Global Gamification in Education Market Size, Status and Forecast 2020-2026

SKU ID : QYR- 14377852

Publishing Date : 29-Jan-2020

No. of pages : 125

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  • The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.
    Market Analysis and Insights: Global Gamification in Education Market
    In 2019, the global Gamification in Education market size was US$ xx million and it is expected to reach US$ xx million by the end of 2026, with a CAGR of xx% during 2021-2026.
    Global Gamification in Education Scope and Market Size
    Gamification in Education market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Gamification in Education market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.
    Segment by Type, the Gamification in Education market is segmented into Cloud Based, On-Premises Based, etc.
    Segment by Application, the Gamification in Education market is segmented into Academic, Corporate Training, Others, etc.
    Regional and Country-level Analysis
    The Gamification in Education market is analysed and market size information is provided by regions (countries).
    The key regions covered in the Gamification in Education market report are North America, Europe, China, Japan, Southeast Asia, India and Central & South America, etc.
    The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of revenue for the period 2015-2026.

    Competitive Landscape

    and Gamification in Education Market Share Analysis
    Gamification in Education market competitive landscape provides details and data information by vendors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by player for the period 2015-2020. Details included are company description, major business, company total revenue and the revenue generated in Gamification in Education business, the date to enter into the Gamification in Education market, Gamification in Education product introduction, recent developments, etc.
    The major vendors include Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Recurrence, Fundamentor, Cognizant, BLUErabbit, Google, Kahoot, CK-12, Kuato Studios, etc.

    This report focuses on the global Gamification in Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification in Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

    The key players covered in this study


    Bunchball
    NIIT
    MPS Interactive
    Microsoft
    D2L
    Top Hat
    Classcraft Studios
    Recurrence
    Fundamentor
    Cognizant
    BLUErabbit
    Google
    Kahoot
    CK-12
    Kuato Studios

    Market segment by Type, the product can be split into


    Cloud Based
    On-Premises Based

    Market segment by Application, split into


    Academic
    Corporate Training
    Others

    Market segment by Regions/Countries, this report covers


    North America
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:


    To analyze global Gamification in Education status, future forecast, growth opportunity, key market and key players.
    To present the Gamification in Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by type, market and key regions.

    In this study, the years considered to estimate the market size of Gamification in Education are as follows:
    History Year: 2015-2019

    Base Year:

    2019

    Estimated Year:

    2020
    Forecast Year 2020 to 2026
    For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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