{"id":195,"date":"2021-06-16T06:37:57","date_gmt":"2021-06-16T06:37:57","guid":{"rendered":"https:\/\/www.innoviusresearch.com\/blog\/?p=195"},"modified":"2022-03-21T13:51:45","modified_gmt":"2022-03-21T13:51:45","slug":"the-emergence-of-the-gamification-industry","status":"publish","type":"post","link":"https:\/\/www.innoviusresearch.com\/blog\/emerging-technology\/the-emergence-of-the-gamification-industry\/","title":{"rendered":"The emergence of the Gamification Industry"},"content":{"rendered":"\n<p>Contemporary scientists strongly believe play is a major part of the human experience.&nbsp;<strong>Implementing gaming in business strategy and education<\/strong>&nbsp;gains momentum in recent years and more and more organizations enjoy the benefits.<\/p>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Global&nbsp;Statistics<\/strong><\/h5>\n\n\n\n<p>The Human Resource sector is expected to register the highest growth rate in the gamification market, having a CAGR of <strong>27.8%<\/strong>. The biggest user of game-based learning solutions is the <strong>corporate sector<\/strong>, posting an astounding growth rate of <strong>47.5%<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-style-twentytwentyone-border\"><img decoding=\"async\" src=\"https:\/\/innoviusresearch.s3.ap-south-1.amazonaws.com\/blog\/market-research\/graph+gamification+1.jpg\" alt=\"Gamification - 1\"\/><figcaption><strong>Market Size Growth Of Gamification ($Billions)<\/strong><\/figcaption><\/figure>\n\n\n\n<p>The gamification market size in 2020 had a global value of <strong>$9.1 billion <\/strong>and is predicted to register an impressive CAGR of <strong>27.4%<\/strong> while reaching <strong>$30.7 billion <\/strong>by 2025.<\/p>\n\n\n\n<script async src=\"https:\/\/pagead2.googlesyndication.com\/pagead\/js\/adsbygoogle.js?client=ca-pub-6580330613220222\"\n     crossorigin=\"anonymous\"><\/script>\n<ins class=\"adsbygoogle\"\n     style=\"display:block; text-align:center;\"\n     data-ad-layout=\"in-article\"\n     data-ad-format=\"fluid\"\n     data-ad-client=\"ca-pub-6580330613220222\"\n     data-ad-slot=\"2367613624\"><\/ins>\n<script>\n     (adsbygoogle = window.adsbygoogle || []).push({});\n<\/script>\n\n\n\n<p>In a <strong>2019 to 2024 <\/strong>forecast of game-based learning growth rates for seven regions, Western Europe emerged with the highest growth rate of <strong>47.2%<\/strong>, Eastern Europe followed at <strong>42.2%, <\/strong>Africa <strong>41.3%<\/strong>, the Middle East <strong>36.2%<\/strong>, North America <strong>35.2%<\/strong>, Latin America <strong>30.1%, <\/strong>and the Asia-Pacific <strong>27%<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-style-twentytwentyone-border\"><img decoding=\"async\" src=\"https:\/\/innoviusresearch.s3.ap-south-1.amazonaws.com\/blog\/market-research\/graph+gamification+2.jpg\" alt=\"Gamification - 2\"\/><figcaption><strong>&nbsp;Growth Rates Of Game Based Learning Worldwide (%)<\/strong><\/figcaption><\/figure>\n\n\n\n<h5 class=\"wp-block-heading\"><strong>Gamification &#8211; Benefits and Risks<\/strong><\/h5>\n\n\n\n<p>The key benefits of&nbsp;gamification&nbsp;are increased&nbsp;<strong>customer engagement<\/strong>,&nbsp;<strong>reducing banner blindness<\/strong>, and&nbsp;<strong>boosting brand awareness<\/strong>. Motivating users by rewarding them with special features, will make conversion rates skyrocket. <\/p>\n\n\n\n<p>Gamification can be viewed as manipulative or exploitative. The customers or employees may become disheartened and skeptical if gamification motives are overt or perceived maniacal. Consumers may grow to resent the brand and products if they feel that the gamification practices are scheming.&nbsp;<\/p>\n\n\n\n<hr class=\"wp-block-separator is-style-default\"\/>\n\n\n\n<p><strong>Data Sources: <a href=\"https:\/\/technologyadvice.com\/\" target=\"_blank\" rel=\"noreferrer noopener\" title=\"https:\/\/technologyadvice.com\/\">Technology Advice<\/a>, <a href=\"https:\/\/financesonline.com\" title=\"https:\/\/financesonline.com\">Finances Online<\/a>, <a href=\"https:\/\/review42.com\" title=\"https:\/\/review42.com\">Review42<\/a><\/strong><\/p>\n\n\n\n<hr class=\"wp-block-separator\"\/>\n\n\n\n<p><em>To know more about this market study&nbsp;<strong><a href=\"https:\/\/www.innoviusresearch.com\/contact-us.php\">Contact Now<\/a><\/strong><\/em><\/p>\n\n\n\n<p>Read more&nbsp;<strong><a href=\"https:\/\/www.innoviusresearch.com\/blog\/category\/market-report\/\">Market Reports<\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Contemporary scientists strongly believe play is a major part of the human experience.&nbsp;Implementing gaming in business strategy and education&nbsp;gains momentum in recent years and more and more organizations enjoy the benefits. Global&nbsp;Statistics The Human Resource sector is expected to register the highest growth rate in the gamification market, having a CAGR of 27.8%. The biggest&hellip; <a class=\"more-link\" href=\"https:\/\/www.innoviusresearch.com\/blog\/emerging-technology\/the-emergence-of-the-gamification-industry\/\">Continue reading <span class=\"screen-reader-text\">The emergence of the Gamification Industry<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":196,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[7,10],"tags":[],"class_list":["post-195","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-emerging-technology","category-market-report","entry"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/posts\/195","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/comments?post=195"}],"version-history":[{"count":5,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/posts\/195\/revisions"}],"predecessor-version":[{"id":301,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/posts\/195\/revisions\/301"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/media\/196"}],"wp:attachment":[{"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/media?parent=195"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/categories?post=195"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.innoviusresearch.com\/blog\/wp-json\/wp\/v2\/tags?post=195"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}