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28 Best Gamification Statistics: 2019 Market Share Analysis & Data

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Points, badges, levels, and rewards—these are some of the components of gamification widely used nowadays by organizations. Integrating game mechanics into business processes, marketing campaigns, websites, applications, an online community, or school classes and college courses have proven to be an effective and fun way of encouraging the participation of target audiences. How successful are they? This collection of gamification statistics will help us determine the answer.

There are many gamification software solutions offered in the market that provide platforms for progress management, achievements, competition, and collaboration but in this article, we’ll be focusing on gamification statistics. We’ve gathered gamification research data and insights so you’ll be able to determine your need for gamification tools or, if you already utilize them, to further optimize these solutions for improving your business.

gamification statistics

Gamification Market Statistics

Our gamification market research revealed a high growth segment propelled by the increasing use of mobile devices and the expansion in the traditional use of gamification beyond marketing and education. If you use SaaS tools for small business, you’ll notice that gamification features are often included in many of these systems.

In help desk solutions, for example, they help improve customer support staff operation. The truth is that you can “gamify” or place game principles in just about any business function for any type of business to get desired results as long as the mechanics are properly designed and implemented.

  • The gamification market size in 2018 had a global value worth $6.8 billion and predicted to register an impressive growth of 32%, reaching $40 billion by 2024. (ReportLinker – TechSci Research)
  • The corporate sector worldwide will be the biggest buyer of game-based learning solutions with an expected CAGR of a very high 54% from 2018 to 2023. (Metaari 2018-2023 Global Game-based Learning Market Report)
  • Federal agencies across the globe will account for a growth rate of 41.7% for game-based learning products while state and local government agencies will achieve 43.4% CAGR. (Metaari)
  • What are organizations looking to buy? This can be gleaned from the projected growth rates of three major game-based products and services – authoring tools and delivery platforms (45%), custom development services (43%), and packaged retail educational games (36.5%). The primary buyers of custom services are government agencies and corporations. (Metaari)
  • 8 segments have been identified as major users of game-based learning solutions – corporations, consumers, federal government agencies, local government agencies, preschools, elementary schools, secondary schools, and educational institutions. (eLearning Industry)
  • In a 2018 – 2023 forecast of game-based learning growth rates for seven regions, Africa emerged with the highest growth rate of 60.1%, North America followed at 46.1%, Eastern Europe 42.8%, Western Europe 40.2%, Latin America 40%, Middle East 32.3%, and Asia-Pacific 27.0%. (Metaari)

High Growth Rates of Game-based Learning

5-year forecast of game-based learning growth rates



North America


Eastern Europe


Western Europe


Latin America


Middle East




Source: Metaari

Designed by

Gamification Industry & Work Statistics

Our gamification market analysis reveals that it cost US companies more than half a trillion dollars every year because of disengaged employees. That is a huge toll for employers when workers are not focused on the job. Gamification adoption statistics show that organizations are using gamification not only to strengthen employee work engagement but also to maximize sales. This comprehensive list of companies that achieved high ROIs due to gamification is proof of its positive impact on business. Let’s take a look at gamification industry statistics and how it is influencing work, customers, and business.

  • 50% of business transformation programs fail because of poor employee engagement. (European CEO)
  • Employees are open and positive about gamification. 97% of employees above the age of 45 agree that it would help improve work, 87% agree that it makes them more productive, and 85% would spend more time on gamified software. (Talent LMS)
  • 50% of employees don’t use the software that the company provides. (Convoso)
  • 80% of employees enjoy using gamification software solutions at work. (Talent LMS)
  • 88% of employees do not use social software or platforms. (Convoso)
  • 80% of US workers believe learning that is game-based is more engaging. (eLearning Learning)
  • Company gamification training features are said to increase by 60% the level of employee engagement and enhance productivity by up to 50%. (eLearning Learning)
  • 35% – 60% recall performance by employees who undertook gamified training using retrieval practice combined with quizzes or course content. (EHSToday)
  • Gamification is also being used to enliven customer engagement since 54% of customers are not active in loyalty programs and 69% of clients do not join or participate in online forums and communities. (Convoso)
  • 30% – 40% increase in online customer interactions was experienced by content and media companies using gamification. (Deloitte)
  • Up to 7X conversion rate has been achieved by companies using gamification. (Neil Patel Blog)
  • The 5 best gamification tools for sales teams are LevelEleven, FantasySalesTeam (used by HP), Hoopla, Ambition, and Bunchball Nitro (used by IBM, SAP, and Salesforce). (eLearning Learning)
  • 50% of startups are reportedly integrating gamification into their strategy. (Bitcatcha)

employees like gamification

Gamification in Education Statistics

For educational institutions, gamification is meant to encourage excellence among students. One of the biggest developments in e-learning is gamification. In fact, you’ll find gamification features integrated or offered as add-ons to the leading learning management solutions (LMS) whether for corporate training or educational use. In this section, let’s see some gamification in education statistics.

  • 67% of students reported that a gamified course was more motivating than a traditional course. (Taylor & Francis Online)
  • The 5 most popular gamification features in educational apps (which can also be used for corporate purposes) are progress bar, achievements, in-app currency, leaderboard, and actual games. (eLearning Industry)
  • Most preferred gamification strategies by adult learners are: progressing to different levels (30%), points/scores (27%), real-time feedback on performance (26%), progress bars (25%), activity feeds (24%), competition with friends (13%), being part of a story (11%), avatars (3%), and virtual currencies (2%). (Bravon)
  • Gamification affects the willingness of students to study in an enjoyable way, with preferences for certain gamification elements: profile updates (53%), getting points (27.2%), receiving badges (14.1%), and other awards (5.4%). (IIAKM)
  • Gamification is one of the top 10 must-have features of a learning management system. (ProProfs)

Preferred gamification strategies of adult learners

Progressing to different levels


Getting points/scores


Receiving real-time performance feedback


Progress bars


Activity feeds


Competing with friends


Being part of a story




Virtual currencies


Source: Bravon

Designed by

The widespread availability of gamification software solutions and the robust adoption and usage of gamification across government, corporate, and academic sectors are helping raise gamification to unprecedented levels. Gamification learning statistics show positive developments now and in the future in many areas where game elements are implemented. Here are some forecasts.

  • Gamification of employee onboarding will see greater use since new employees are 69% likely to stay with a company for 3 years or more if they are provided well-formed onboarding. (XL Pro)
  • 75% of the global workforce by 2025 will be made up of millennials – a generation that grew up on computers and video games. Hence, gamification in the workplace will find wider appeal with millennial employees. (Training Journal)
  • Use of technology in schools around the world will continue to grow. Currently, 48% of students use desktops in classrooms, 42% use smartphones, 33% interactive whiteboards, and 20% tablets. These devices will support the continuing trend of gamification in education. (EdTech)
  • e-learning gamification will be used more widely in combination with other learning strategies. Micro-learning alone results in 50% more engagement and this is seen to multiply many times over when blended with e-learning gamification. (XL Pro)

gamification for the milennial workforce

Should You Implement Gamification in Your Organization?

There have been many documented cases where big and small corporations alike benefited from implementing gamification in their internal processes and in their sales and marketing efforts. The results include more engaged employees, more active and loyal customers, and increase in revenues.

As can be gleaned from the market statistics in the first section of this article, the gamification industry is poised for phenomenal growth. You don’t want your business to be left behind because you are not solved on what gamification can do. Our gamification data is clear – gamification works. You should use it to work for your business.

The good thing about gamification is that it’s easy to implement especially with many gamification tools in the market, and it’s fun and interesting for your audience whether they be your employees, customers or students. Who doesn’t like playing games?

The powerful motivation to compete, win, level up, and be rewarded (without losing sleep if you fail because you can try again with more patience and perseverance next time) ensures the participation of everyone. Why don’t you leverage that and reap the benefits yourself?

By Louie Andre

B2B & SaaS market analyst and senior writer for FinancesOnline. He is most interested in project management solutions, believing all businesses are a work in progress. No stranger to small business hiccups and drama, having been involved in a few internet startups. Prior to his for-profit ventures, he has had managed corporate communications for a Kansas City-based Children International unit.

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