Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I – Secondary Research
1.4.2 Phase II – Primary Research
1.4.3 Phase III – Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted
Chapter 2 Executive Summary
2.1 Market Snapshot: Global GE Market
2.2 Global GE Market, By Solution Type
2.3 Global GE Market, By Deployment Model
2.4 Global GE Market, By Geography
Chapter 3 Market Dynamics
3.1 Introduction
3.1.1 Global GE Market Value, 2016 – 2026, (US$ Mn)
3.2 Market Drivers
3.2.1 Growing Adoption of Gamified Solutions
3.2.2 Enhanced Learning Experience through Gamification
3.3 Market Growth Inhibitors
3.3.1 Impact Analysis of Market Drivers and Restraints
3.4 Attractive Investment Proposition
3.5 Market Positioning of Key Educational Gamification Vendors, 2017
Chapter 4 Global Gamification in Education (GE) Market Analysis, By Solution Type
4.1 Market Analysis
4.2 Consumer-driven Gamification
4.3 Enterprise-driven Gamification
Chapter 5 Global Gamification in Education (GE) Market Analysis, By Deployment Model
5.1 Market Analysis
5.2 Cloud-based Gamification
5.3 On-premise Gamification
Chapter 6 North America Gamification in Education (GE) Market Analysis
6.1 Overview
6.2 North America GE Market Analysis, By Solution Type, 2016 – 2026
6.2.1 Comparative Analysis
6.3 North America GE Market Analysis, By Deployment Model, 2016 – 2026
6.3.1 Comparative Analysis
6.4 North America GE Market Analysis, By Country, 2016 – 2026
6.4.1 U.S.
6.4.2 Rest of North America
Chapter 7 Europe Gamification in Education (GE) Market Analysis
7.1 Overview
7.2 Europe GE Market Analysis, By Solution Type, 2016 – 2026
7.2.1 Comparative Analysis
7.3 Europe GE Market Analysis, By Deployment Model, 2016 – 2026
7.3.1 Comparative Analysis
7.4 Europe GE Market Analysis, By Country, 2016 – 2026
7.4.1 U.K.
7.4.2 Germany
7.4.3 France
7.4.4 Rest of Europe
Chapter 8 Asia Pacific Gamification in Education (GE) Market Analysis
8.1 Overview
8.2 Asia Pacific GE Market Analysis, By Solution Type, 2016 – 2026
8.2.1 Comparative Analysis
8.3 Asia Pacific GE Market Analysis, By Deployment Model, 2016 – 2026
8.3.1 Comparative Analysis
8.4 Asia Pacific GE Market Analysis, By Country, 2016 – 2026
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 Rest of Asia Pacific
Chapter 9 Rest of the World (RoW) Gamification in Education (GE) Market Analysis
9.1 Overview
9.2 RoW GE Market Analysis, By Solution Type, 2016 – 2026
9.2.1 Comparative Analysis
9.3 RoW GE Market Analysis, By Deployment Model, 2016 – 2026
9.3.1 Comparative Analysis
9.4 RoW GE Market Analysis, By Region, 2016 – 2026
9.4.1 Middle East & Africa (MEA)
9.4.2 Latin America
Chapter 10 Company Profiles
10.1 Microsoft Corporation
10.2 Salesforce.com, Inc.
10.3 Bunchball, Inc.
10.4 GamEffective
10.5 Tata Interactive Systems
10.6 Institute of Play
10.7 Smart Game Systems
List of Figures
FIG. 1 Global Gamification in Education (GF): Market Segmentation
FIG. 2 Global GF Market: Research Methodology
FIG. 3 Top-Down and Bottom Up Approach
FIG. 4 Global GF Market, By Solution Type, 2017 (US$ Mn)
FIG. 5 Global GF Market, By Deployment Model, 2017 (US$ Mn)
FIG. 6 Global GF Market, By Geography, 2017 (US$ Mn)
FIG. 7 Global GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 8 Attractive Investment Proposition, by Geography
FIG. 9 Market Positioning of Key Educational Gamification Vendors, 2017
FIG. 10 Global GF Market Value Contribution, By Solution Type, 2017 & 2026 (Value %)
FIG. 11 Global Consumer-driven GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 12 Global Enterprise-driven GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 13 Global GF Market Value Contribution, By Deployment Model, 2017 & 2026 (Value %)
FIG. 14 Global Cloud-based GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 15 Global On-premise GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 16 North America GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 17 Europe GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 18 Asia Pacific GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 19 RoW GF Market Value, 2016 – 2026, (US$ Mn)
List of Tables
TABLE 1 Market Snapshot: Global Gamification in Education (GF) Market
TABLE 2 Impact Indicators
TABLE 3 Impact Analysis of Drivers and Restraints
TABLE 4 North America GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 5 North America GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 6 North America GF Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 7 Europe GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 8 Europe GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 9 Europe GF Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 10 Asia Pacific GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 11 Asia Pacific GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 12 Asia Pacific GF Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 13 RoW GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 14 RoW GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 15 RoW GF Market Value, By Region, 2016 – 2026 (US$ Mn)
TABLE 16 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 17 Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 18 Bunchball, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 19 GamEffective: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 20 Tata Interactive Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 21 Institute of Play: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 22 Smart Game Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)