Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Gamification in Education Market by Type (Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027, Cloud Based, On-Premises Based), By Application (Global Gamification in Education Market Share : 2016 VS 2021 VS 2027, Academic, Corporate Training, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Gamification in Education Market by Type (Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027, Cloud Based, On-Premises Based), By Application (Global Gamification in Education Market Share : 2016 VS 2021 VS 2027, Academic, Corporate Training, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 245044 4200 Service & Software 377 127 Pages 4.8 (33)
                                          

Market Overview:


The global gamification in education market is expected to grow at a CAGR of 16.5% during the forecast period 2018-2030. The market is segmented on the basis of type, application and region. On the basis of type, the market is segmented into cloud-based and on-premises based gamification in education solutions. Cloud-based solutions are expected to grow at a higher CAGR as compared to on-premises based solutions during the forecast period due to various advantages offered by cloud such as scalability, flexibility and low cost of ownership. On the basis of application, academic institutions are expected to hold a major share in terms of revenue generated from gamification in education applications during the forecast period followed by corporate training applications. However, other applications such as healthcare & pharmaceuticals, retail & ecommerce etc.


Global Gamification in Education Industry Outlook


Product Definition:


The definition of Gamification in Education is the usage of video games or game elements in an educational setting. The purpose of Gamification in Education is to increase engagement, motivation, and learning outcomes.


Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027:


Global gamification in education market size was valued at USD 6.86 billion in 2016 and is expected to grow at a compound annual growth rate (CAGR) of 22.1% from 2017 to 2021. The global gamification trend has been gaining traction over the past few years, primarily due to its increasing adoption in the K-12 sector as well as among higher education institutions globally.


Cloud Based:


Cloud based is a term used for applications that are hosted on the internet and can be accessed from any location. It provides several benefits such as easy access, cost effective, flexibility of usage, and real time data tracking. Cloud based solutions in gamification in education help to provide real-time feedbacks which further helps to improve the overall performance of an individual.


Application Insights:


The academic segment accounted for the largest market share in 2016 and is expected to continue its dominance over the forecast period. This can be attributed to growing usage of games in classrooms, schools and universities globally. The corporate training segment is also expected to witness significant growth over the next eight years owing to rising adoption of games for training employees.


The others application segment includes pre-school, K-12th grade educational institutions that use game elements such as badges, points systems and levels for teaching & learning purposes.


Regional Analysis:


North America dominated the global market in 2018 and is expected to continue its dominance over the forecast period. The rising adoption of technology in education sector, increasing focus on corporate culture and awareness about new teaching methods are some of the key factors responsible for this growth. In addition, presence of a large number of schools that have started adopting these technologies will drive demand further. For instance, according to Education Week 2017; there were 1,Limited only to K-12 schools2 million teachers in U.S., out of which only 6% teach using gamified learning platforms such as ClassDojo or QuizUp (ClassDojo).


Asia Pacific region is anticipated to witness significant growth over the forecast period owing to growing interest among students towards gaming based learning platform like QuizUp or Farmville (Zynga Inc.).


Growth Factors:


  • Increasing demand for gamified learning from students
  • Proliferation of digital devices and apps in education sector
  • Emergence of game-based learning platforms and tools
  • Growing popularity of social media and online gaming among students
  • Rising investment in research and development for gamification in education

Scope Of The Report

Report Attributes

Report Details

Report Title

Gamification in Education Market Research Report

By Type

Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027, Cloud Based, On-Premises Based

By Application

Global Gamification in Education Market Share : 2016 VS 2021 VS 2027, Academic, Corporate Training, Others

By Companies

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

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

127

Number of Tables & Figures

89

Customization Available

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


Global Gamification in Education Market Report Segments:

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

Types

Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027, Cloud Based, On-Premises Based

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

Global Gamification in Education Market Share : 2016 VS 2021 VS 2027, Academic, Corporate Training, Others

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. Bunchball
  2. NIIT
  3. MPS Interactive
  4. Microsoft
  5. D2L
  6. Top Hat
  7. Classcraft Studios
  8. Recurrence
  9. Fundamentor
  10. Cognizant
  11. BLUErabbit
  12. Google
  13. Kahoot
  14. CK-12
  15. Kuato Studios

Global Gamification in Education Market Overview


Highlights of The Gamification in Education 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. Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
    2. Cloud Based
    3. On-Premises Based
  1. By Application:

    1. Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
    2. Academic
    3. Corporate Training
    4. Others
  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 Gamification in Education 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:

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  • Identifying Appropriate Advertising Appeals

Global Gamification in Education 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?


Gamification is a process of adding game-like elements to non-game activities or systems in order to make them more enjoyable or motivating. It can be used in education to increase engagement and motivation, as well as improve learning outcomes.

Some of the major players in the gamification in education market are Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Recurrence, Fundamentor, Cognizant, BLUErabbit, Google, Kahoot, CK-12, Kuato Studios.

The gamification in education market is expected to register a CAGR of 16.5%.

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

Chapter 5 Global Gamification in Education 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 Gamification in Education Market Size Forecast by Type
      5.2.1 Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
      5.2.2 Cloud Based
      5.2.3 On-Premises Based
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Gamification in Education 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 Gamification in Education Market Size Forecast by Applications
      6.2.1 Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
      6.2.2 Academic
      6.2.3 Corporate Training
      6.2.4 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Gamification in Education 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 Gamification in Education 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 Gamification in Education Analysis and Forecast
   9.1 Introduction
   9.2 North America Gamification in Education 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 Gamification in Education Market Size Forecast by Type
      9.6.1 Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
      9.6.2 Cloud Based
      9.6.3 On-Premises Based
   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 Gamification in Education Market Size Forecast by Applications
      9.10.1 Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
      9.10.2 Academic
      9.10.3 Corporate Training
      9.10.4 Others
   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 Gamification in Education Analysis and Forecast
   10.1 Introduction
   10.2 Europe Gamification in Education 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 Gamification in Education Market Size Forecast by Type
      10.6.1 Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
      10.6.2 Cloud Based
      10.6.3 On-Premises Based
   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 Gamification in Education Market Size Forecast by Applications
      10.10.1 Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
      10.10.2 Academic
      10.10.3 Corporate Training
      10.10.4 Others
   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 Gamification in Education Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Gamification in Education 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 Gamification in Education Market Size Forecast by Type
      11.6.1 Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
      11.6.2 Cloud Based
      11.6.3 On-Premises Based
   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 Gamification in Education Market Size Forecast by Applications
      11.10.1 Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
      11.10.2 Academic
      11.10.3 Corporate Training
      11.10.4 Others
   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 Gamification in Education Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Gamification in Education 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 Gamification in Education Market Size Forecast by Type
      12.6.1 Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
      12.6.2 Cloud Based
      12.6.3 On-Premises Based
   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 Gamification in Education Market Size Forecast by Applications
      12.10.1 Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
      12.10.2 Academic
      12.10.3 Corporate Training
      12.10.4 Others
   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) Gamification in Education Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Gamification in Education 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) Gamification in Education Market Size Forecast by Type
      13.6.1 Global Gamification in Education Market Size Growth Rate : 2016 VS 2021 VS 2027
      13.6.2 Cloud Based
      13.6.3 On-Premises Based
   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) Gamification in Education Market Size Forecast by Applications
      13.10.1 Global Gamification in Education Market Share : 2016 VS 2021 VS 2027
      13.10.2 Academic
      13.10.3 Corporate Training
      13.10.4 Others
   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 Gamification in Education Market: Competitive Dashboard
   14.2 Global Gamification in Education Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Bunchball
      14.3.2 NIIT
      14.3.3 MPS Interactive
      14.3.4 Microsoft
      14.3.5 D2L
      14.3.6 Top Hat
      14.3.7 Classcraft Studios
      14.3.8 Recurrence
      14.3.9 Fundamentor
      14.3.10 Cognizant
      14.3.11 BLUErabbit
      14.3.12 Google
      14.3.13 Kahoot
      14.3.14 CK-12
      14.3.15 Kuato Studios

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