The market for Gamification In Education Market is expected to reach US$ 130.0 Mn by 2026.
The global gamification in the education market is expected to grow at a double-digit CAGR from 2018 to 2026, starting at US$ 130.0 million in 2017. Gamification is one of the most prominent educational approaches designed to increase the engagement and motivation of learners. Gamification uses gaming mechanics, including badges, levels, and points/leaderboards.
This simplifies key concepts and helps improve learners' motivation. In addition, the gamified design reduces the fear of failure, thereby encouraging learners to face various challenges and goals. Considering the overall growing adoption of gamification across different applications, the educational gamification market is set to register high growth in the following years. The consumer-driven education gamification segment is expected to register the most promising growth over the forecast period.
In 2017, the gamification market in education was led by North America, which accounted for over 40% of the total market revenue generated worldwide. The market here is governed by the strong adoption of gamification across various sectors. Numerous educational institutes have turned towards gamified education in order to ensure an effective learning experience and engagement. Additionally, the region has a robust penetration of consumer-driven gamified education, further supporting the market's growth. In the following years, Asia Pacific is expected to demonstrate the fastest growth in the market. This can be attributed to growing digitization (such as the internet, laptops, tablets, etc.) in the education sector.
The educational gamification market is highly competitive by nature due to the constant need for innovative designs. Due to the diverse nature of learning across different institutions, gamification vendors emphasize creating personalized gamification apps. Some of the prominent players operating in gamification in the education market include Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., GamEffective, Tata Interactive Systems, the Institute of Play, and Smart Game Systems, among others.
This research report presents the analysis of each segment from 2016 to 2026, considering 2017 as the base year for the research. The compound annual growth rate (CAGR) for each of the respective segments was calculated for the forecast period from 2018 to 2026.
The gamification in education market report provides market size and estimates based on market dynamics and key trends observed in the industry. The report provides a holistic view of global gamification in the education market based on solution type, deployment model, and geography. Key segments covered in the report are as follows:
The market for Gamification In Education Market is expected to reach US$ 130.0 Mn by 2026.
The Gamification In Education Market is expected to see significant CAGR growth over the coming years, at XX%.
The report is forecasted from 2018-2026.
The base year of this report is 2017.
Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., GamEffective, Tata Interactive Systems, the Institute of Play, and Smart Game Systems are some of the major players in the global market.