BLiV
  • Disclaimer
  • Introduction
  • Problem Statements
    • Preventive Healthcare
    • Poverty
    • Intergenerational Dynamics
    • Live-to-Earn as the Solution
  • Market Insights
    • Gamification Market Growth
    • Fitness App Market
    • Health Incentive Programs
    • Loyalty Programs
  • A Comparative Contrast
  • Solutions
    • Live-to-Earn (L2E)
    • Gamification
  • Strategic Opportunities
  • The Technology
    • Mobile Proof-of-Living (mPoL)
    • Transdermal Optical Imaging (TOI)
      • TOI Data Accuracy Modal
  • BLiV dNFTs
    • Avatar NFTs
    • NFT Staking
    • NFT Mechanics
      • NFT Levelling
      • Risk Mechanics
      • Risk Protection
    • Soul Bound Tokens (SBT)
      • Choosing the Soulbound Sign-Up Option.
    • User Groups
  • Revenue Model
    • BLiV Dual Token Economy
    • Token & NFT Flywheel
    • Tech Ecosystem
    • Token Buyback & Burn with Fiat (Deflationary)
    • Dual Token Economy
    • LiV Emission Control
    • Revenue Streams
  • Shared Economy
    • BLiV’s Shared Economy
      • User Participation
      • Smart Contracts
      • Token-based Rewards
      • Token Value
      • Decentralized Governance
      • Incentivizing Vendors
    • BLiV’s Self Sustainable Value
    • BLiV’s RWA Flywheel
    • Partnerships (Web2)
    • Partnerships (Web3)
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  1. Market Insights

Gamification Market Growth

According to a report by Mordor Intelligence, the global gamification market was valued at USD 7.98 billion in 2020 and is expected to reach USD 40.81 billion by 2026, growing at a CAGR of 32.34% over the forecast period (2021-2026). Gamification, which often includes reward-based mechanisms, has proven to be effective in engaging users and motivating behaviour change across various industries, including healthcare, education, and marketing.

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Last updated 1 year ago