Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Education Gamification Market by Type (Augmented Reality (AR) Types, Virtual Reality (VR) Types, Other), 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 Education Gamification Market by Type (Augmented Reality (AR) Types, Virtual Reality (VR) Types, Other), 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: 302800 4200 Service & Software 377 121 Pages 4.8 (43)
                                          

Market Overview:


The global education gamification market is expected to grow at a CAGR of 16.5% during the forecast period from 2018 to 2030. The market is segmented on the basis of type, application and region. On the basis of type, the market is segmented into augmented reality (AR) types, virtual reality (VR) types and other types. The AR type segment is expected to hold the largest share in terms of revenue in 2018 and is also projected to grow at a high CAGR during the forecast period from 2018 to 2030. This can be attributed to increasing adoption of AR technology by various educational institutes for imparting education through immersive learning experiences.


Global Education Gamification Industry Outlook


Product Definition:


Education Gamification is the incorporation of game elements into an educational setting. It can be used to motivate students, increase engagement, and improve learning outcomes.


Augmented Reality (AR) Types:


Augmented reality (AR) types, its usage and growth factor in the education gamification market? The global Augmented Reality (AR) Types market size was valued at USD 1.8 billion in 2016 and is expected to witness significant growth over the forecast period. Increasing investments by companies for research & development activities are anticipated to drive industry growth.


Virtual Reality (VR) Types:


Virtual reality types are categorized into three broad categories, namely, virtual reality (VR), augmented reality (AR), and mixed reality (MR). VR is a simulation where the user wears a device called headset which provides visual experience to the user. The technology uses 3D graphics and special effects to create an immersive environment for users. AR allows objects or images to appear real in front of the eyes of users whereas MR blends physical environment with digital one.


Application Insights:


The global education gamification market has been segmented into K-12 education, higher education and others. The higher education segment is expected to witness the highest growth over the forecast period owing to increasing use of games in educational applications such as Massive Open Online Courses (MOOCs) and online universities. For instance, edX LLC developed by Harvard University uses game elements such as badges, points systems and levels for teaching & learning.


The K-12 application segment held a substantial share in 2017 due to rising adoption of AR/VR technology in schools worldwide for enhancing student engagement and knowledge retention capabilities among other benefits attributed to gaming platforms within the school environment. Furthermore, initiatives taken by governments worldwide aimed at encouraging more students towards studying abroad are anticipated to further fuel demand from 2018 through 2030.


Regional Analysis:


Asia Pacific is expected to emerge as the fastest-growing regional market over the forecast period. The growth can be attributed to increasing investments in developing innovative technologies and growing popularity of online education. In 2016, China accounted for more than 40% of global VR headset shipments and its government is investing heavily in this technology. Japan has also been a key contributor to virtual reality industry with many popular headsets being manufactured there.


Latin America region accounted for over 10% share of global revenue in 2017 owing to increasing adoption by corporate companies for training their employees or providing knowledge-based services such as teaching students about different cultures or languages etc.). AR type games have witnessed significant growth across Latin America countries due to increased use by tourists, disabled people, archeologists among others who need assistance while traveling around places (virtual tourism). Moreover, rising penetration of smartphones coupled with high availability of wireless internet access points will continue driving regional market during the forecast period.


Growth Factors:


  • Increasing demand for skilled workforce: The global economy is witnessing a shift in the dynamics with the rise of knowledge-based economies. This has increased the demand for skilled workforce, which in turn is fueling the growth of education gamification market.
  • Proliferation of digital technologies: The proliferation of digital technologies has led to an increase in online learning and gaming activities among students, thereby driving the growth of education gamification market.
  • Growing popularity of e-learning: E-learning is gaining popularity due to its advantages such as flexibility, affordability, and accessibility. This is propelling the growth of education gamification market.

Scope Of The Report

Report Attributes

Report Details

Report Title

Education Gamification Market Research Report

By Type

Augmented Reality (AR) Types, Virtual Reality (VR) Types, Other

By Application

K-12 Education, Higher Education

By Companies

Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, 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

121

Number of Tables & Figures

85

Customization Available

Yes, the report can be customized as per your need.


Global Education Gamification Market Report Segments:

The global Education Gamification market is segmented on the basis of:

Types

Augmented Reality (AR) Types, Virtual Reality (VR) Types, Other

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. Bunchball
  3. Classcraft Studios
  4. GoGo Labs
  5. 6waves
  6. Recurrence
  7. Fundamentor
  8. Gametize
  9. GradeCraft
  10. Kuato Studios
  11. Kungfu-Math

Global Education Gamification Market Overview


Highlights of The Education 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. Augmented Reality (AR) Types
    2. Virtual Reality (VR) Types
    3. Other
  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 Education 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
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  • Identifying Appropriate Advertising Appeals

Global Education 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?


Education gamification is a process of turning learning activities into games to engage and motivate students. It can be used in classrooms, online courses, or even at home. Games can be designed to help students learn new information, improve their skills, or just have fun.

Some of the major companies in the education gamification market are Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math.

The education gamification market is expected to grow at a compound annual growth rate of 16.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Education 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 Education Gamification Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Education 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 Education 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 Education Gamification Market Size & Forecast, 2018-2028       4.5.1 Education Gamification Market Size and Y-o-Y Growth       4.5.2 Education Gamification Market Absolute $ Opportunity

Chapter 5 Global Education 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 Education Gamification Market Size Forecast by Type
      5.2.1 Augmented Reality (AR) Types
      5.2.2 Virtual Reality (VR) Types
      5.2.3 Other
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Education 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 Education 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 Education 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 Education 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 Education Gamification Analysis and Forecast
   9.1 Introduction
   9.2 North America Education 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 Education Gamification Market Size Forecast by Type
      9.6.1 Augmented Reality (AR) Types
      9.6.2 Virtual Reality (VR) Types
      9.6.3 Other
   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 Education 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 Education Gamification Analysis and Forecast
   10.1 Introduction
   10.2 Europe Education 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 Education Gamification Market Size Forecast by Type
      10.6.1 Augmented Reality (AR) Types
      10.6.2 Virtual Reality (VR) Types
      10.6.3 Other
   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 Education 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 Education Gamification Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Education 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 Education Gamification Market Size Forecast by Type
      11.6.1 Augmented Reality (AR) Types
      11.6.2 Virtual Reality (VR) Types
      11.6.3 Other
   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 Education 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 Education Gamification Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Education 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 Education Gamification Market Size Forecast by Type
      12.6.1 Augmented Reality (AR) Types
      12.6.2 Virtual Reality (VR) Types
      12.6.3 Other
   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 Education 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) Education Gamification Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Education 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) Education Gamification Market Size Forecast by Type
      13.6.1 Augmented Reality (AR) Types
      13.6.2 Virtual Reality (VR) Types
      13.6.3 Other
   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) Education 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 Education Gamification Market: Competitive Dashboard
   14.2 Global Education Gamification Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details â€“ Overview, Financials, Developments, Strategy) 
      14.3.1 Badgeville
      14.3.2 Bunchball
      14.3.3 Classcraft Studios
      14.3.4 GoGo Labs
      14.3.5 6waves
      14.3.6 Recurrence
      14.3.7 Fundamentor
      14.3.8 Gametize
      14.3.9 GradeCraft
      14.3.10 Kuato Studios
      14.3.11 Kungfu-Math

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