Global Gamification in Education Market Size, Status, Research and Forecast 2019-2025

Published On: Jul 2019

Format: PDF

Publisher: QY Research

Pages: 107

Report ID: 17556

The North American region is expected to lead the gamification in education market with respect to market size in 2018, due to the presence of a large number of prominent educational institutes and their focus on interactive ways for education, which is leading to the growth of the market in the region. APAC is leading the market with respect to CAGR among all regions. Gamification is rapidly gaining traction due to the increase in smart learning solutions. The market is further growing due to the rapid adoption of learning solutions and gamification by early adopters in the APAC. Growing number of students and government policies that have made it compulsory for organizations to develop skillsets among their employees can be attributed to the rapid growth of the gamification in education market in APAC.
In 2018, the global Gamification in Education market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

This report focuses on the global Gamification in Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification in Education development in United States, Europe and China.

The key players covered in this study
Bunchball (US)
NIIT (India)
MPS Interactive (India)
Microsoft (US)
D2L (Canada)
Top Hat (Canada)
Classcraft Studios (Canada)
Recurrence (US)
Fundamentor (India)
Cognizant (US)
BLUErabbit (Mexico)
Google (Grasshopper) (US)
Kahoot (Norway)
CK-12 (US)
Kuato Studios (US)

Market segment by Type, the product can be split into
Software
Services

Market segment by Application, split into
Academic
Corporate Training

Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Gamification in Education status, future forecast, growth opportunity, key market and key players.
To present the Gamification in Education development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Gamification in Education are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Table of Contents

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global Gamification in Education Market Size Growth Rate by Type (2014-2025)
1.4.2 Software
1.4.3 Services
1.5 Market by Application
1.5.1 Global Gamification in Education Market Share by Application (2014-2025)
1.5.2 Academic
1.5.3 Corporate Training
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Gamification in Education Market Size
2.2 Gamification in Education Growth Trends by Regions
2.2.1 Gamification in Education Market Size by Regions (2014-2025)
2.2.2 Gamification in Education Market Share by Regions (2014-2019)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities

3 Market Share by Key Players
3.1 Gamification in Education Market Size by Manufacturers
3.1.1 Global Gamification in Education Revenue by Manufacturers (2014-2019)
3.1.2 Global Gamification in Education Revenue Market Share by Manufacturers (2014-2019)
3.1.3 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
3.2 Gamification in Education Key Players Head office and Area Served
3.3 Key Players Gamification in Education Product/Solution/Service
3.4 Date of Enter into Gamification in Education Market
3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
4.1 Global Gamification in Education Market Size by Type (2014-2019)
4.2 Global Gamification in Education Market Size by Application (2014-2019)

5 United States
5.1 United States Gamification in Education Market Size (2014-2019)
5.2 Gamification in Education Key Players in United States
5.3 United States Gamification in Education Market Size by Type
5.4 United States Gamification in Education Market Size by Application

6 Europe
6.1 Europe Gamification in Education Market Size (2014-2019)
6.2 Gamification in Education Key Players in Europe
6.3 Europe Gamification in Education Market Size by Type
6.4 Europe Gamification in Education Market Size by Application

7 China
7.1 China Gamification in Education Market Size (2014-2019)
7.2 Gamification in Education Key Players in China
7.3 China Gamification in Education Market Size by Type
7.4 China Gamification in Education Market Size by Application

8 Japan
8.1 Japan Gamification in Education Market Size (2014-2019)
8.2 Gamification in Education Key Players in Japan
8.3 Japan Gamification in Education Market Size by Type
8.4 Japan Gamification in Education Market Size by Application

9 Southeast Asia
9.1 Southeast Asia Gamification in Education Market Size (2014-2019)
9.2 Gamification in Education Key Players in Southeast Asia
9.3 Southeast Asia Gamification in Education Market Size by Type
9.4 Southeast Asia Gamification in Education Market Size by Application

10 India
10.1 India Gamification in Education Market Size (2014-2019)
10.2 Gamification in Education Key Players in India
10.3 India Gamification in Education Market Size by Type
10.4 India Gamification in Education Market Size by Application

11 Central & South America
11.1 Central & South America Gamification in Education Market Size (2014-2019)
11.2 Gamification in Education Key Players in Central & South America
11.3 Central & South America Gamification in Education Market Size by Type
11.4 Central & South America Gamification in Education Market Size by Application

12 International Players Profiles
12.1 Bunchball (US)
12.1.1 Bunchball (US) Company Details
12.1.2 Company Description and Business Overview
12.1.3 Gamification in Education Introduction
12.1.4 Bunchball (US) Revenue in Gamification in Education Business (2014-2019)
12.1.5 Bunchball (US) Recent Development
12.2 NIIT (India)
12.2.1 NIIT (India) Company Details
12.2.2 Company Description and Business Overview
12.2.3 Gamification in Education Introduction
12.2.4 NIIT (India) Revenue in Gamification in Education Business (2014-2019)
12.2.5 NIIT (India) Recent Development
12.3 MPS Interactive (India)
12.3.1 MPS Interactive (India) Company Details
12.3.2 Company Description and Business Overview
12.3.3 Gamification in Education Introduction
12.3.4 MPS Interactive (India) Revenue in Gamification in Education Business (2014-2019)
12.3.5 MPS Interactive (India) Recent Development
12.4 Microsoft (US)
12.4.1 Microsoft (US) Company Details
12.4.2 Company Description and Business Overview
12.4.3 Gamification in Education Introduction
12.4.4 Microsoft (US) Revenue in Gamification in Education Business (2014-2019)
12.4.5 Microsoft (US) Recent Development
12.5 D2L (Canada)
12.5.1 D2L (Canada) Company Details
12.5.2 Company Description and Business Overview
12.5.3 Gamification in Education Introduction
12.5.4 D2L (Canada) Revenue in Gamification in Education Business (2014-2019)
12.5.5 D2L (Canada) Recent Development
12.6 Top Hat (Canada)
12.6.1 Top Hat (Canada) Company Details
12.6.2 Company Description and Business Overview
12.6.3 Gamification in Education Introduction
12.6.4 Top Hat (Canada) Revenue in Gamification in Education Business (2014-2019)
12.6.5 Top Hat (Canada) Recent Development
12.7 Classcraft Studios (Canada)
12.7.1 Classcraft Studios (Canada) Company Details
12.7.2 Company Description and Business Overview
12.7.3 Gamification in Education Introduction
12.7.4 Classcraft Studios (Canada) Revenue in Gamification in Education Business (2014-2019)
12.7.5 Classcraft Studios (Canada) Recent Development
12.8 Recurrence (US)
12.8.1 Recurrence (US) Company Details
12.8.2 Company Description and Business Overview
12.8.3 Gamification in Education Introduction
12.8.4 Recurrence (US) Revenue in Gamification in Education Business (2014-2019)
12.8.5 Recurrence (US) Recent Development
12.9 Fundamentor (India)
12.9.1 Fundamentor (India) Company Details
12.9.2 Company Description and Business Overview
12.9.3 Gamification in Education Introduction
12.9.4 Fundamentor (India) Revenue in Gamification in Education Business (2014-2019)
12.9.5 Fundamentor (India) Recent Development
12.10 Cognizant (US)
12.10.1 Cognizant (US) Company Details
12.10.2 Company Description and Business Overview
12.10.3 Gamification in Education Introduction
12.10.4 Cognizant (US) Revenue in Gamification in Education Business (2014-2019)
12.10.5 Cognizant (US) Recent Development
12.11 BLUErabbit (Mexico)
12.12 Google (Grasshopper) (US)
12.13 Kahoot (Norway)
12.14 CK-12 (US)
12.15 Kuato Studios (US)

13 Market Forecast 2019-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2019-2025)
13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details