The Future of Gamification in Major Industries for Next Five Years (2020-2025)

Future of Gamification

We all know what gamification is, right? It’s the use of game design elements in non-game contexts. And it has already begun impacting major industries to great success. Points, leaderboards, badges, and other game techniques are farming new behaviors and engaging users across sectors.

Over the next five years, experts predict gamification will be increasingly embraced across healthcare, financial services, education, retail, human resources, and more. Companies are realizing game mechanics’ unmatched ability to guide users into desired mindsets and to increase customer retention.

In this post, we will analyze the future outlook for gamification in key industries for the next five years

What Is ‘New’ About Modern Gamification?

With time, gamification has evolved. Today, it is much easier to create an interactive online design that plays on people’s competitive instincts than a few years ago. The credit for this goes mainly to industries that have upped their game by changing user behavior through engagement.

Most companies incorporate the use of rewards to drive action—these include virtual rewards such as points, badges, ranks, and status indicators like a top fan, professional profile, leader boards, achievement data, progress bars, and the ability to “level up.”

 

Gamification’s Projected Market Size Value (2020 – 2025)

Experts assume that gamification will make deeper inroads within important industries like education, healthcare, recycling, financial services, eCommerce (Retail and wholesale), etc. The gamification market size is projected to grow from USD 9.1 billion in 2020 to USD 30.7 billion by 2025 at a Compound Annual Growth Rate (CAGR) of 27.4% during the forecast period.

The major factors driving the gamification market’s growth include recognition for employees over performance, resulting in increased user engagement, provision of lucrative offers to the customers, and gamification yielding higher Return on Investment (ROI).

 

Gamification’s Projected Market

Gamification in the Retail E-Commerce segment holds the largest share of the market. Retail gamification is an e-commerce trend that is growing at a tremendous pace. According to a study, online retailers will want to continue creating interactive experiences for customers to drive higher sales growth in their stores.

Gamification apps have proven to improve leads and sales for several retailers. Gamification can also drive new and recurring customers to a store while offering insights into how shoppers engage with a brand.

This data predicts that by the end of 2020, global eCommerce sales will reach $4.2 trillion and makeup 16% of total retail sales. And these numbers are only predicted to increase as we are heading towards 2025.

Gamification in the Telecommunication Sector

Telecom companies are facing severe competition from other service providers, so adopting a customer-centric approach has become crucial. Increasing the number of subscribers with consistent experiences across channels is the main goal of companies. This approach can be achieved only through customer-centric offerings.

Since the customer has become highly informed and will likely avail of multiple services, companies must incorporate gamification into their business models. These companies have limited jurisdiction over the content and offerings, but the customer will hold them accountable for quality and availability. Companies can know about consumer satisfaction and engage them for new offers and rewards with the gamification solution.

As per a TMR report, a revenue generation of US$1.4 bn could be promised to be achieved by the global telecommunication services market in 2025.

telecommunication

As per a TMR report, a revenue generation of US$1.4 bn could be promised to be achieved by the global telecommunication services market in 2025.

Gamification in Education Industry

Gamification in the Healthcare Industry

The Global Healthcare Gamification Market is expected to grow at a CAGR of around 53.2% over the next five years to reach approximately $13.58 billion by 2025. Gamification trends will play a massive role in creating engaging healthcare applications and fitness solutions.

Some of the prominent gamification trends that the market is witnessing are:

  • Various gamified exercises for older people,
  • Mobile health applications using game-based reward strategies to encourage drug adherence,
  • Some telehealth programs educate patients & health workers, and
  • Simulation-based training will be extensively used to train healthcare professionals.

The market is divided into consumer-based solutions and enterprise-based solutions. The Application market is segmented into fitness management, medical training, medication management, physical therapy, and other applications.

Gamification in the Healthcare Industry

Gamification in the Automotive Industry

Gamification in the automotive industry is an upward trend. Many automotive companies are increasingly taking advantage of gamification and digital engagement principles to motivate employees and customers alike. Thus, car brands generate more attention and leverage long-term loyalty.

The increasing penetration of smartphones, customized services, and tech-savvy customers compels the automotive industry to integrate gamification techniques.

Wearables, virtual reality (VR), augmented reality (AR), biometrics, gesture recognition, graffiti walls, rotoscope technology, QR codes, holographic projection, cloud-based mobile, and Web applications are the key gamification technologies used across the automotive digitalization pillars of digital retailing.

The market will record a CAGR of 23.20%, from $1.8 billion to $14.5 billion (2016-2025). The convergence of gamification technologies in automotive provides an exciting space for OEMs and tier 1 suppliers to pursue different forms of products and services.

Gamification in the Automotive Industry

Case study: Lexus – A Augmented Reality App

In 2020, Lexus released an app to preview the new edition of the IS model, which will be launched in 2021.

Using their smartphone, users can view a virtual car directly in their home, view it from all sides, and open the doors. The car can be personalized, and its color can be adjusted. So, where’s the gamification in it? Here’s the trick to this example.

Users can virtually drive the car and chase it around their house like a remote-controlled toy – all via the smartphone screen, of course, because the car only exists virtually.
Lexus – A Augmented Reality App

WRAPPING UP!

Gamification is already playing a beneficial role in many industries, and its future is even brighter than the current time. With the advancement in smartphone applications, cloud-based computing (SaaS), and its penetration in masses, gamification is emerging as the best solution to engage, motivate and drive users for desired actions in different industries.

Share:

11