Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global E-Learning Gamification Market by Type (Cloud Based, On-Premise), By Application (K-12 education, Higher education) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global E-Learning Gamification Market by Type (Cloud Based, On-Premise), By Application (K-12 education, Higher education) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 240108 4200 Service & Software 377 179 Pages 4.8 (34)
                                          

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 Industry Outlook


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:

  1. Badgeville
  2. BI WORLDWIDE
  3. Classcraft Studios
  4. Microsoft
  5. SAP
  6. MPS Interactive Systems
  7. D2L Corporation
  8. Top Hat
  9. Cognizant
  10. Recurrence Inc.
  11. Fundamentor
  12. Gametize
  13. GradeCraft
  14. Kuato Studios
  15. Kungfu-Math

Global E-Learning Gamification Market Overview


Highlights of The E-Learning Gamification Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Cloud Based
    2. On-Premise
  1. By Application:

    1. K-12 education
    2. Higher education
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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

Global E-Learning Gamification Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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