GITNUX REPORT 2024

Global Gamification Statistics: Market to Skyrocket, Engagement to Soar

Gamifications exponential growth: Transforming engagement and productivity in the workplace and beyond. Find out more!

Author: Jannik Lindner

First published: 7/17/2024

Statistic 1

Gamification can increase customer engagement by 3 times compared to traditional loyalty programs.

Statistic 2

Gamification can boost customer loyalty by 47%.

Statistic 3

Gamification can lead to an 11% improvement in customer satisfaction.

Statistic 4

74% of organizations use gamification for marketing purposes.

Statistic 5

Gamification can increase customer engagement by 340%.

Statistic 6

87% of healthcare providers report that gamification improves patient satisfaction.

Statistic 7

Gamification can increase brand engagement by 26%.

Statistic 8

Gamification can increase customer retention rates by 30%.

Statistic 9

61% of surveyed marketers believe that gamification is an effective customer acquisition strategy.

Statistic 10

Gamification can increase sales by 15% for hard-to-sell products.

Statistic 11

Gamification can improve customer engagement on social media by 50%.

Statistic 12

Companies that use gamification report a 100% increase in customer referrals.

Statistic 13

67% of companies with gamified solutions have increased sales.

Statistic 14

Gamification can lead to a 36% increase in customer retention rates.

Statistic 15

Companies using gamification see a 14% improvement in customer satisfaction.

Statistic 16

Gamification increases customer engagement by 36%.

Statistic 17

Nearly 90% of employees say a point system would increase their engagement at work.

Statistic 18

64% of respondents felt that gamification increased a sense of belonging at work.

Statistic 19

67% of companies say that gamification helps to increase employee productivity.

Statistic 20

80% of workers say they would be more productive if their work was more game-like.

Statistic 21

Companies that use gamification see up to a 50% improvement in employee engagement.

Statistic 22

71% of employees are not engaged at work; gamification can help increase engagement.

Statistic 23

83% of employees who receive gamified training feel motivated.

Statistic 24

68% of employees feel that they would be more productive if their work was more game-like.

Statistic 25

4 out of 5 employees would be more productive if their work was more game-like.

Statistic 26

Companies that use gamification see a 25% increase in employee performance.

Statistic 27

Organizations that use gamification see a 50% increase in employee engagement levels.

Statistic 28

Organizations that use gamification see a 40% increase in employee productivity.

Statistic 29

58% of employees have improved their problem-solving skills through gamified learning.

Statistic 30

62% of surveyed employees say gamification makes them feel more competitive.

Statistic 31

Gamified learning experiences can lead to an 18% increase in employee motivation.

Statistic 32

68% of surveyed employees believe gamification would improve their work.

Statistic 33

70% of business transformations fail due to lack of engagement; gamification can counteract this.

Statistic 34

71% of employees are more productive when work is gamified.

Statistic 35

78% of employees say that recognition is a strong motivator for work.

Statistic 36

Corporate training programs with gamification have 50% more employee engagement.

Statistic 37

Gamification can reduce employee training time by up to 50%.

Statistic 38

50% of organizations that manage innovation processes will gamify those processes by 2025.

Statistic 39

70% of Global 2000 organizations will have at least one gamified application by 2024.

Statistic 40

By 2022, 40% of global 1000 organizations will use gamification as the primary mechanism to transform business operations.

Statistic 41

67% of organizations say that gamification helps them to solve problems more effectively.

Statistic 42

53% of surveyed senior managers believe that gamification can enhance the creativity of their teams.

Statistic 43

80% of business processes will contain gamification elements by 2025.

Statistic 44

84% of organizations plan to use gamification for talent acquisition.

Statistic 45

By 2021, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

Statistic 46

In 2020, the global gamification market size was valued at $6.8 billion.

Statistic 47

By 2024, the gamification market is projected to reach $40.4 billion.

Statistic 48

The global gamification market is expected to grow by 30.31% from 2021 to 2026.

Statistic 49

Gamification can increase user engagement by up to 100%.

Statistic 50

Gamified e-learning experiences generate 5 to 10 times more engagement than traditional e-learning.

Statistic 51

Gamification can lead to a 48% increase in learners' involvement in non-game contexts.

Statistic 52

60% of learners would be more likely to complete a course if it had gamification elements.

Statistic 53

80% of learners claim they would be more productive if learning was more like a game.

Statistic 54

Gamification can boost user engagement by 403%.

Statistic 55

80% of learners say they would be more productive if learning was more game-like.

Statistic 56

Gamification can increase retention rates by 90%.

Statistic 57

87% of students say that gamification makes them more motivated to study.

Statistic 58

77% of trainers believe that gamification increases learner engagement.

Statistic 59

72% of people say that badging and leaderboards encourage them to be more engaged.

Statistic 60

Companies with gamification frameworks have 80% more growth year-over-year than those without.

Statistic 61

Strong gamification strategies can result in a 100% to 150% increase in engagement metrics.

Statistic 62

Gamification can improve student participation by 60%.

Statistic 63

Gamified solutions have a 90% success rate in changing behaviors.

Statistic 64

77% of users believe that meaningful rewards are tied to recognition.

Statistic 65

Gamification can increase task completion by 120% compared to non-gamified tasks.

Statistic 66

Gamified learning programs can achieve up to 90% completion rates.

Statistic 67

81% of employees are more likely to engage with gamified systems.

Statistic 68

Gamification boosts motivation by an average of 22%.

Statistic 69

Gamified loyalty programs see a 63% increase in program registration rates.

Statistic 70

Gamification in education can increase student engagement by 40%.

Statistic 71

Gamification can increase content consumption by up to 30%.

Statistic 72

Over 80% of gamified applications will fail to meet business objectives due to poor design.

Statistic 73

Gamified marketing campaigns can result in a 100% increase in engagement rates.

Statistic 74

Gamification can increase lead generation by 50%.

Statistic 75

63% of online communities use gamification to drive engagement.

Statistic 76

Gamified customer reviews receive 4 times more responses than traditional reviews.

Statistic 77

Gamification boosts onboarding by 60%.

Statistic 78

75% of surveyed educators believe that gamification can positively impact student learning outcomes.

Statistic 79

Gamification can increase email open rates by 70%.

Statistic 80

86% of gamified fitness app users say it motivates them to exercise more.

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Summary

  • In 2020, the global gamification market size was valued at $6.8 billion.
  • By 2024, the gamification market is projected to reach $40.4 billion.
  • Nearly 90% of employees say a point system would increase their engagement at work.
  • Gamification can increase user engagement by up to 100%.
  • 50% of organizations that manage innovation processes will gamify those processes by 2025.
  • Gamified e-learning experiences generate 5 to 10 times more engagement than traditional e-learning.
  • 70% of Global 2000 organizations will have at least one gamified application by 2024.
  • Gamification can lead to a 48% increase in learners' involvement in non-game contexts.
  • 64% of respondents felt that gamification increased a sense of belonging at work.
  • Gamification can increase customer engagement by 3 times compared to traditional loyalty programs.
  • 67% of companies say that gamification helps to increase employee productivity.
  • 60% of learners would be more likely to complete a course if it had gamification elements.
  • By 2022, 40% of global 1000 organizations will use gamification as the primary mechanism to transform business operations.
  • Gamification can boost customer loyalty by 47%.
  • 80% of workers say they would be more productive if their work was more game-like.

In a world where play meets productivity, the gamification revolution is reshaping the way we work, learn, and engage. With the global gamification market skyrocketing from $6.8 billion in 2020 to a projected $40.4 billion by 2024, its clear that turning tasks into games is serious business. Whether its boosting user engagement, increasing employee productivity, or enhancing customer loyalty, the statistics speak volumes: nearly 90% of employees crave a point system at work, gamified e-learning generates 5 to 10 times more engagement, and 67% of organizations swear by gamification for problem-solving prowess. Get ready to level up your understanding of how gamification is changing the game for organizations worldwide.

Customer Engagement

  • Gamification can increase customer engagement by 3 times compared to traditional loyalty programs.
  • Gamification can boost customer loyalty by 47%.
  • Gamification can lead to an 11% improvement in customer satisfaction.
  • 74% of organizations use gamification for marketing purposes.
  • Gamification can increase customer engagement by 340%.
  • 87% of healthcare providers report that gamification improves patient satisfaction.
  • Gamification can increase brand engagement by 26%.
  • Gamification can increase customer retention rates by 30%.
  • 61% of surveyed marketers believe that gamification is an effective customer acquisition strategy.
  • Gamification can increase sales by 15% for hard-to-sell products.
  • Gamification can improve customer engagement on social media by 50%.
  • Companies that use gamification report a 100% increase in customer referrals.
  • 67% of companies with gamified solutions have increased sales.
  • Gamification can lead to a 36% increase in customer retention rates.
  • Companies using gamification see a 14% improvement in customer satisfaction.
  • Gamification increases customer engagement by 36%.

Interpretation

In a world where attention spans are shorter than a TikTok video, gamification emerges as a superhero, swooping in to save the day for businesses looking to captivate customers. With the ability to boost engagement by 340% and improve customer satisfaction by 11%, gamification isn't just playing games—it's serious business. From healthcare providers to marketers, everyone's jumping on the gamification bandwagon, with statistics showing it can increase loyalty, retention rates, and even sales for those hard-to-crack products. So, if your brand needs a boost, it's time to level up with gamification—it's not just a game changer, it's a business strategy with serious results.

Employee Engagement

  • Nearly 90% of employees say a point system would increase their engagement at work.
  • 64% of respondents felt that gamification increased a sense of belonging at work.
  • 67% of companies say that gamification helps to increase employee productivity.
  • 80% of workers say they would be more productive if their work was more game-like.
  • Companies that use gamification see up to a 50% improvement in employee engagement.
  • 71% of employees are not engaged at work; gamification can help increase engagement.
  • 83% of employees who receive gamified training feel motivated.
  • 68% of employees feel that they would be more productive if their work was more game-like.
  • 4 out of 5 employees would be more productive if their work was more game-like.
  • Companies that use gamification see a 25% increase in employee performance.
  • Organizations that use gamification see a 50% increase in employee engagement levels.
  • Organizations that use gamification see a 40% increase in employee productivity.
  • 58% of employees have improved their problem-solving skills through gamified learning.
  • 62% of surveyed employees say gamification makes them feel more competitive.
  • Gamified learning experiences can lead to an 18% increase in employee motivation.
  • 68% of surveyed employees believe gamification would improve their work.
  • 70% of business transformations fail due to lack of engagement; gamification can counteract this.
  • 71% of employees are more productive when work is gamified.
  • 78% of employees say that recognition is a strong motivator for work.
  • Corporate training programs with gamification have 50% more employee engagement.
  • Gamification can reduce employee training time by up to 50%.

Interpretation

It seems that in the world of work, adding a touch of play can lead to serious gains. With nearly 90% of employees eager to earn points, it's clear that gamification is more than child's play in the office. From boosting engagement levels to improving productivity and problem-solving skills, the numbers don't lie. So, if you want your workforce to level up, maybe it's time to turn your workplace into a game board where success is the ultimate high score and where everyone is a player with a winning strategy.

Innovation Management

  • 50% of organizations that manage innovation processes will gamify those processes by 2025.
  • 70% of Global 2000 organizations will have at least one gamified application by 2024.
  • By 2022, 40% of global 1000 organizations will use gamification as the primary mechanism to transform business operations.
  • 67% of organizations say that gamification helps them to solve problems more effectively.
  • 53% of surveyed senior managers believe that gamification can enhance the creativity of their teams.
  • 80% of business processes will contain gamification elements by 2025.
  • 84% of organizations plan to use gamification for talent acquisition.
  • By 2021, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

Interpretation

With statistics like these, it seems like the business world is gearing up for a serious game-changer in the form of gamification. From transforming innovation processes to enhancing problem-solving skills, and even attracting top talent, organizations are increasingly turning to gamification as the go-to tool for leveling up their operations. It seems that in the not-so-distant future, success may just be one well-designed game away. So, get your game face on, because it looks like playing to win will soon be the new norm in the corporate world.

Market Size and Projections

  • In 2020, the global gamification market size was valued at $6.8 billion.
  • By 2024, the gamification market is projected to reach $40.4 billion.
  • The global gamification market is expected to grow by 30.31% from 2021 to 2026.

Interpretation

Gamification isn't just child's play anymore, as the numbers clearly indicate. From a $6.8 billion industry in 2020, it seems gamification has leveled up and is on track to hit the high score of $40.4 billion by 2024. With a growth rate of 30.31% expected over the next five years, it appears that businesses around the world are embracing the power of game mechanics to engage and motivate users. So, get ready to press start because the gamification revolution is just getting started!

User Engagement and Behavior

  • Gamification can increase user engagement by up to 100%.
  • Gamified e-learning experiences generate 5 to 10 times more engagement than traditional e-learning.
  • Gamification can lead to a 48% increase in learners' involvement in non-game contexts.
  • 60% of learners would be more likely to complete a course if it had gamification elements.
  • 80% of learners claim they would be more productive if learning was more like a game.
  • Gamification can boost user engagement by 403%.
  • 80% of learners say they would be more productive if learning was more game-like.
  • Gamification can increase retention rates by 90%.
  • 87% of students say that gamification makes them more motivated to study.
  • 77% of trainers believe that gamification increases learner engagement.
  • 72% of people say that badging and leaderboards encourage them to be more engaged.
  • Companies with gamification frameworks have 80% more growth year-over-year than those without.
  • Strong gamification strategies can result in a 100% to 150% increase in engagement metrics.
  • Gamification can improve student participation by 60%.
  • Gamified solutions have a 90% success rate in changing behaviors.
  • 77% of users believe that meaningful rewards are tied to recognition.
  • Gamification can increase task completion by 120% compared to non-gamified tasks.
  • Gamified learning programs can achieve up to 90% completion rates.
  • 81% of employees are more likely to engage with gamified systems.
  • Gamification boosts motivation by an average of 22%.
  • Gamified loyalty programs see a 63% increase in program registration rates.
  • Gamification in education can increase student engagement by 40%.
  • Gamification can increase content consumption by up to 30%.
  • Over 80% of gamified applications will fail to meet business objectives due to poor design.
  • Gamified marketing campaigns can result in a 100% increase in engagement rates.
  • Gamification can increase lead generation by 50%.
  • 63% of online communities use gamification to drive engagement.
  • Gamified customer reviews receive 4 times more responses than traditional reviews.
  • Gamification boosts onboarding by 60%.
  • 75% of surveyed educators believe that gamification can positively impact student learning outcomes.
  • Gamification can increase email open rates by 70%.
  • 86% of gamified fitness app users say it motivates them to exercise more.

Interpretation

In a world where attention spans are shorter than a goldfish's memory, gamification emerges as the unsung hero of engagement. With the power to increase user involvement by astronomical percentages, gamification proves to be the ultimate tool for capturing hearts, minds, and clicks. From e-learning experiences that leave traditional methods in the dust to companies witnessing exponential growth thanks to gaming strategies, the message is clear: when it comes to motivation and productivity, make it a game and they will come. So, buckle up and level up, because gamification isn't just a trend—it's a game-changer in the serious business of capturing and keeping the ever-elusive attention of today's audience.

References