Industry Growth Insights published a new data on “E-Learning Gamification Market”. The research report is titled “E-Learning Gamification Market research by Types (Cloud Based, On-Premise), By Applications (K-12 education, Higher education), By Players/Companies Badgeville, BI WORLDWIDE, Classcraft Studios, Microsoft, SAP, MPS Interactive Systems, D2L Corporation, Top Hat, Cognizant, Recurrence Inc., Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math”.
Scope Of The Report
Report Attributes
Report Details
Report Title
E-Learning Gamification Market Research Report
By Type
Cloud Based, On-Premise
By Application
K-12 education, Higher education
By Companies
Badgeville, BI WORLDWIDE, Classcraft Studios, Microsoft, SAP, MPS Interactive Systems, D2L Corporation, Top Hat, Cognizant, Recurrence Inc., Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
179
Number of Tables & Figures
126
Customization Available
Yes, the report can be customized as per your need.
Global E-Learning Gamification Market Report Segments:
The global E-Learning Gamification market is segmented on the basis of:
Types
Cloud Based, On-Premise
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
K-12 education, Higher education
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Badgeville
- BI WORLDWIDE
- Classcraft Studios
- Microsoft
- SAP
- MPS Interactive Systems
- D2L Corporation
- Top Hat
- Cognizant
- Recurrence Inc.
- Fundamentor
- Gametize
- GradeCraft
- Kuato Studios
- Kungfu-Math
Highlights of The E-Learning Gamification Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Cloud Based
- On-Premise
- By Application:
- K-12 education
- Higher education
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the E-Learning Gamification Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
E-Learning Gamification is a process of adding game mechanics and features to e-learning courses in order to make them more engaging and fun for students. This can be done by creating challenges that students must complete in order to progress through the course, awarding points or badges for completing certain tasks, or incorporating games into the learning environment itself. E-Learning Gamification can help increase student engagement and retention rates, as well as improve overall learning outcomes.
Some of the key players operating in the e-learning gamification market are Badgeville, BI WORLDWIDE, Classcraft Studios, Microsoft, SAP, MPS Interactive Systems, D2L Corporation, Top Hat, Cognizant, Recurrence Inc., Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 E-Learning Gamification Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 E-Learning Gamification Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 E-Learning Gamification Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the E-Learning Gamification Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global E-Learning Gamification Market Size & Forecast, 2018-2028 4.5.1 E-Learning Gamification Market Size and Y-o-Y Growth 4.5.2 E-Learning Gamification Market Absolute $ Opportunity
Chapter 5 Global E-Learning Gamification Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 E-Learning Gamification Market Size Forecast by Type
5.2.1 Cloud Based
5.2.2 On-Premise
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global E-Learning Gamification Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 E-Learning Gamification Market Size Forecast by Applications
6.2.1 K-12 education
6.2.2 Higher education
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global E-Learning Gamification Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 E-Learning Gamification Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America E-Learning Gamification Analysis and Forecast
9.1 Introduction
9.2 North America E-Learning Gamification Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America E-Learning Gamification Market Size Forecast by Type
9.6.1 Cloud Based
9.6.2 On-Premise
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America E-Learning Gamification Market Size Forecast by Applications
9.10.1 K-12 education
9.10.2 Higher education
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe E-Learning Gamification Analysis and Forecast
10.1 Introduction
10.2 Europe E-Learning Gamification Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe E-Learning Gamification Market Size Forecast by Type
10.6.1 Cloud Based
10.6.2 On-Premise
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe E-Learning Gamification Market Size Forecast by Applications
10.10.1 K-12 education
10.10.2 Higher education
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific E-Learning Gamification Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific E-Learning Gamification Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific E-Learning Gamification Market Size Forecast by Type
11.6.1 Cloud Based
11.6.2 On-Premise
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific E-Learning Gamification Market Size Forecast by Applications
11.10.1 K-12 education
11.10.2 Higher education
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America E-Learning Gamification Analysis and Forecast
12.1 Introduction
12.2 Latin America E-Learning Gamification Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America E-Learning Gamification Market Size Forecast by Type
12.6.1 Cloud Based
12.6.2 On-Premise
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America E-Learning Gamification Market Size Forecast by Applications
12.10.1 K-12 education
12.10.2 Higher education
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) E-Learning Gamification Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) E-Learning Gamification Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) E-Learning Gamification Market Size Forecast by Type
13.6.1 Cloud Based
13.6.2 On-Premise
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) E-Learning Gamification Market Size Forecast by Applications
13.10.1 K-12 education
13.10.2 Higher education
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 E-Learning Gamification Market: Competitive Dashboard
14.2 Global E-Learning Gamification Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Badgeville
14.3.2 BI WORLDWIDE
14.3.3 Classcraft Studios
14.3.4 Microsoft
14.3.5 SAP
14.3.6 MPS Interactive Systems
14.3.7 D2L Corporation
14.3.8 Top Hat
14.3.9 Cognizant
14.3.10 Recurrence Inc.
14.3.11 Fundamentor
14.3.12 Gametize
14.3.13 GradeCraft
14.3.14 Kuato Studios
14.3.15 Kungfu-Math