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2026 US$ 20.9 Bn: Global Gamification Market is expected to reach US$ 20.9 Bn in 2026

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The first five-year cumulative revenue (2017-2021) is projected to be around US$ 15 Bn, which is expected to increase significantly over the latter part of the five-year forecast period. Global Gamification Market: Segmental Snapshot By Solution Type: The marketing type segment accounted for highest revenue share contribution as compared to other type segment By Deployment Type: The cloud based segment is projected to account for highest revenue share as compared to that of other deployment type segment By Customer Type: The enterprise gamification segment accounted for highest revenue share contribution as compared to other customer type segment By End Use Verticals: The media & entertainment is projected to account for highest revenue share as compared to that of other end use verticals segment By region: The market in Europe is expected to register highest CAGR of over 35% between 2017 and 2026, owing to the presence of prominent players in the region.

Source: https://marketresearch.biz/infographics/gamification-market/

The first five-year cumulative revenue (2017-2021) is projected to be around US$ 15 Bn, which is expected to increase significantly over the latter part of the five-year forecast period. Global Gamification Market: Segmental Snapshot By Solution Type: The marketing type segment accounted for highest revenue share contribution as compared to other type segment By Deployment Type: The cloud based segment is projected to account for highest revenue share as compared to that of other deployment type segment By Customer Type: The enterprise gamification segment accounted for highest revenue share contribution as compared to other customer type segment By End Use Verticals: The media & entertainment is projected to account for highest revenue share as compared to that of other end use verticals segment By region: The market in Europe is expected to register highest CAGR of over 35% between 2017 and 2026, owing to the presence of prominent players in the region. Source: https://marketresearch.biz/infographics/gamification-market/

Score from the experts at Killer Infographics

Visual Communication - 50%
Design - 55%
Content/Script - 50%
Usability - 50%

51%

Final Grade

Showing the diverse use cases for gamification, this infographic explores the sectors that may participate most in the industry. While it's able to display a variety of verticals and ideas, most of the numerical information is missing, leaving the picture incomplete. Data viz gives an idea of what the distributions of each type may be, but without the actual numbers it's hard to say if these are accurate. Also, nothing obvious in the design specifically implies gaming. In all we'd give this a D.

User Rating: 5 ( 1 votes)
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