Gamification Awareness Reaches Approximately 1 in 5 People (19.0%), an Increase of 3.0 Points Year-on-Year

Key facts

  • Gamification Awareness Reaches Approximately 1 in 5 People (19.0%), an Increase of 3.0 Points Year-on-Year
  • Gamification awareness has risen to 19.0%, a 3.0-point increase compared to the previous year.
  • Date: March 28, 2026

Direct answer

Gamification awareness has risen to 19.0%, a 3.0-point increase compared to the previous year.

Citation
Gamification Awareness Reaches Approximately 1 in 5 People (19.0%), an Increase of 3.0 Points Year-on-Year (March 28, 2026)
Source
PR Times
Date
March 28, 2026
Gamification awareness has risen to 19.0%, a 3.0-point increase compared to the previous year.
NQ 56/100

📋 Article Processing Timeline

  • 📰 Published: March 28, 2026 at 23:14
  • 🤖 AI Analyzed: May 26, 2026 at 21:27 (1414h 12m after Published)

SEGA XD Co., Ltd. (Headquarters: Shinjuku, Tokyo; President and CEO: Hidetaka Tani; hereinafter "SEGA XD"), a company specializing in gamification, has conducted the "2025 Survey on Awareness of Gamification", targeting 1,000 business professionals (men and women in their 20s to 50s nationwide). This release presents the results regarding the awareness and utilization of gamification as the "Gamification Edition."

*Results regarding the relationship between employee engagement and emotional value will be released in the "Employee Engagement Edition."

"Gamification" refers to applying game mechanics to non-game fields to increase user motivation and influence behavior. Since there have been few opportunities for the effects and realities of gamification in business to be discussed publicly, our company began conducting fixed-point surveys in this area last year. Due to its nature, gamification is characterized by its ability to move people's hearts and enhance "emotional value." Therefore, in addition to "awareness and utilization of gamification," we also conducted a survey on the "relationship between EE and emotional value," focusing on "Employee Engagement (EE)," which is a critical issue for many companies and organizations, ahead of the new fiscal year when many people start working in new workplaces and environments.

In the survey on "awareness and utilization of gamification," it was found that approximately 1 in 5 people (19.0%) are aware of gamification, an increase of 3.0 points from the previous year. By job category, "Sales Promotion/Marketing" was the highest at 43.3%, showing that awareness is higher among planning-related roles, a trend consistent with the previous year.

■ Survey Overview

Name: 2025 Survey on Awareness of Gamification

Target: Extracted from a screening survey (3,604 people):

   ・1,000 business professionals (men and women in their 20s to 50s nationwide)

   ・179 EE personnel (those involved in employee engagement and organizational culture development)

    *EE personnel are included in the 1,000 business professionals.

Period: January 29–30, 2026

Method: Internet survey

■ "Gamification Edition" Survey Summary

1. Approximately 1 in 5 people (19.0%) are aware of gamification, a 3.0-point increase year-on-year.

  By job category, "Sales Promotion/Marketing (43.3%)" ranked top.

2. Among those aware of gamification, approximately half (47.0%) utilize it in business.

<Reference>

*Please refer to the separate news release for the "Employee Engagement Edition."

FAQ

What percentage of people are aware of gamification according to the 2025 survey?

Approximately 1 in 5 people, specifically 19.0%, are aware of gamification, showing a 3.0 point increase year-on-year.

Which job category demonstrated the highest awareness of gamification?

The 'Sales Promotion/Marketing' job category reported the highest awareness of gamification at 43.3%.

What is the definition of gamification as explained in the article?

Gamification is defined as the application of game mechanics to non-game fields to increase user motivation and influence behavior.

Who conducted the '2025 Survey on Awareness of Gamification'?

SEGA XD Co., Ltd., a company specializing in gamification, conducted the '2025 Survey on Awareness of Gamification'.

What was the target demographic for the '2025 Survey on Awareness of Gamification' regarding business professionals?

The survey targeted 1,000 business professionals, comprising men and women aged in their 20s to 50s, from nationwide.