $37,279 million.
  • The largest share of the global gamification market in 2018 was the North American region.
  • In 2020, over 70% of businesses worldwide intend to utilize gamification for marketing purposes.
  • In 2020, it was found that 83% of those who received gamified training felt motivated.
  • The education sector is forecasted to show the highest CAGR of 32.13% in the gamification market from 2021-2026.
  • The number of active video gamers worldwide is expected to rise to over 2.7 billion by 2021, pushing the demand for gamification.
  • Around 67% of students reported that a gamified course was more motivating than a traditional course.
  • Retail was the leading sector for gamification, accounting for almost 27% of the market in 2020.
  • Gamified mobile apps retain 2-3 times more users than non-gamified equivalents.
  • By 2026, the global gamification market in the healthcare industry is expected to reach $40.2 billion.
  • Over 60% of workers would be motivated to work harder if their work was more game-like.
  • Rewards involved in gamification can boost engagement by 38%.
  • Enterprise gamification users make up 25% of the total market as of 2022.
  • The Europe gamification market accounted for $1.75 billion in 2020.
  • By the end of 2022, it's projected that two-thirds of large businesses will use gamification for the purposes of marketing and customer retention.

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The Latest Gamification Industry Statistics Explained

The worldwide gamification market size was valued at USD 7.98 billion in 2020.

The statistic indicating that the worldwide gamification market size was valued at USD 7.98 billion in 2020 refers to the total revenue generated from gamification solutions and services across various industries globally during that year. Gamification involves incorporating gaming elements, such as competition, rewards, and challenges, into non-game contexts to enhance engagement, motivation, and productivity. The market value signifies the significant adoption of gamification strategies by businesses, educational institutions, healthcare providers, and other sectors to drive customer engagement, employee performance, learning outcomes, and overall business objectives. This growing market size highlights the increasing recognition of gamification as an effective tool for achieving various goals in different sectors and suggests the ongoing trend of utilizing gamification to improve user experiences and achieve desired outcomes worldwide.

The global gamification market is forecasted to grow at a CAGR of 23.2% from 2020 to 2026.

This statistic indicates the expected growth rate of the global gamification market from the year 2020 to 2026. The Compound Annual Growth Rate (CAGR) of 23.2% suggests that the market is projected to expand significantly over this period. This growth rate signifies a steady annual increase in market size, driven by factors such as increasing adoption of gamification strategies in various industries, advancements in technology, and rising consumer engagement with gamified content. The forecasted CAGR of 23.2% provides insights into the rapid evolution and potential opportunities within the gamification industry for businesses, investors, and other stakeholders to consider and leverage.

By 2030, the global gamification market is projected to exceed $37,279 million.

The statistic states that by the year 2030, the global gamification market is predicted to surpass $37,279 million in terms of revenue generated. Gamification refers to the integration of game mechanics and elements in non-game contexts to engage users, motivate behavior, and drive desired outcomes. The projected growth of the gamification market signifies a significant increase in the adoption and utilization of gamification strategies across various industries such as education, marketing, corporate training, and health. This growth can be attributed to the increasing recognition of the effectiveness of gamification in enhancing user engagement, learning retention, and overall performance, leading to substantial financial opportunities for businesses operating in this sector.

The largest share of the global gamification market in 2018 was the North American region.

The statistic states that the North American region held the largest portion of the global gamification market in 2018, indicating that a significant amount of gamification-related activities and investments were concentrated in North America relative to other regions around the world. This suggests that businesses, organizations, and consumers in North America were particularly engaged with gamification strategies and technologies during that time period, leading to a dominant market presence in the region. Factors such as higher adoption rates, technological advancements, and a strong focus on gamification as a tool for enhancing user engagement and driving business results may have contributed to North America’s leadership in the global gamification market in 2018.

In 2020, over 70% of businesses worldwide intend to utilize gamification for marketing purposes.

The statistic indicates that in 2020, a significant majority of businesses across the globe (more than 70%) have expressed their intention to incorporate gamification strategies into their marketing efforts. Gamification involves using game design elements in non-game contexts to engage customers and enhance their interaction with a product or service. By leveraging gamification for marketing purposes, businesses aim to increase customer engagement, loyalty, and brand awareness. This statistic suggests a growing recognition among businesses of the effectiveness and potential benefits of gamification as a tool to drive marketing success in a competitive landscape.

In 2020, it was found that 83% of those who received gamified training felt motivated.

The statistic states that in 2020, 83% of individuals who participated in gamified training reported feeling motivated. This suggests that a majority of individuals who engaged in training programs that incorporated elements of games or game-like features experienced a boost in motivation levels. Gamified training involves using game mechanics and dynamics, such as competition, rewards, and feedback, to enhance the learning process and engagement of participants. The high percentage of individuals feeling motivated indicates that gamification may be an effective strategy in increasing motivation and engagement in training contexts, which can lead to improved learning outcomes and performance.

The education sector is forecasted to show the highest CAGR of 32.13% in the gamification market from 2021-2026.

This statistic indicates that the education sector is expected to exhibit the highest Compound Annual Growth Rate (CAGR) of 32.13% in the gamification market between 2021 and 2026. This forecast suggests that the use of gamification in educational settings is projected to grow at a rapid pace over the next five years, outpacing other sectors in terms of adoption and revenue generation. The strong growth potential in the education sector may be attributed to increasing interest in leveraging gamified learning experiences to enhance student engagement, motivation, and learning outcomes. The forecasted high CAGR highlights the significant opportunities for gamification technology providers and educators to collaborate in transforming traditional teaching and learning practices through the integration of game elements.

The number of active video gamers worldwide is expected to rise to over 2.7 billion by 2021, pushing the demand for gamification.

This statistic indicates a significant growth in the number of active video gamers globally, with projections suggesting that it will exceed 2.7 billion by 2021. This rise in the gamer population highlights the increasing popularity and mainstream acceptance of video gaming as a form of entertainment and social interaction. The surge in demand for gamification, the application of game design elements in non-game contexts, is a natural consequence of this trend as industries across sectors look to leverage the engagement and motivation that gaming techniques can provide. This statistic underscores the vast potential for gamification to enhance user experiences, drive customer engagement, and improve learning outcomes in various fields such as marketing, education, healthcare, and beyond.

Around 67% of students reported that a gamified course was more motivating than a traditional course.

The statistic “Around 67% of students reported that a gamified course was more motivating than a traditional course” indicates that a substantial majority of students found gamified courses to be more engaging and inspiring compared to traditional courses. This finding suggests that incorporating game-like elements into the educational process can have a positive impact on student motivation. By leveraging the enjoyment and interactivity typically associated with games, educators can potentially enhance student engagement and drive better learning outcomes. The statistic highlights the potential benefits of incorporating gamification strategies in educational settings to make learning more stimulating and meaningful for students.

Retail was the leading sector for gamification, accounting for almost 27% of the market in 2020.

This statistic indicates that within the gamification market in 2020, the retail sector had the highest utilization of gamification strategies, representing nearly 27% of the total market share. This suggests that retail companies were particularly focused on incorporating gamification elements into their business operations, such as loyalty programs, interactive advertisements, or personalized shopping experiences, to engage customers and drive sales. The prominence of retail in the gamification market reflects the industry’s recognition of the effectiveness of gamified approaches in enhancing customer satisfaction, fostering brand loyalty, and ultimately improving business performance.

Gamified mobile apps retain 2-3 times more users than non-gamified equivalents.

The statistic suggests that mobile applications that incorporate gamification, which involves adding game-like elements such as points, rewards, and challenges, are able to retain users at a significantly higher rate compared to apps that do not utilize gamification strategies. Specifically, the data indicates that gamified mobile apps retain users at a rate that is 2 to 3 times higher than their non-gamified counterparts. This higher retention rate may be attributed to the engaging and interactive nature of gamification, which tends to increase user motivation, involvement, and enjoyment. Overall, the statistic highlights the potential effectiveness of incorporating gamification in mobile apps as a strategy to improve user retention and engagement.

By 2026, the global gamification market in the healthcare industry is expected to reach $40.2 billion.

The statistic indicates that by the year 2026, the global gamification market within the healthcare industry is projected to achieve a value of $40.2 billion. This forecast suggests a significant growth in the adoption of gamification techniques, which involve incorporating game elements like rewards, competition, and challenges into non-game contexts such as healthcare. The increasing use of gamification in healthcare is likely driven by its potential to enhance patient engagement, improve health outcomes, and facilitate behavior change. The substantial market size highlights the expanding opportunities for gamification companies, healthcare providers, and technology developers to innovate and capitalize on the intersection of gaming and healthcare for improved patient care and wellness initiatives.

Over 60% of workers would be motivated to work harder if their work was more game-like.

This statistic suggests that a majority of workers, specifically over 60%, would be incentivized to increase their effort and productivity if their work environment and tasks were structured in a manner that resembled or incorporated elements of games. By utilizing gamification principles such as personal achievement milestones, competition, rewards, and feedback mechanisms, employers could potentially tap into workers’ intrinsic motivation and engagement levels. Implementing game-like features within the workplace could foster a more enthusiastic and driven workforce, potentially leading to improved performance and job satisfaction among employees.

Rewards involved in gamification can boost engagement by 38%.

The statistic stating that rewards involved in gamification can boost engagement by 38% suggests that providing incentives and rewards within a gamified system can lead to a significant increase in user engagement. When users are motivated by the prospect of earning rewards such as points, badges, or virtual currency, they are more likely to actively participate and interact with the gamified experience. By leveraging the power of rewards, organizations can enhance users’ motivation, drive desired behaviors, and ultimately increase engagement levels by nearly 40%. This statistic underscores the effectiveness of incorporating rewards strategically in a gamification strategy to maximize engagement and retention among users.

Enterprise gamification users make up 25% of the total market as of 2022.

The statistic that enterprise gamification users make up 25% of the total market as of 2022 indicates the prevalence and adoption of gamification strategies within businesses. This suggests that a quarter of all companies across various industries are leveraging gamification techniques within their operations to enhance employee engagement, drive motivation, and improve overall performance. It highlights the growing recognition of the positive impact gamification can have on productivity and employee satisfaction, underscoring its importance as a valuable tool in the contemporary business landscape.

The Europe gamification market accounted for $1.75 billion in 2020.

The statistic “The Europe gamification market accounted for $1.75 billion in 2020” refers to the total revenue generated from gamification products and services in Europe during the year 2020. Gamification involves incorporating elements of game design, such as point scoring and competition, into non-game contexts to engage and motivate individuals. The $1.75 billion figure represents the value of the European market for gamification, showcasing the significant economic activity and growth in this industry within the European region. This statistic highlights the increasing importance and adoption of gamification strategies by businesses and organizations in Europe to enhance user engagement, learning outcomes, and behavior change.

By the end of 2022, it’s projected that two-thirds of large businesses will use gamification for the purposes of marketing and customer retention.

This statistic indicates that by the end of 2022, approximately two-thirds of large businesses are expected to adopt gamification as a strategy for marketing and customer retention. Gamification involves incorporating game elements, such as challenges, rewards, and competition, into non-game contexts to engage and motivate customers. This projection suggests that a significant portion of large businesses recognize the potential benefits of gamification in enhancing marketing efforts and fostering customer loyalty. By leveraging gamification techniques, businesses aim to create more interactive and enjoyable experiences for consumers, ultimately leading to increased customer engagement, brand loyalty, and retention. Overall, the statistic highlights the growing trend of integrating gamification into business strategies to drive customer interactions and maximize marketing effectiveness.

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How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

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