Europe and Latin America Gamification Market Size & Share Analysis - Growth Trends & Forecast (2023 - 2028)

Europe and Latin America's Gamification Market is segmented by Type (Solution, Services), by End-user Vertical (Retail, Healthcare, Education, Banking and Finance, Telecommunications & IT), by Geography (Europe (Italy, Germany, United Kingdom, Rest of Europe), Latin America (Brazil, Mexico, Rest of Latin America)). The market sizes and forecasts are provided in terms of value in USD for all the above segments.

Europe And Latin America Gamification Market Size

Europe And Latin America Gamification Market Summary
Study Period 2018 - 2028
Base Year For Estimation 2022
Market Size (2023) USD 6.80 Billion
Market Size (2028) USD 23.58 Billion
CAGR (2023 - 2028) 28.24 %
Market Concentration Low

Major Players

Europe And Latin America Gamification Market Major Players

*Disclaimer: Major Players sorted in no particular order

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Europe And Latin America Gamification Market Analysis

The Europe And Latin America Gamification Market size is expected to grow from USD 6.80 billion in 2023 to USD 23.58 billion by 2028, at a CAGR of 28.24% during the forecast period (2023-2028).

The exponential growth in the number of smartphones and mobile devices in the region has boosted the demand for the gamification market. The increasing recognition of gamification systems also supports this growth as a method to architecture human behavior to induce innovation, productivity, or engagement.

  • Improved learning outcomes are anticipated to increase the gamification demand among end-users in European and Latin American countries. As a promising learning method, gamification is a growing trend in manufacturing, education, healthcare training, etc.
  • Mobile-based gamification is gaining momentum and driving the gamification market in Europe and Latin America. With the widespread use of smartphones and tablets, mobile-based gamification has become an effective way to engage users and create immersive experiences.
  • Crowdsourcing has emerged as a significant opportunity in innovation and development, and it has also been driving the gamification market. Crowdsourcing involves sourcing ideas, content, or services from a large group of people, often via the Internet. Gamification can motivate and engage the crowd, making it an effective tool for crowdsourcing initiatives.
  • The development of gamification solutions can be complex, posing a challenge and restraining the gamification market. Developing effective game mechanics that are engaging, motivating, and aligned with the business objectives can be challenging. It requires a deep understanding of user behavior, psychology, and motivations that may restrain market growth.
  • The COVID-19 pandemic accelerated the adoption of digital technologies and forced companies to shift to remote work and virtual learning. This created new opportunities for gamification as companies look for ways to engage and motivate employees and customers in a virtual environment. The gamification market is expected to grow in the post-COVID-19 era, driven by the ongoing digital transformation and the need for engaging and effective virtual experiences.

Europe And Latin America Gamification Market Trends

Retail End-User Vertical Segment is Expected to Hold Significant Market Share

  • Gamification is a growing trend in Europe and Latin America, with many retailers using it to engage with their customers and increase sales. In this case, end users would be the customers interacting with the gamification elements.
  • Gamification in retail is loyalty programs that reward customers for their purchases. These programs often use points or badges to incentivize customers to continue shopping with the retailer. By adding a gamification element to their loyalty program, retailers can make the experience more engaging and fun for customers, increasing customer loyalty and repeat business.
  • Some retailers in Latin America also use gamification to encourage social responsibility and sustainability. For example, a store might offer discounts or other incentives for customers who bring in recyclable materials or participate in community service projects. By using gamification, retailers can encourage customers to think about their impact on the environment and their communities while building brand loyalty.
  • In Europe, some retailers also use gamification to create immersive shopping experiences. For example, a clothing store might use augmented reality to allow customers to try on clothes virtually. This can be a fun and engaging way for customers to interact with the products and increase their likelihood of purchasing.
  • According to OECD, In 2022, the total retail trade sales volume index in the European Union remained nearly unchanged at approximately 117.08. Still, the total retail trade sales volume index reached its highest value from 2009 to 2022.
Europe And Latin America Gamification Market: Retail Trade Sales Trend, as Index (2015 =100), in the European Union (EU-27), 2009-2022

European Region is Expected to Hold Significant Market Share

  • Gamification has gained popularity in various European sectors, including education, healthcare, marketing, and employee engagement. Companies use gamification to enhance customer engagement, improve employee performance, and create more effective training programs.
  • The high penetration of internet and smartphone users in the region has also led to the more significant usage of gamification for marketing, especially using social media integration tools. According to ITU, As of 2022, internet penetration in Europe was the highest among the global regions, growing from nearly 60 percent in 2009 to 89 percent in 2022.
  • Germany and the United Kingdom have a strong gaming industry, with several established game development companies and a large market for video games. This has created a talent pool and infrastructure that can be leveraged for gamification projects.
  • High expenditure on advertising is witnessed across industries in the region, as advertisers use gamification to optimize brand awareness, target more audiences, and make additional website traffic.
  • The gamification market in Europe is expected to continue growing, driven by the increasing adoption of gamification across various sectors and the availability of advanced technologies like artificial intelligence (AI) and virtual reality (VR) that can enhance the gamification experience.
Europe And Latin America Gamification Market: Internet Penetration Rate, in Percentage (%), in Europe, 2009-2022

Europe And Latin America Gamification Industry Overview

The Europe and Latin America Gamification Market is highly fragmented, with major players like Young Targets GmbH, Growth Engineering Ltd., Gamifier, Inc., 3radical Limited, and CUT-E GMBH (AON, PLC). Players in the market are adopting strategies such as partnerships, mergers, and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In November 2022, 3radical, one of the market leaders in audience engagement and consented to data capturing solutions, announced the successful delivery of an interactive digital learning platform for Saint-Gobain's specialized distributor brands. 3radical created an identical gamified micro-site for colleagues to effectively convey the company's sustainability plan to employees and raise awareness of critical environmental concerns.

In October 2022, Growth Engineering released a significant new gamification guidebook. Growth Engineering intended to establish a resource that would assist corporations, L&D professionals, instructors, and teachers in developing high-impact gamification techniques for the future. The 'The Ultimate Guide to Gamification in Online Learning' handbook explained how gamification could effectively engage learners in academic and corporate settings.

Europe And Latin America Gamification Market Leaders

  1. Young Targets GmbH

  2. Growth Engineering Ltd.

  3. Gamifier, Inc.

  4. 3radical Limited

  5. CUT-E GMBH (AON, PLC)

*Disclaimer: Major Players sorted in no particular order

Europe And Latin America Gamification Market Concentration
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Europe And Latin America Gamification Market News

  • December 2022: GenMove, a new software developed in partnership with the World Health Organization by app developer G13R Ltd., combined artificial intelligence (AI) with the selfie camera to provide a pleasant and amusing gamified workout experience. GenMove's goal was to get more kids off the sofa and active, thereby turning the tables on the sedentary lifestyle that is mostly driven by more and more screen time.
  • November 2022: The National Society for the Prevention of Cruelty to Children (NSPCC) chose 3radical, one of the leaders in audience engagement and consented data capture solutions, to deliver gamified experiences as part of integrated campaigns aimed at acquiring new and retaining current charitable supporters.
  • September 2022: Bragg Gaming Group expanded its successful gamification and player engagement product Fuze to now be available on sportsbooks. This was likely to offer operators a new way to enhance customer experience.

Europe & Latin America Gamification Market Report - Table of Contents

  1. 1. INTRODUCTION

    1. 1.1 Study Assumptions and Market Definition

    2. 1.2 Scope of the Study

  2. 2. RESEARCH METHODOLOGY

  3. 3. EXECUTIVE SUMMARY

  4. 4. MARKET INSIGHTS

    1. 4.1 Market Overview

    2. 4.2 Industry Attractiveness - Porter's Five Forces Analysis

      1. 4.2.1 Bargaining Power of Suppliers

      2. 4.2.2 Bargaining Power of Consumers

      3. 4.2.3 Threat of New Entrants

      4. 4.2.4 Intensity of Competitive Rivalry

      5. 4.2.5 Threat of Substitutes

    3. 4.3 Impact of COVID-19 on Gamification and Digital Engagement Strategies

    4. 4.4 Evolution of Gamification and the Current Positioning of Europe and Latin America in the Global Scenario

  5. 5. MARKET DYNAMICS

    1. 5.1 Market Drivers

      1. 5.1.1 Mobile-based Gamification Gaining Momentum

      2. 5.1.2 Crowdsourcing seen as a major Opportunity in Innovation and Development

      3. 5.1.3 Growing Awareness on the use of Gamification in the field of Education and Local Citizen Engagement in Latin America

    2. 5.2 Market Challenges

      1. 5.2.1 Several Gamification Techniques have been known to have a Short-Term Impact on the Audience

      2. 5.2.2 Complexities Involved in the Development of Gamification Solutions

    3. 5.3 Market Opportunities

      1. 5.3.1 Increased Adoption of AI and Machine Learning has Greatly Improved Engagement Rates in key End-User Segments

  6. 6. MARKET SEGMENTATION

    1. 6.1 By Type

      1. 6.1.1 Solution

      2. 6.1.2 Services

    2. 6.2 By End User Vertical

      1. 6.2.1 Retail

      2. 6.2.2 Healthcare

      3. 6.2.3 Education

      4. 6.2.4 Banking and Finance

      5. 6.2.5 Telecommunications & IT

      6. 6.2.6 Other End-user Vertical

    3. 6.3 By Geography

      1. 6.3.1 Europe

        1. 6.3.1.1 Italy

        2. 6.3.1.2 Germany

        3. 6.3.1.3 United Kingdom

        4. 6.3.1.4 Rest of Europe

      2. 6.3.2 Latin America

        1. 6.3.2.1 Brazil

        2. 6.3.2.2 Mexico

        3. 6.3.2.3 Rest of Latin America

  7. 7. COMPETITIVE LANDSCAPE

    1. 7.1 Company Profiles

      1. 7.1.1 Young Targets GmbH

      2. 7.1.2 Growth Engineering Ltd.

      3. 7.1.3 Gamifier, Inc.

      4. 7.1.4 3radical Limited

      5. 7.1.5 CUT-E GMBH (AON, PLC)

      6. 7.1.6 Gamehill

      7. 7.1.7 MMD Games

      8. 7.1.8 BrandNewGame

      9. 7.1.9 Mindonsite SA

      10. 7.1.10 Bluerabbit Edu, S.A.P.I. de C.V.

      11. 7.1.11 Matifac

      12. 7.1.12 Senac Brasil

    2. *List Not Exhaustive
  8. 8. INVESTMENT ANALYSIS

  9. 9. MARKET OUTLOOK

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Europe And Latin America Gamification Industry Segmentation

Gamification uses the human tendency to influence one's thinking process by engaging users to become effective problem solvers, even in the real world. Gamification has proven its benefits in different activities, such as customer experience enrichment, employee engagement, and rewards to people.

Europe and Latin America's Gamification Market is segmented by Type (Solution, Services), End-user Vertical (Retail, Healthcare, Education, Banking and Finance, Telecommunications & IT), and Geography (Europe (Italy, Germany, United Kingdom, Rest of Europe), Latin America (Brazil, Mexico, Rest of Latin America)). The market sizes and forecasts are provided in terms of value in USD for all the above segments.

By Type
Solution
Services
By End User Vertical
Retail
Healthcare
Education
Banking and Finance
Telecommunications & IT
Other End-user Vertical
By Geography
Europe
Italy
Germany
United Kingdom
Rest of Europe
Latin America
Brazil
Mexico
Rest of Latin America
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Europe & Latin America Gamification Market Research FAQs

The Europe And Latin America Gamification Market size is expected to reach USD 6.80 billion in 2023 and grow at a CAGR of 28.24% to reach USD 23.58 billion by 2028.

In 2023, the Europe And Latin America Gamification Market size is expected to reach USD 6.80 billion.

Young Targets GmbH, Growth Engineering Ltd., Gamifier, Inc., 3radical Limited and CUT-E GMBH (AON, PLC) are the major companies operating in the Europe And Latin America Gamification Market.

Europe And Latin America Gamification Industry Report

Statistics for the 2023 Europe And Latin America Gamification market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Europe And Latin America Gamification analysis includes a market forecast outlook to for 2023 to 2028 and historical overview. Get a sample of this industry analysis as a free report PDF download.

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