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Gamification In Education Market By Solution Type (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Deployment Model (Cloud-Based Gamification, On-Premise Gamification) – Growth, Future Prospects & Competitive Analysis, 2018 – 2026

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Enhanced Learning Experience to Ensure High Demand for Gamification in the Educational Sector

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.

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North America will maintain its dominance during 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 Continuous Improvement of Gamification Platforms Will Remain the Key Strategy

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.

Periods of History and Forecast

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.

Report Scope by Segments

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:

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Key questions are answered in this report.

  • What was the market size of gamification solutions (specific to the educational sector) in 2017, and what is the forecast up to 2026?
  • Which is the largest regional market for educational gamification?
  • What are the major trends followed in overall educational gamification across different regions?
  • Who are the key gamification companies leading the market?
  • What are the key strategies adopted by the leading gamification companies on the market?

This report’s distinct data points

  • Recent trends across different regions in terms of the adoption of gamification across different sectors
  • Notable developments are going on in the gamification industry.
  • Attractive investment propositions for solution type, deployment model segment, as well as geography
  • Comparative scenario for all the segments for years 2017 (actual) and 2026 (forecast)

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)

Frequently Asked Questions

What is the size of Gamification In Education Market?

The market for Gamification In Education Market is expected to reach US$ 130.0 Mn by 2026.

What is the Gamification In Education Market CAGR?

The Gamification In Education Market is expected to see significant CAGR growth over the coming years, at XX%.

What is the Forecast period considered for Gamification In Education Market?

The report is forecasted from 2018-2026.

What is the base year considered for Gamification In Education Market?

The base year of this report is 2017.

Who are the major players in this market?

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.

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