

The global Employee Gamification Software market size was valued at US$ 1134 million in 2024 and is forecast to a readjusted size of USD 1945 million by 2031 with a CAGR of 8.1% during review period.
Employee Gamification Software refers to specialized software applications that utilize game mechanics and elements to motivate, engage, and enhance the performance of employees within an organization. This software integrates gamification principles such as points, badges, leaderboards, challenges, and rewards into various aspects of the employee experience, including training, performance management, goal setting, and collaboration. By incorporating game elements, Employee Gamification Software aims to create a more enjoyable and engaging work environment, foster healthy competition, drive employee motivation, and ultimately improve productivity and performance across the organization.
The industry trend for Employee Gamification Software is witnessing steady growth and widespread adoption. Organizations are increasingly recognizing the value of gamification in enhancing employee engagement, motivation, and performance. The evolving dynamics of the workforce, including remote work and the rise of the millennial and Gen Z generations, have contributed to the demand for more interactive and gamified approaches to employee management. Additionally, advancements in technology and data analytics have enabled the development of sophisticated gamification software that can provide valuable insights into employee performance and behavior. As a result, the industry trend indicates a promising future for the continued innovation and utilization of Employee Gamification Software in optimizing employee performance and satisfaction.
This report is a detailed and comprehensive analysis for global Employee Gamification Software market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Employee Gamification Software market size and forecasts, in consumption value ($ Million), 2020-2031
Global Employee Gamification Software market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Employee Gamification Software market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Employee Gamification Software market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Employee Gamification Software
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Employee Gamification Software market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Agile (CRM), Edgagement, Microsoft Dynamics 365, SalesScreen, Hoopla, Kahoot, Funifier Studio, Mambo.IO, Bunchball Nitro, Gametize, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Employee Gamification Software market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Cloud Based
Web Based
Market segment by Application
SMEs
Large Enterprises
Market segment by players, this report covers
Agile (CRM)
Edgagement
Microsoft Dynamics 365
SalesScreen
Hoopla
Kahoot
Funifier Studio
Mambo.IO
Bunchball Nitro
Gametize
Zurmo (CRM)
Judgify
Qstream
Hurrah
Ambition
Gameffective
Iactionable
QuizGame
Spinify
LevelEleven
GetBadges
SuMo Motivate (CRM)
Repignite
Battlejungle
Mysalesgame
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Employee Gamification Software product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Employee Gamification Software, with revenue, gross margin, and global market share of Employee Gamification Software from 2020 to 2025.
Chapter 3, the Employee Gamification Software competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Employee Gamification Software market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Employee Gamification Software.
Chapter 13, to describe Employee Gamification Software research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 Market Overview
1.1 Product Overview and Scope
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Employee Gamification Software by Type
1.3.1 Overview: Global Employee Gamification Software Market Size by Type: 2020 Versus 2024 Versus 2031
1.3.2 Global Employee Gamification Software Consumption Value Market Share by Type in 2024
1.3.3 Cloud Based
1.3.4 Web Based
1.4 Global Employee Gamification Software Market by Application
1.4.1 Overview: Global Employee Gamification Software Market Size by Application: 2020 Versus 2024 Versus 2031
1.4.2 SMEs
1.4.3 Large Enterprises
1.5 Global Employee Gamification Software Market Size & Forecast
1.6 Global Employee Gamification Software Market Size and Forecast by Region
1.6.1 Global Employee Gamification Software Market Size by Region: 2020 VS 2024 VS 2031
1.6.2 Global Employee Gamification Software Market Size by Region, (2020-2031)
1.6.3 North America Employee Gamification Software Market Size and Prospect (2020-2031)
1.6.4 Europe Employee Gamification Software Market Size and Prospect (2020-2031)
1.6.5 Asia-Pacific Employee Gamification Software Market Size and Prospect (2020-2031)
1.6.6 South America Employee Gamification Software Market Size and Prospect (2020-2031)
1.6.7 Middle East & Africa Employee Gamification Software Market Size and Prospect (2020-2031)
2 Company Profiles
2.1 Agile (CRM)
2.1.1 Agile (CRM) Details
2.1.2 Agile (CRM) Major Business
2.1.3 Agile (CRM) Employee Gamification Software Product and Solutions
2.1.4 Agile (CRM) Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.1.5 Agile (CRM) Recent Developments and Future Plans
2.2 Edgagement
2.2.1 Edgagement Details
2.2.2 Edgagement Major Business
2.2.3 Edgagement Employee Gamification Software Product and Solutions
2.2.4 Edgagement Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.2.5 Edgagement Recent Developments and Future Plans
2.3 Microsoft Dynamics 365
2.3.1 Microsoft Dynamics 365 Details
2.3.2 Microsoft Dynamics 365 Major Business
2.3.3 Microsoft Dynamics 365 Employee Gamification Software Product and Solutions
2.3.4 Microsoft Dynamics 365 Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.3.5 Microsoft Dynamics 365 Recent Developments and Future Plans
2.4 SalesScreen
2.4.1 SalesScreen Details
2.4.2 SalesScreen Major Business
2.4.3 SalesScreen Employee Gamification Software Product and Solutions
2.4.4 SalesScreen Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.4.5 SalesScreen Recent Developments and Future Plans
2.5 Hoopla
2.5.1 Hoopla Details
2.5.2 Hoopla Major Business
2.5.3 Hoopla Employee Gamification Software Product and Solutions
2.5.4 Hoopla Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.5.5 Hoopla Recent Developments and Future Plans
2.6 Kahoot
2.6.1 Kahoot Details
2.6.2 Kahoot Major Business
2.6.3 Kahoot Employee Gamification Software Product and Solutions
2.6.4 Kahoot Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.6.5 Kahoot Recent Developments and Future Plans
2.7 Funifier Studio
2.7.1 Funifier Studio Details
2.7.2 Funifier Studio Major Business
2.7.3 Funifier Studio Employee Gamification Software Product and Solutions
2.7.4 Funifier Studio Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.7.5 Funifier Studio Recent Developments and Future Plans
2.8 Mambo.IO
2.8.1 Mambo.IO Details
2.8.2 Mambo.IO Major Business
2.8.3 Mambo.IO Employee Gamification Software Product and Solutions
2.8.4 Mambo.IO Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.8.5 Mambo.IO Recent Developments and Future Plans
2.9 Bunchball Nitro
2.9.1 Bunchball Nitro Details
2.9.2 Bunchball Nitro Major Business
2.9.3 Bunchball Nitro Employee Gamification Software Product and Solutions
2.9.4 Bunchball Nitro Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.9.5 Bunchball Nitro Recent Developments and Future Plans
2.10 Gametize
2.10.1 Gametize Details
2.10.2 Gametize Major Business
2.10.3 Gametize Employee Gamification Software Product and Solutions
2.10.4 Gametize Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.10.5 Gametize Recent Developments and Future Plans
2.11 Zurmo (CRM)
2.11.1 Zurmo (CRM) Details
2.11.2 Zurmo (CRM) Major Business
2.11.3 Zurmo (CRM) Employee Gamification Software Product and Solutions
2.11.4 Zurmo (CRM) Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.11.5 Zurmo (CRM) Recent Developments and Future Plans
2.12 Judgify
2.12.1 Judgify Details
2.12.2 Judgify Major Business
2.12.3 Judgify Employee Gamification Software Product and Solutions
2.12.4 Judgify Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.12.5 Judgify Recent Developments and Future Plans
2.13 Qstream
2.13.1 Qstream Details
2.13.2 Qstream Major Business
2.13.3 Qstream Employee Gamification Software Product and Solutions
2.13.4 Qstream Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.13.5 Qstream Recent Developments and Future Plans
2.14 Hurrah
2.14.1 Hurrah Details
2.14.2 Hurrah Major Business
2.14.3 Hurrah Employee Gamification Software Product and Solutions
2.14.4 Hurrah Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.14.5 Hurrah Recent Developments and Future Plans
2.15 Ambition
2.15.1 Ambition Details
2.15.2 Ambition Major Business
2.15.3 Ambition Employee Gamification Software Product and Solutions
2.15.4 Ambition Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.15.5 Ambition Recent Developments and Future Plans
2.16 Gameffective
2.16.1 Gameffective Details
2.16.2 Gameffective Major Business
2.16.3 Gameffective Employee Gamification Software Product and Solutions
2.16.4 Gameffective Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.16.5 Gameffective Recent Developments and Future Plans
2.17 Iactionable
2.17.1 Iactionable Details
2.17.2 Iactionable Major Business
2.17.3 Iactionable Employee Gamification Software Product and Solutions
2.17.4 Iactionable Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.17.5 Iactionable Recent Developments and Future Plans
2.18 QuizGame
2.18.1 QuizGame Details
2.18.2 QuizGame Major Business
2.18.3 QuizGame Employee Gamification Software Product and Solutions
2.18.4 QuizGame Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.18.5 QuizGame Recent Developments and Future Plans
2.19 Spinify
2.19.1 Spinify Details
2.19.2 Spinify Major Business
2.19.3 Spinify Employee Gamification Software Product and Solutions
2.19.4 Spinify Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.19.5 Spinify Recent Developments and Future Plans
2.20 LevelEleven
2.20.1 LevelEleven Details
2.20.2 LevelEleven Major Business
2.20.3 LevelEleven Employee Gamification Software Product and Solutions
2.20.4 LevelEleven Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.20.5 LevelEleven Recent Developments and Future Plans
2.21 GetBadges
2.21.1 GetBadges Details
2.21.2 GetBadges Major Business
2.21.3 GetBadges Employee Gamification Software Product and Solutions
2.21.4 GetBadges Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.21.5 GetBadges Recent Developments and Future Plans
2.22 SuMo Motivate (CRM)
2.22.1 SuMo Motivate (CRM) Details
2.22.2 SuMo Motivate (CRM) Major Business
2.22.3 SuMo Motivate (CRM) Employee Gamification Software Product and Solutions
2.22.4 SuMo Motivate (CRM) Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.22.5 SuMo Motivate (CRM) Recent Developments and Future Plans
2.23 Repignite
2.23.1 Repignite Details
2.23.2 Repignite Major Business
2.23.3 Repignite Employee Gamification Software Product and Solutions
2.23.4 Repignite Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.23.5 Repignite Recent Developments and Future Plans
2.24 Battlejungle
2.24.1 Battlejungle Details
2.24.2 Battlejungle Major Business
2.24.3 Battlejungle Employee Gamification Software Product and Solutions
2.24.4 Battlejungle Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.24.5 Battlejungle Recent Developments and Future Plans
2.25 Mysalesgame
2.25.1 Mysalesgame Details
2.25.2 Mysalesgame Major Business
2.25.3 Mysalesgame Employee Gamification Software Product and Solutions
2.25.4 Mysalesgame Employee Gamification Software Revenue, Gross Margin and Market Share (2020-2025)
2.25.5 Mysalesgame Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global Employee Gamification Software Revenue and Share by Players (2020-2025)
3.2 Market Share Analysis (2024)
3.2.1 Market Share of Employee Gamification Software by Company Revenue
3.2.2 Top 3 Employee Gamification Software Players Market Share in 2024
3.2.3 Top 6 Employee Gamification Software Players Market Share in 2024
3.3 Employee Gamification Software Market: Overall Company Footprint Analysis
3.3.1 Employee Gamification Software Market: Region Footprint
3.3.2 Employee Gamification Software Market: Company Product Type Footprint
3.3.3 Employee Gamification Software Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
4.1 Global Employee Gamification Software Consumption Value and Market Share by Type (2020-2025)
4.2 Global Employee Gamification Software Market Forecast by Type (2026-2031)
5 Market Size Segment by Application
5.1 Global Employee Gamification Software Consumption Value Market Share by Application (2020-2025)
5.2 Global Employee Gamification Software Market Forecast by Application (2026-2031)
6 North America
6.1 North America Employee Gamification Software Consumption Value by Type (2020-2031)
6.2 North America Employee Gamification Software Market Size by Application (2020-2031)
6.3 North America Employee Gamification Software Market Size by Country
6.3.1 North America Employee Gamification Software Consumption Value by Country (2020-2031)
6.3.2 United States Employee Gamification Software Market Size and Forecast (2020-2031)
6.3.3 Canada Employee Gamification Software Market Size and Forecast (2020-2031)
6.3.4 Mexico Employee Gamification Software Market Size and Forecast (2020-2031)
7 Europe
7.1 Europe Employee Gamification Software Consumption Value by Type (2020-2031)
7.2 Europe Employee Gamification Software Consumption Value by Application (2020-2031)
7.3 Europe Employee Gamification Software Market Size by Country
7.3.1 Europe Employee Gamification Software Consumption Value by Country (2020-2031)
7.3.2 Germany Employee Gamification Software Market Size and Forecast (2020-2031)
7.3.3 France Employee Gamification Software Market Size and Forecast (2020-2031)
7.3.4 United Kingdom Employee Gamification Software Market Size and Forecast (2020-2031)
7.3.5 Russia Employee Gamification Software Market Size and Forecast (2020-2031)
7.3.6 Italy Employee Gamification Software Market Size and Forecast (2020-2031)
8 Asia-Pacific
8.1 Asia-Pacific Employee Gamification Software Consumption Value by Type (2020-2031)
8.2 Asia-Pacific Employee Gamification Software Consumption Value by Application (2020-2031)
8.3 Asia-Pacific Employee Gamification Software Market Size by Region
8.3.1 Asia-Pacific Employee Gamification Software Consumption Value by Region (2020-2031)
8.3.2 China Employee Gamification Software Market Size and Forecast (2020-2031)
8.3.3 Japan Employee Gamification Software Market Size and Forecast (2020-2031)
8.3.4 South Korea Employee Gamification Software Market Size and Forecast (2020-2031)
8.3.5 India Employee Gamification Software Market Size and Forecast (2020-2031)
8.3.6 Southeast Asia Employee Gamification Software Market Size and Forecast (2020-2031)
8.3.7 Australia Employee Gamification Software Market Size and Forecast (2020-2031)
9 South America
9.1 South America Employee Gamification Software Consumption Value by Type (2020-2031)
9.2 South America Employee Gamification Software Consumption Value by Application (2020-2031)
9.3 South America Employee Gamification Software Market Size by Country
9.3.1 South America Employee Gamification Software Consumption Value by Country (2020-2031)
9.3.2 Brazil Employee Gamification Software Market Size and Forecast (2020-2031)
9.3.3 Argentina Employee Gamification Software Market Size and Forecast (2020-2031)
10 Middle East & Africa
10.1 Middle East & Africa Employee Gamification Software Consumption Value by Type (2020-2031)
10.2 Middle East & Africa Employee Gamification Software Consumption Value by Application (2020-2031)
10.3 Middle East & Africa Employee Gamification Software Market Size by Country
10.3.1 Middle East & Africa Employee Gamification Software Consumption Value by Country (2020-2031)
10.3.2 Turkey Employee Gamification Software Market Size and Forecast (2020-2031)
10.3.3 Saudi Arabia Employee Gamification Software Market Size and Forecast (2020-2031)
10.3.4 UAE Employee Gamification Software Market Size and Forecast (2020-2031)
11 Market Dynamics
11.1 Employee Gamification Software Market Drivers
11.2 Employee Gamification Software Market Restraints
11.3 Employee Gamification Software Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry
12 Industry Chain Analysis
12.1 Employee Gamification Software Industry Chain
12.2 Employee Gamification Software Upstream Analysis
12.3 Employee Gamification Software Midstream Analysis
12.4 Employee Gamification Software Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
Agile (CRM)
Edgagement
Microsoft Dynamics 365
SalesScreen
Hoopla
Kahoot
Funifier Studio
Mambo.IO
Bunchball Nitro
Gametize
Zurmo (CRM)
Judgify
Qstream
Hurrah
Ambition
Gameffective
Iactionable
QuizGame
Spinify
LevelEleven
GetBadges
SuMo Motivate (CRM)
Repignite
Battlejungle
Mysalesgame
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*If Applicable.