April 17, 2024
Gamification Market

The Global Gamification Market is Gaining Ground in Digital Learning Trends

The gamification in digital learning is poised for 7.7% growth by prioritizing user engagement. Gamification refers to applying game mechanics and game design techniques to non-game contexts to motivate and engage users. Some common games elements used include leaderboards, badges, points systems and performance graphs. In the education industry, gamification is used to make online lessons more engaging for students of all ages. It aims to appeal to students’ natural desires for competition, achievement, status, self-expression, and altruism.

The global gamification market is estimated to be valued at US$ 21.32 Mn in 2024 and is expected to exhibit a CAGR of 7.7% over the forecast period between 2024 to 2031.

Gamification has emerged as an effective methodology to increase learner participation through rewarding mechanisms to optimize the learning experience. With the rising popularity of virtual and digital classrooms, gamification provides an immersive way to make learning procedures interactive and enjoyable for students.

Key Takeaways

Key players operating in the Gamification Market Size are Faust Bio-Agricultural Services, Humic Growth Solutions, Inc., Italpoliina S.p.A., LaboratoiresGoemar SAS, Koppert B.V., Sikko Industries, Black Earth Humic, Changsha Xian Shan Yuan Agriculture, Agbest Technology, Nature’s Lawn & Garden, Humintech, Everwood Farm, Daymsa, and WinField Solutions. These companies are focused on developing advanced gamification platforms and solutions for K-12, higher education, and corporate training purposes.

The growing demand for interactive learning modules from the new generation of digital native students is projected to drive the gamification adoption. Gamification aligns well with modern pedagogical approaches that aim to shift from lectures to hands-on active learning. This increases student focus and fosters collaboration to achieve shared goals and problem-solving.

The global acceptance of virtual classrooms and online micro-learning is also accelerating the gamification market expansion beyonddeveloped countries. As internet penetration increases across developing nations, there is significant scope for gamified edtechsolutions to make learning engaging and affordable for a much larger student population worldwide.

Market Key Trends

One of the major trends in the gamification market is the shift from standalone games to integrated platforms. Earlier, gamifiedcomponents were often designed as isolated games without much context to the curriculum. Today, leading providers offer immersive gamification platforms that weave game elements organically into the actual learning tools and materials. This delivers a unified educational gaming experience that drives continuous engagement and learning outcomes.

Porter’s Analysis
Threat of new entrants: New companies can enter the gamification market easily as there are no major capital requirements but existing players have strong brand names and economies of scale.

Bargaining power of buyers: Buyers have moderate bargaining power in the gamification market as there are many solution providers but they also look for quality and innovation.

Bargaining power of suppliers: A few large technology companies supplying gamification platforms and solutions have significant bargaining power over smaller companies in the market.

Threat of new substitutes: Alternatives like simulations and interactive learning can act as substitutes but gamification provides a more engaging experience for learners and employees.

Competitive rivalry: The gamification market sees intense competition due to presence of global technology giants and growing number of startups offering customized solutions.

Geographical Regions
North America accounts for the largest share of the global gamification market in terms of value due to high adoption across various industries like education, corporate, and healthcare for engaging employees and customers. Growing investments in gaming solutions by US companies is a major factor for regional concentration.

Asia Pacific is projected to be the fastest growing regional market between 2024-2030 attributed to increasing demand from China and India. Rising internet penetration, growing young population, and focus of Asian companies on innovation are key factors supporting swift adoption of gamification in this region.

*Note:
1. Source: Coherent Market Insights, Public sources, Desk research
2. We have leveraged AI tools to mine information and compile it