Gamification Market To Reach USD 37.9 Billion By 2027 | CAGR 31.6% — Forencis Research

  • According to the new market research report “Gamification Market by Solution (Cloud Computing, Analytics, Mobility, and Big Data), by Deployment (Cloud, On-premise and Hybrid), by Application Type (Sales, Marketing and Advertisement, Product Development, Support, Social Media and Mobile Application), by Platform (Open Platform and Closed Platform), by End-User (Entertainment, Education, BFSI, Healthcare, E-Commerce, Media, Travel and Logistics, Government and Others), by Region (Asia Pacific, Europe, Middle East & Africa, South America, North America) — Global Forecast (2020 to 2027)”, the global gamification market is estimated to reach USD 37.9 Billion by 2027 at a CAGR of around 31.6% during the review period.
  • The increasing demand for e-learning will improve the learning experience and enhanced learner engagement which will lead to an increase in the demand for the gamification market which is expected to surge the AI in the telecommunication market during the forecast period.
  • However, cybersecurity issues remain a major challenging factor for the growth of the gamification market in the forecast period.
  • The enhancement in marketing advertisement helps to increase brand awareness and improve the client demand which will enhance the growth for the market in the projected period.
  • The lack of awareness about the new technologies remains a challenging factor that will hamper the growth of the market.
  • Highly adoption in the digital platform enhances customer loyalty that provides a reward in the form of digital coupons which is excepted to boost the growth of the market in the forecast period.
  • In the e-learning platform, Augmented Reality (AR) and Virtual Reality (VR) enhance the learning experience to improve knowledge and productivity for the business growth hence, it anticipated creating a positive impact on the market’s growth.
  • Asia-Pacific
  • Europe
  • Microsoft:
  • SAP SE:



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