1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Gamification in Education Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
1.2.2 Cloud Based
1.2.3 On-Premises Based
1.3 Market by Application
1.3.1 Global Gamification in Education Market Share by Application: 2017 VS 2021 VS 2028
1.3.2 Academic
1.3.3 Corporate Training
1.3.4 Others
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Gamification in Education Market Perspective (2017-2028)
2.2 Gamification in Education Growth Trends by Region
2.2.1 Gamification in Education Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Gamification in Education Historic Market Size by Region (2017-2022)
2.2.3 Gamification in Education Forecasted Market Size by Region (2023-2028)
2.3 Gamification in Education Market Dynamics
2.3.1 Gamification in Education Industry Trends
2.3.2 Gamification in Education Market Drivers
2.3.3 Gamification in Education Market Challenges
2.3.4 Gamification in Education Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Gamification in Education Players by Revenue
3.1.1 Global Top Gamification in Education Players by Revenue (2017-2022)
3.1.2 Global Gamification in Education Revenue Market Share by Players (2017-2022)
3.2 Global Gamification in Education Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Gamification in Education Revenue
3.4 Global Gamification in Education Market Concentration Ratio
3.4.1 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Gamification in Education Revenue in 2021
3.5 Gamification in Education Key Players Head office and Area Served
3.6 Key Players Gamification in Education Product Solution and Service
3.7 Date of Enter into Gamification in Education Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Gamification in Education Breakdown Data by Type
4.1 Global Gamification in Education Historic Market Size by Type (2017-2022)
4.2 Global Gamification in Education Forecasted Market Size by Type (2023-2028)
5 Gamification in Education Breakdown Data by Application
5.1 Global Gamification in Education Historic Market Size by Application (2017-2022)
5.2 Global Gamification in Education Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Gamification in Education Market Size (2017-2028)
6.2 North America Gamification in Education Market Size by Country (2017-2022)
6.3 North America Gamification in Education Market Size by Country (2023-2028)
6.4 United States
6.5 Canada
7 Europe
7.1 Europe Gamification in Education Market Size (2017-2028)
7.2 Europe Gamification in Education Market Size by Country (2017-2022)
7.3 Europe Gamification in Education Market Size by Country (2023-2028)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Gamification in Education Market Size (2017-2028)
8.2 Asia-Pacific Gamification in Education Market Size by Country (2017-2022)
8.3 Asia-Pacific Gamification in Education Market Size by Country (2023-2028)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia
9 Latin America
9.1 Latin America Gamification in Education Market Size (2017-2028)
9.2 Latin America Gamification in Education Market Size by Country (2017-2022)
9.3 Latin America Gamification in Education Market Size by Country (2023-2028)
9.4 Mexico
9.5 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Gamification in Education Market Size (2017-2028)
10.2 Middle East & Africa Gamification in Education Market Size by Country (2017-2022)
10.3 Middle East & Africa Gamification in Education Market Size by Country (2023-2028)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE
11 Key Players Profiles
11.1 Bunchball
11.1.1 Bunchball Company Detail
11.1.2 Bunchball Business Overview
11.1.3 Bunchball Gamification in Education Introduction
11.1.4 Bunchball Revenue in Gamification in Education Business (2017-2022)
11.1.5 Bunchball Recent Development
11.2 NIIT
11.2.1 NIIT Company Detail
11.2.2 NIIT Business Overview
11.2.3 NIIT Gamification in Education Introduction
11.2.4 NIIT Revenue in Gamification in Education Business (2017-2022)
11.2.5 NIIT Recent Development
11.3 MPS Interactive
11.3.1 MPS Interactive Company Detail
11.3.2 MPS Interactive Business Overview
11.3.3 MPS Interactive Gamification in Education Introduction
11.3.4 MPS Interactive Revenue in Gamification in Education Business (2017-2022)
11.3.5 MPS Interactive Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Detail
11.4.2 Microsoft Business Overview
11.4.3 Microsoft Gamification in Education Introduction
11.4.4 Microsoft Revenue in Gamification in Education Business (2017-2022)
11.4.5 Microsoft Recent Development
11.5 D2L
11.5.1 D2L Company Detail
11.5.2 D2L Business Overview
11.5.3 D2L Gamification in Education Introduction
11.5.4 D2L Revenue in Gamification in Education Business (2017-2022)
11.5.5 D2L Recent Development
11.6 Top Hat
11.6.1 Top Hat Company Detail
11.6.2 Top Hat Business Overview
11.6.3 Top Hat Gamification in Education Introduction
11.6.4 Top Hat Revenue in Gamification in Education Business (2017-2022)
11.6.5 Top Hat Recent Development
11.7 Classcraft Studios
11.7.1 Classcraft Studios Company Detail
11.7.2 Classcraft Studios Business Overview
11.7.3 Classcraft Studios Gamification in Education Introduction
11.7.4 Classcraft Studios Revenue in Gamification in Education Business (2017-2022)
11.7.5 Classcraft Studios Recent Development
11.8 Recurrence
11.8.1 Recurrence Company Detail
11.8.2 Recurrence Business Overview
11.8.3 Recurrence Gamification in Education Introduction
11.8.4 Recurrence Revenue in Gamification in Education Business (2017-2022)
11.8.5 Recurrence Recent Development
11.9 Fundamentor
11.9.1 Fundamentor Company Detail
11.9.2 Fundamentor Business Overview
11.9.3 Fundamentor Gamification in Education Introduction
11.9.4 Fundamentor Revenue in Gamification in Education Business (2017-2022)
11.9.5 Fundamentor Recent Development
11.10 Cognizant
11.10.1 Cognizant Company Detail
11.10.2 Cognizant Business Overview
11.10.3 Cognizant Gamification in Education Introduction
11.10.4 Cognizant Revenue in Gamification in Education Business (2017-2022)
11.10.5 Cognizant Recent Development
11.11 BLUErabbit
11.11.1 BLUErabbit Company Detail
11.11.2 BLUErabbit Business Overview
11.11.3 BLUErabbit Gamification in Education Introduction
11.11.4 BLUErabbit Revenue in Gamification in Education Business (2017-2022)
11.11.5 BLUErabbit Recent Development
11.12 Google
11.12.1 Google Company Detail
11.12.2 Google Business Overview
11.12.3 Google Gamification in Education Introduction
11.12.4 Google Revenue in Gamification in Education Business (2017-2022)
11.12.5 Google Recent Development
11.13 Kahoot
11.13.1 Kahoot Company Detail
11.13.2 Kahoot Business Overview
11.13.3 Kahoot Gamification in Education Introduction
11.13.4 Kahoot Revenue in Gamification in Education Business (2017-2022)
11.13.5 Kahoot Recent Development
11.14 CK-12
11.14.1 CK-12 Company Detail
11.14.2 CK-12 Business Overview
11.14.3 CK-12 Gamification in Education Introduction
11.14.4 CK-12 Revenue in Gamification in Education Business (2017-2022)
11.14.5 CK-12 Recent Development
11.15 Kuato Studios
11.15.1 Kuato Studios Company Detail
11.15.2 Kuato Studios Business Overview
11.15.3 Kuato Studios Gamification in Education Introduction
11.15.4 Kuato Studios Revenue in Gamification in Education Business (2017-2022)
11.15.5 Kuato Studios Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details