Gamification awareness reaches approximately 1 in 5 people (19.0%), an increase of 3.0 points from the previous year
Key facts
- Gamification awareness reaches approximately 1 in 5 people (19.0%), an increase of 3.0 points from the previous 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 from the previous 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.
📋 Article Processing Timeline
- 📰 Published: March 28, 2026 at 23:59
- 🤖 AI Analyzed: May 26, 2026 at 21:27 (1413h 27m after Published)
SEGA XD Co., Ltd. (Headquarters: Shinjuku, Tokyo; President and CEO: Hidetaka Tani; hereinafter 'SEGA XD'), a company engaged in the gamification business, has conducted the '2025 Survey on Gamification Awareness' 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. Because there have been few opportunities to publicly discuss its effects and realities in business, our company began conducting fixed-point surveys in this field 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 conducted a survey on the 'relationship between EE and emotional value', focusing on 'Employee Engagement (EE)', which is a key issue for many companies and organizations, ahead of the new life season 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 high awareness among planning roles, a trend consistent with the previous year.
■ Survey Overview
Name: 2025 Survey on Gamification Awareness
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 & 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 from the previous year.
'Sales Promotion/Marketing (43.3%)' topped the list by job category.
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 business professionals are aware of gamification according to the 2025 survey?
Approximately 1 in 5 people, or 19.0%, of business professionals are aware of gamification.
How has gamification awareness changed compared to the previous year?
Gamification awareness has increased by 3.0 points from the previous year.
Which job category shows the highest awareness of gamification?
The 'Sales Promotion/Marketing' job category has the highest awareness at 43.3%.
What is the definition of gamification as explained in the article?
Gamification refers to applying game mechanics to non-game fields to increase user motivation and influence behavior.
Who conducted the '2025 Survey on Gamification Awareness' and who was targeted?
SEGA XD Co., Ltd. conducted the survey targeting 1,000 business professionals nationwide, aged 20s to 50s.