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.
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:
- Bunchball
- NIIT
- MPS Interactive
- Microsoft
- D2L
- Top Hat
- Classcraft Studios
- Recurrence
- Fundamentor
- Cognizant
- BLUErabbit
- Kahoot
- CK-12
- Kuato Studios
Highlights of The Gamification in Education 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:
- 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
- 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 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.
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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?
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