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Top 77 Gamification Software SaaS Companies in May 2026

As of May 2026, there are 77 SaaS companies in Gamification Software. They have combined revenues of $288.2M and employ 2.4K people. They have raised $27.2M and serve 1.5M customers combined.

Gamification software is designed to incorporate game-like elements into non-game contexts to enhance user engagement and motivation. This type of software often includes features such as points, badges, leaderboards, challenges, and rewards to encourage user participation and drive specific behaviors. Common use cases include employee training, customer loyalty programs, and educational tools that aim to improve learning outcomes through interactive experiences. Typically, gamification software is used by organizations looking to improve employee engagement, enhance training effectiveness, or increase consumer loyalty. Key buyer personas for these solutions often include Human Resources professionals, training and development teams, marketers, and customer experience leaders. By leveraging game mechanics, these tools create an interactive environment that fosters competition and collaboration while providing real-time feedback to users, making tasks more enjoyable and motivating.

Companies
77
Revenue
$288.2M
Funding
$27.2M
Employees
2.4K

Filters

Sorting: Highest -> Lowest

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Top Gamification Software Companies

Showing 10 of 1 companies ranked by annual revenue.

1
Xsolla

Sherman Oaks, California, United States

Xsolla's video game business engine helps game developers and publishers operate more efficiently and sell more games. Serving only the video game industry, Xsolla caters to businesses from indie to enterprise, with solutions that solve the complexities of distribution, marketing, and monetization so developers, publishers, and platform partners. Our goal is to increase your audience, sales and revenue. Headquartered in Los Angeles, with offices worldwide, Xsolla operates as a merchant and seller of record for major gaming entities like Valve, Twitch, Ubisoft, Epic Games, and PUBG Corporation.

Revenue
$104.5M
Customers
-
Year founded
2005
Funding
-
Team size
950
Growth
-

Inclusion Criteria

- Must incorporate game-like elements such as points, badges, and leaderboards - Should provide tools for tracking user engagement and performance metrics - Able to create challenges and competitions to motivate users - Designed for use in non-gaming contexts, such as training, marketing, or education - Not just a task management tool; must also include gamification features to enhance user experience