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Gamification in Education Market, Global Outlook and Forecast 2023-2030

Gamification in Education Market, Global Outlook and Forecast 2023-2030

  • Published on : 05 September 2023
  • Pages :105
  • Report Code:SMR-7798328

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Report overview

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.
This report aims to provide a comprehensive presentation of the global market for Gamification in Education, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gamification in Education. This report contains market size and forecasts of Gamification in Education in global, including the following market information:
Global Gamification in Education Market Revenue, 2018-2023, 2024-2030, ($ millions)
Global top five companies in 2022 (%)
The global Gamification in Education market was valued at US$ 1027.9 million in 2022 and is projected to reach US$ 4322.8 million by 2029, at a CAGR of 22.8% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Cloud Based Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Gamification in Education include Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Recurrence and Fundamentor, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Gamification in Education companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Gamification in Education Market, by Type, 2018-2023, 2024-2030 ($ millions)
Global Gamification in Education Market Segment Percentages, by Type, 2022 (%)
Cloud Based
On-Premises Based
Global Gamification in Education Market, by Application, 2018-2023, 2024-2030 ($ millions)
Global Gamification in Education Market Segment Percentages, by Application, 2022 (%)
Academic
Corporate Training
Others
Global Gamification in Education Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)
Global Gamification in Education Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Gamification in Education revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Gamification in Education revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Bunchball
NIIT
MPS Interactive
Microsoft
D2L
Top Hat
Classcraft Studios
Recurrence
Fundamentor
Cognizant
BLUErabbit
Google
Kahoot
CK-12
Kuato Studios
Outline of Major Chapters:
Chapter 1: Introduces the definition of Gamification in Education, market overview.
Chapter 2: Global Gamification in Education market size in revenue.
Chapter 3: Detailed analysis of Gamification in Education company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Gamification in Education in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.