세계의 게이미피케이션 시장 보고서(2025년)
Gamification Global Market Report 2025
상품코드 : 1650272
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 200 Pages
 라이선스 & 가격 (부가세 별도)
US $ 4,490 ₩ 6,430,000
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 6,490 ₩ 9,294,000
PDF (Site License) help
PDF 보고서를 동일 사업장의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 8,490 ₩ 12,159,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.


ㅁ Add-on 가능: 고객의 요청에 따라 일정한 범위 내에서 Customization이 가능합니다. 자세한 사항은 문의해 주시기 바랍니다.
ㅁ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송기일은 문의해 주시기 바랍니다.

한글목차

게임화 시장 규모는 향후 몇 년동안 연평균 성장률(CAGR) 28.4%로 2029년까지 736억 6,000만 달러에 달할 것으로 예상됩니다. 예측 기간 동안의 성장은 교육 분야에서의 게임화 통합, 건강 및 웰니스 분야에서의 게임화 도입, 고객 로열티 프로그램에서의 게임화 확대, 가상 이벤트에서의 게임화 사용 증가, 데이터 기반 게임화 전략에 대한 강조 등으로 인한 것으로 분석됩니다. 데이터 기반 게임화 전략의 중요성 등이 주요 원인으로 꼽힙니다. 예측 기간 동안 주요 동향으로는 게임화 기술의 발전, 원격 근무 및 하이브리드 근무 환경을 위한 게임화, 게임화된 경험의 개인화 및 맞춤화, 증강현실(AR) 및 가상현실(VR)과의 통합, 투명성 높은 게임화를 위한 블록체인 통합 등이 있습니다. 위한 블록체인 통합 등을 들 수 있습니다.

스마트폰의 보급 확대가 향후 게임화 시장의 성장을 가속할 것으로 예상됩니다. 스마트폰은 컴퓨팅 기능도 수행할 수 있는 휴대전화의 일종입니다. 이러한 스마트폰을 통해 사용자는 언제 어디서나 게임화 모바일 앱에 접속하여 다른 사용자와 경쟁하고, 학습 및 승리 목표를 달성할 수 있게 됩니다. 예를 들어, 2023년 2월 영국의 금융 행위 당국인 Uswitch Limited에 따르면, 영국의 모바일 접속 건수는 7,180만 건으로 전년 대비 3.8% 증가하여 약 260만 건이 추가되었습니다. 또한, 2025년까지 영국 인구는 6,830만 명으로 증가할 것으로 예상되며, 이 중 95%, 즉 약 6,500만 명이 스마트폰을 소유할 것으로 예상됩니다. 따라서 스마트폰의 보급이 게임화 시장의 성장을 견인하고 있습니다.

인터랙티브 학습의 트렌드는 향후 게임화 시장의 성장을 가속할 것으로 예상됩니다. 대화형 학습은 학생들이 학습 과정에 적극적으로 참여하는 것을 목표로 하는 교육 방법이며, 많은 경우 기술을 활용합니다. 게임화와 같은 대화형 학습 기법은 학습자가 교육 과정에 적극적으로 참여하도록 유도합니다. 퀴즈, 과제, 시뮬레이션과 같은 게임화된 요소는 학습 경험을 더욱 매력적으로 만들어 학습자의 적극적인 참여를 유도합니다. 또한, 게임화는 학습자가 실시간 시나리오에서 지식과 기술을 적용해야 하기 때문에 학습자의 몰입도를 높일 수 있는 양방향적 요소를 포함하고 있습니다. 예를 들어, 모든 학습자가 쉽게 학습할 수 있도록 무료 도구와 리소스를 제공하는 미국 기반 혁신 단체인 Prosperityforall에 따르면, 2027년까지 온라인 강좌를 수강하는 사람의 수가 5,700만 명에 달할 것으로 예상하고 있습니다. 따라서 대화형 학습 증가 추세는 게임화 시장의 성장을 주도하고 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장-금리, 인플레이션, 지정학, 코로나재난, 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별/국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 개요

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 시장 최근 동향

제35장 시장 잠재력이 높은 국가, 부문, 전략

제36장 부록

LSH
영문 목차

영문목차

Gamification is a method that helps to engage users by applying game mechanics, elements, and principles to non-game contexts in a better way. Gamification uses a sequence of functions and methods to solve problems by utilizing or applying game element characteristics. The primary aim of using gamification is to improve and enhance the learning experience by incorporating a competitive element into it.

The main types of gamification market platforms are open platforms and closed or enterprise platforms. An open platform refers to a system that co-evolves with the environment and has a high level of uncertainty. The on-platform system used in the learning or education industry provides players or users with the autonomy to make discoveries on their own. It is used by small and medium enterprises and large enterprises and is deployed in various modes, such as on-premise and in the cloud. The several types of end-user verticals include retail, banking, government, healthcare, education and research, IT, telecom, and others.

The gamification market research report is one of a series of new reports from The Business Research Company that provides gamification market statistics, including gamification industry global market size, regional shares, competitors with a gamification market share, detailed gamification market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification industry. This gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The gamification market size has grown exponentially in recent years. It will grow from $22.01 billion in 2024 to $27.11 billion in 2025 at a compound annual growth rate (CAGR) of 23.2%. The growth in the historic period can be attributed to increased use of gamification in marketing, growth inThe gaming industry, rise of mobile gaming, employee engagement and training needs.

The gamification market size is expected to see exponential growth in the next few years. It will grow to $73.66 billion in 2029 at a compound annual growth rate (CAGR) of 28.4%. The growth in the forecast period can be attributed to integration of gamification in education, adoption of gamification in health and wellness, expansion of gamification in customer loyalty programs, increased use of gamification in virtual events, emphasis on data-driven gamification strategies. Major trends in the forecast period include advances in technology for gamification, gamification for remote and hybrid work environments, personalization and customization in gamified experiences, integration with augmented reality (AR) and virtual reality (VR), blockchain integration for transparent gamification.

The growing penetration of smartphones is expected to propel the growth of the gamification market going forward. Smartphones refer to a type of cellular telephone that can also perform computing functions. These smartphones enable the user to access gamifying mobile apps anytime, anywhere, allowing them to compete with others and achieve their learning and winning objectives. For instance, in February 2023, according to Uswitch Limited, a UK-based financial conduct authority, mobile connections in the UK reached 71. 8 million, showing a 3. 8% increase from the previous year, totaling approximately 2. 6 million additional connections. Furthermore, it is projected that the UK's population will expand to 68. 3 million by 2025, with an estimated 95% of the population, or around 65 million individuals, owning a smartphone. Therefore, the increase in smartphone penetration is driving the gamification market growth.

The growing trend of interactive learning is expected to propel the growth of the gamification market going forward. Interactive learning is a teaching technique that seeks to get students actively engaged in the learning process, often through the use of technology. Interactive learning methodologies, such as gamification, actively involve learners in the educational process. Gamified elements, such as quizzes, challenges, and simulations, make the learning experience more engaging, encouraging active participation. Further, Gamification incorporates interactive elements that require learners to apply their knowledge and skills in real-time scenarios, leading to better retention of the material. For instance, according to Prosperityforall, a US-based innovative organization that provides free tools and resources to make learning accessible to all students, the number of people who take an online course will rise to as many as 57 million people by 2027. Therefore, the growing trend of interactive learning is driving the growth of the gamification market.

Technological advancements have emerged as a key trend gaining popularity in the gamification market. Major companies operating in the gamification sector are focused on introducing new technologies to sustain their position in the market. For instance, in January 2022, Soffos, a UK-based technology company, launched TestMe, an AI-powered quiz-based training tool for corporate training managers and student exam preparation. It generates quiz-style, open-ended tests that are uploaded onto the platform for users from any resource, where the users can speak or type answers in natural language. This gamification element will help to keep the user engaged in exploring trending topics and sharing their progress with others throughout the study journey.

Major companies operating in gamification market are focused on developing innovative solution such as gamified finance app to gain the competitive advantages in the market. Gamified finance apps use game-like elements and mechanics to enhance the user experience and drive better financial outcomes. For instance, in May 2023, Truist Financial Corporation, a US-based bank holding company launched a gamified finance app through Long Game that rewards clients for building financial wellness. The mobile app serves as a remarkable illustration of how our Truist Foundry group's distinctive startup approach seamlessly integrates cutting-edge technology and a human touch to enhance clients' financial experiences. Upon installation, users are greeted with the 'daily game' as the initial feature when they open the Long Game app. This feature allows customers to accumulate coins for participation in various other games.

In August 2022, Nazara Technologies Limited, an India-based diversified gaming and sports media company acquired WildWorks for an undisclosed amount. With this acquisition, WildWorks will position Nazara Technologies to strengthen leadership in the gamified learning sector for children. WildWorks is a US-based game development company.

Major companies operating in the gamification market include MPS Interactive Systems Limited, Microsoft Corporation, Axonify Inc., IActionable Inc., SAP SE, Indusgeeks Solutions Pvt. Ltd., BI WORLDWIDE, TGC Technologies Pvt. Ltd., Gametize, Gamify, Salesforce. com Inc., Cognizant Technology Solution Corp., Verint, Hoopla, Centrical, Mambo. IO, Influitive, LevelEleven, Ambition, Khoros, Scrimmage, Xoxoday, Tango Card, Google LLC

North America was the largest region in the gamification market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Canada, Spain.

The gamification market consists of revenues earned by entities by providing structural gamification and content gamification. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gamification Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for gamification ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

Scope

Table of Contents

1. Executive Summary

2. Gamification Market Characteristics

3. Gamification Market Trends And Strategies

4. Gamification Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Gamification Growth Analysis And Strategic Analysis Framework

6. Gamification Market Segmentation

7. Gamification Market Regional And Country Analysis

8. Asia-Pacific Gamification Market

9. China Gamification Market

10. India Gamification Market

11. Japan Gamification Market

12. Australia Gamification Market

13. Indonesia Gamification Market

14. South Korea Gamification Market

15. Western Europe Gamification Market

16. UK Gamification Market

17. Germany Gamification Market

18. France Gamification Market

19. Italy Gamification Market

20. Spain Gamification Market

21. Eastern Europe Gamification Market

22. Russia Gamification Market

23. North America Gamification Market

24. USA Gamification Market

25. Canada Gamification Market

26. South America Gamification Market

27. Brazil Gamification Market

28. Middle East Gamification Market

29. Africa Gamification Market

30. Gamification Market Competitive Landscape And Company Profiles

31. Gamification Market Other Major And Innovative Companies

32. Global Gamification Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification Market

34. Recent Developments In The Gamification Market

35. Gamification Market High Potential Countries, Segments and Strategies

36. Appendix

(주)글로벌인포메이션 02-2025-2992 kr-info@giikorea.co.kr
ⓒ Copyright Global Information, Inc. All rights reserved.
PC버전 보기