---
title: "Gamification in Marketing: Stats and Trends for 2023"
description: Gamification as an industry, it's grown significantly over the last few years, and is predicted to grow even further.
---

[Stories | The latest in MarTech, SalesTech & NextTech ](https://www.lxahub.com/stories)

# [Gamification in Marketing: Stats and Trends for 2023](https://www.lxahub.com/stories/gamification-in-marketing-stats-and-trends-for-2022)

 Written by [Sarah O'Neill](https://www.lxahub.com/stories/author/sarah-oneill) | 25 January, 2022

Gamification isn't just about turning all the files in your office into a huge game of Jenga. Or maybe it is, I won't tell you how to live your life.

So, we're thinking beyond the buzzword. Gamification is beyond just a technology; it's psychology. In fact, it's become a marketing darling, with [93%](https://review42.com/resources/gamification-statistics/) of marketers claiming they love gamification. Nwah. 

And as an industry, it's grown significantly over the last few years, and is predicted to grow even further. With a (*cough cough) *certain pandemic, we've all had to adapt to an increasingly digital, no-contact world. Gamification has thrived in this space, and proved itself as an effective technology, offering engagement and entertainment for distant-event-goers, students, and workshop attendees alike. 

It's no surprise then that the gamification market is estimated to grow by [30.1% by 2024](https://www.mordorintelligence.com/industry-reports/gamification-market). 

With companies such as Snipp making big moves into the gaming space, marketers are realising the potential of the technology. So, let's have a look at some tangible proof of this, shall we?

### What does the gamification landscape look like? 

Like we've mentioned, gamification is currently an unstoppable industry. From large companies, to small, many businesses are seeing the benefits of engaging both their customers and employees with interactive technologies. And this is shown in the numbers: 

- By 2025, the global gamification sales revenue is estimated to reach [$32B](https://www.globenewswire.com/news-release/2019/07/30/1893406/0/en/Gamification-Market-to-Reach-More-Than-32-Billion-by-2025-Analysis-by-Size-Revenue-Recent-Developments-Opportunities-Key-Trends-and-Business-Strategy-Orbis-Research.html).
- Gamified learning is expected to be valued at [$25.7B by 2025](https://www.zippia.com/advice/gamification-statistics/)
- In 2016, the international gamification market was valued at $4.91B. Recent numbers suggest a [142% increase](https://www.zippia.com/advice/gamification-statistics/), with the market now being valued at $11.94B.
- [70%](https://www.zippia.com/advice/gamification-statistics/) of global 2000 companies use gamification in some way.
- [50%](https://www.zippia.com/advice/gamification-statistics/) of start ups use gamification
- [80%](https://www.zippia.com/advice/gamification-statistics/) of American households own at least one gaming device - because of this, people are approaching this technology with pre-grown skills and knowledge related to gaming, and may be more susceptible and adaptive to the system.
- Companies that use gamification can see up to[ 7X ](https://neilpatel.com/blog/gamification-for-better-results/)higher conversion rate

### Gamification and...Upskilling 

One of the most popular ways of using gamification is for training and upskilling. With the skills gap becoming an increasing issue in a number of industries, training is becoming more important than ever.

Gamification offers a way for engaging and interactive education; plus, gamification actually aids in memory. According to [Foerde and Shohamy,](https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3772079/) during gamification learning, a strong hippocampal activation makes the content easier to remember and recall. 

- The largest user of gamified learning solutions is the corporate sector. The industry has seen a whopping [47.5% growth rate](https://financesonline.com/gamification-statistics/) in the last few years alone. 
- Game-based learning and education have been predicted to generate a revenue of more than [$24M by 2024.](https://financesonline.com/gamification-statistics/)
- [78% of people](https://www.talentlms.com/blog/gamification-survey-results/) say that a gamified recruiting process makes them more eager to work for the company providing the training. 
- Gamification in education is likely to grow at a compound annual growth rate of [14% by 2025](https://www.zippia.com/advice/gamification-statistics/). If this occurs, the market will be worth $25.7B in 2025, $12.3B more than the current market value.
- 61% of U.S employees currently receive training with gamification at work.
- Adult learners benefit from gamified environments. In fact, gamification results in [14% higher scores](https://www.zippia.com/advice/self-assessment/) on skill-based tests, and 11% on factual knowledge tests. 
- [85% of employees](https://financesonline.com/gamification-statistics/) show more engagement when gamification solutions are applied in their workplace training programmes. 
- Large companies, like Microsoft, Google, and Coca-Cola, have invested recently in gamified training programmes.
- Learners tend to only recall 10% of what they read, and 20% from what they hear. But they can remember up to [90% of an interactive gamified task.](https://www.trainingzone.co.uk/community/blogs/carolynlewis/effective-gamification-in-the-workplace) 
- Only 3% of people remain unproductive during a gamified training.

### Gamification and...Employee Motivation and Productivity

Gamification elements don't have to be stopped as soon as your employees are out of training. Gamified tasks have the ability to motivate, engage, and direct employees in their day-to-day tasks, outlining strategies and encouraging productivity at a higher rate than standard activities. 

- [89% of respondents](https://www.talentlms.com/blog/gamification-survey-results/) claimed that if a task is gamified, they feel eager to complete it. Plus, the activity will place them in a competitive mood and mindset. 
- [85% of employees](https://financesonline.com/gamification-statistics/) say they'll spend more time on gamified software.
- [97% of employees](https://financesonline.com/gamification-statistics/) aged 45+ claim gamified activities improve the quality of their work.
- [50% of start-ups](https://medium.com/swlh/how-gamification-in-the-workplace-impacts-employee-productivity-a4e8add048e6) incorporate gamified activities in their strategy.
- [90% of employees](https://review42.com/resources/gamification-statistics/#:~:text=The%20gamification%20market%20was%20estimated%20to%20be%20worth%20%245.5%20billion%20in%202018.,-\(Source%3A%20eLearning%20Industry&text=In%202015%2C%20the%20gamification%20market,estimated%20to%20reach%20%2432%20billion) feel more productive when using gamification.
- [89% of employees](https://elearningindustry.com/top-gamification-statistics-and-facts-for-2015) would feel more engaged in the workplace if there were gamified activities.
- [96% of employees](https://medium.com/swlh/how-gamification-in-the-workplace-impacts-employee-productivity-a4e8add048e6) enjoy gaming elements in their tasks.
- Employee happiness can be [increased by 89%](https://www.zippia.com/advice/gamification-statistics/) with a gamified workplace.
- Recent studies have shown that employees experience a [48% increase](https://www.zippia.com/advice/gamification-statistics/) in engagement with gamification.
- A survey of 500 business workers found that [30% said that gamification leads to an increased](https://www.zippia.com/advice/gamification-statistics/) desire to be engaged while at work. 

### Gamification and...User Activity

[81% of respondents](https://review42.com/resources/gamification-statistics/) claim that gamified activities boosted their sense of belonging. So, just like with your employees, gamification can increase engagement, but with users there's the added benefit of community building.  
 

- Gamifying your website can boots browsing time by [up to 30%](https://optinmonster.com/gamification-in-marketing/)
- Game-based motivation increases user-engagement by 48%
- A fully engaged customer tends to net an average of[ 23% premium](https://strivecloud.io/blog/app-gamification/how-gamification-drives-engagement/) in terms of profitability. Actively disengaged customers represent a [13% discount. ](https://strivecloud.io/blog/app-gamification/how-gamification-drives-engagement/)
- In retail banking, fully engaged customers bring [37% more ](https://strivecloud.io/blog/app-gamification/how-gamification-drives-engagement/)annual revenue than disengaged customers.
- In consumer electronics, engaged shoppers showed[ 44% more visits](https://strivecloud.io/blog/app-gamification/how-gamification-drives-engagement/) per year. They also spent[ 29% more per visit ](https://strivecloud.io/blog/app-gamification/how-gamification-drives-engagement/)than unengaged customers. 
- Highly engaged users are[ more likely ](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/)to return and share an app with friends. 
- Gamifying a website boosts comments by [13%,](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/) social sharing by [22%](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/), and content discovery by[ 68%.](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/)
- This also can lead to a [100-150%](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/) increase in engagement metrics including unique views, page views, community activities, and time on site. 
- Using gamification for customer engagement strategies resulted in a [54% increase](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/) in trial usage and a [15% increase ](https://djangostars.com/blog/mobile-app-gamification-few-things-to-consider/)in buy clicks. 

### Gamification and...Events 

- [86% of event attendees](https://guidebook.com/mobile-guides/wp-content/uploads/2014/09/State-of-Mobile-Technology-Annual-Report-2014.pdf) rated an event app as a top three aspect that made their time at an event more enjoyable.
- AR can be a good way to engage your audience. On top of this, it can actually [increase the adoption rate](https://blog.hubilo.com/10-ways-get-attendees-download-event-app/) of your event app. 
- [49% of businesses](https://www.eventmanagerblog.com/event-app-bible) say that clients interact the most with engagement elements, such as gamification, live polls, and feedback.

### Gamification and...Sales

- Gamification of the 'free trial' increased trial usage by [54%](https://www.gamedeveloper.com/business/gaming-the-system-how-gamification-offers-a-better-learning-experience), buy clicks by 15%, and channel revenue by 29%.
- Participation in a sales event can be increased by [10%](https://leveleleven.com/2011/12/sales-contests-gamification-quick-blip-or-lasting-impact/) by creating a participation-based point economy.
- Using gaming strategies, sales meetings and call centres can reduce call time by [15%](https://www.youtube.com/watch?v=9deNp8UghIk) and improve sales by around [10%.](https://www.youtube.com/watch?v=9deNp8UghIk)
- Using games to personalise mobile advertising saw Popchip's sales rise 40%, leading to $100M in sales.
- [30% of Americans](https://yukaichou.com/gamification-examples/gamification-stats-figures/) aged 16-24 had a more positive impression towards gamification in sales. 
- Customer acquisition can be [raised by 700%](https://www.huffpost.com/entry/gamification_b_2516376) through a gamified system.
- With a 2-week contest, Lawley Insurance[ closed more sales](https://www.slideshare.net/leveleleven/lawley-pipeline-and-actvty-log-contest-presentation) than the previous 7 months combined.
- A gamified system can increase website visits by [108.5%, ](https://www.marketingsherpa.com/article/case-study/bold-strategy-in-conservative-industry)and can see a conversion rate of 9.38%.

*This post is part of our [Martech stats](https://www.martechalliance.com/stories/martech-stats-and-trends-for-2021) series, which compiles key data and trends. Others include: *

- [Martech Stats and Trends. ](https://www.martechalliance.com/stories/martech-stats-and-trends-for-2021)
- [B2B Marketing Stats and Trends](https://www.martechalliance.com/stories/b2b-marketing-stats-and-trends-for-2021)
- [Social Video Marketing Stats and Trends](https://www.martechalliance.com/stories/social-video-marketing-stats-and-trends-for-2021)
- [Customer Experience Stats and Trends](https://www.lxahub.com/stories/customer-experience-stats-trends)

[View full post](https://www.lxahub.com/stories/gamification-in-marketing-stats-and-trends-for-2022)

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