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Centrical company logo


Founded Year



Series D | Alive

Total Raised


Last Raised

$32M | 2 yrs ago

About Centrical

Centrical helps businesses improve employee engagement, proficiency, and performance through gamification, microlearning and performance management.

Headquarters Location

462 Broadway 3rd Floor

New York, New York, 10013,

United States


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ESPs containing Centrical

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Enterprise Tech / BI & Operational Intelligence

The business performance management (BPM) market offers solutions for corporate planning professionals in finance, revenue, and workforce operations to simplify their planning efforts and spend more time analyzing data, seeing patterns, and making decisions. BPM encompasses a range of activities including strategic planning, budgeting, forecasting, financial consolidation, reporting, and analytics…

Centrical named as Challenger among 7 other companies, including Jedox, Lattice, and BetterWorks.

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Expert Collections containing Centrical

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Centrical is included in 1 Expert Collection, including HR Tech.


HR Tech

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Latest Centrical News

Gamification Global Market Report 2023

Apr 6, 2023

Major players in the gamification market are MPS Interactive Systems Limited, Microsoft Corporation, AON PLC, Axonify Inc., IActionable Inc., Bunchball Inc., Ambition, G-Cube, Verint, Hoopla, Centrical, Mambo Solutions, Influitive, Khoros, Scrimmage, and Badgeville. April 06, 2023 10:12 ET Lyon, FRANCE New York, April 06, 2023 (GLOBE NEWSWIRE) -- announces the release of the report "Gamification Global Market Report 2023" - The global gamification market grew from $14.87 billion in 2022 to $18.63 billion in 2023 at a compound annual growth rate (CAGR) of 25.3%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, causing inflation across goods and services and affecting many markets across the globe. The gamification market is expected to grow to $46.44 billion in 2027 at a CAGR of 25.6%. The gamification market consists of revenues earned by entities by providing structural gamification and content gamification.Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods. Gamification is a method that helps to engage users by applying game mechanics, elements, and principles to non-game contexts in a better way.Gamification uses a sequence of functions and methods to solve problems by utilizing or applying game element characteristics. The primary aim of using gamification is to improve and enhance the learning experience by incorporating a competitive element into it. North America was the largest region in the gamification market in 2022.Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gamification market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The main types of gamification market platforms are open platforms and closed or enterprise platforms.An open platform refers to a system that co-evolves with the environment and has a high level of uncertainty. The on-platform system used in the learning or education industry provides players or users with the autonomy to make discoveries on their own.It is used by small and medium enterprises and large enterprises and is deployed in various modes, such as on-premise and on-cloud. The several types of end-user verticals include retail, banking, government, healthcare, education and research, IT, telecom, and others. The growing penetration of smartphones is expected to propel the growth of the gamification market going forward.Smartphones refer to a type of cellular telephone that can also perform computing functions. These smartphones enable the user to access gamifying mobile apps anytime, anywhere, allowing them to compete with others and achieve their learning and winning objectives.For instance, according to the GSM Association, a UK-based mobile network association, in 2020, there were 68% of smartphone connections in Asia-Pacific, and they are expected to reach 83% by 2025 . Therefore, the increase in smartphone penetration is driving the growth of the gamification market. Technological advancements have emerged as a key trend gaining popularity in the gamification market.Major companies operating in the gamification sector are focused on introducing new technologies to sustain their position in the market. For instance, in January 2022, Soffos, a UK-based technology company, launched TestMe, an AI-powered quiz-based training tool for corporate training managers and student exam preparation.It generates quiz-style open-ended tests that are uploaded onto the platform for users from any resource, where the users can speak or type answers in natural language. This gamification element will help to keep the user engaged in exploring trending topics and sharing their progress with others throughout the study journey. In March 2020, Genesys, a US-based software company, acquired nGUVU for an undisclosed amount. With this acquisition, Genesys aimed to add AI and machine learning-based gamification to its workforce engagement management suite. nGUVU is a Canada-based cloud-based provider of gamified solutions. The countries covered in the gamification market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA. The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified). The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products. The gamification market research report is one of a series of new reports that provides gamification market statistics, including gamification industry global market size, regional shares, competitors with a gamification market share, detailed gamification market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification industry. This gamification market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

Centrical Frequently Asked Questions (FAQ)

  • When was Centrical founded?

    Centrical was founded in 2013.

  • Where is Centrical's headquarters?

    Centrical's headquarters is located at 462 Broadway, New York.

  • What is Centrical's latest funding round?

    Centrical's latest funding round is Series D.

  • How much did Centrical raise?

    Centrical raised a total of $66M.

  • Who are the investors of Centrical?

    Investors of Centrical include 2B Angels, Jerusalem Venture Partners, CE Ventures, Aleph, La Maison Compagnie d'Investissement and 10 more.

  • Who are Centrical's competitors?

    Competitors of Centrical include SalesScreen and 3 more.

Compare Centrical to Competitors

Ambition Solutions

Ambition Solutions offers an office productivity tool, providing real time analytics & insights, while simultaneously motivating Sales people. Ambition codifies business, clearly spells out ways to succeed, and empowers team members through friendly competition.


Bravon is a gamification platform for businesses. It applies game mechanics to sales or technical tasks to motivate teams or customers, boosting their performance and increases the competition between them. It was founded in 2014 and is based in Clemency, Luxembourg.

Gametize Logo

Gametize is an award winning gamification-focused company that uses game psychology to help brands and organizations engage their target audience, such as in marketing, learning, and training. Gametize Platform is the world’s simplest gamification platform to engage target audiences with challenges for fun, prizes, and rewards. These white-label campaigns can be created and published as websites, Facebook apps, and native mobile apps in just 5 minutes. Gametize Platform is licensed to major brands and enterprises such as DBS, Standard Chartered Bank, SingTel, and Singapore Press Holdings.

Habitica Logo

Habitica is a free habit and productivity app that treats real life as a game. The app "gamifies" life by turning tasks (habits, dailies, and to do's) into little monsters a user has to conquer.

SetSail Logo

SetSail develops a platform designed to measure and reward true deal progress using machine learning. Its platform captures the data to reduce reliance on CRM and build a custom machine learning model to leverage the natural language processing (NLP) techniques to measure buying signals The company was founded in 2018 and is based in San Francisco, California.


HOOPLA provides entertainment media products and services. The company offers audiobooks, movies, television shows, music, e-books, and more. It is based in Holland, Ohio.

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