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Global Gamification in Education Market Insights and Forecast to 2028

Global Gamification in Education Market Insights and Forecast to 2028

  • Category:ICT & Media
  • Published on : 05 June 2022
  • Pages :111
  • Formats:
  • Report Code:SMR-7135352
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GamificationEducation Market Size, Share 2022


Market Analysis and Insights: Global GamificationEducation Market

The global GamificationEducation market size is projected to reach US$ XX million by 2027, from US$ XX million in 2020, at a CAGR of XX% during 2021-2027.

With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global GamificationEducation market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global GamificationEducation market in terms of revenue.

On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global GamificationEducation market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global GamificationEducation market.

Global GamificationEducation Scope and Market Size

Gamification in Education market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Gamification in Education market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.

Segment by Type

Cloud Based

On-Premises Based

Segment by Application

Academic

Corporate Training

Others

By Company

Bunchball

NIIT

MPS Interactive

Microsoft

D2L

Top Hat

Classcraft Studios

Recurrence

Fundamentor

Cognizant

BLUErabbit

Google

Kahoot

CK-12

Kuato Studios

By Region

North America

United States

Canada

Europe

Germany

France

UK

Italy

Russia

Nordic Countries

Rest of Europe

Asia-Pacific

China

Japan

South Korea

Southeast Asia

India

Australia

Rest of Asia

Latin America

Mexico

Brazil

Rest of Latin America

Middle East & Africa

Turkey

Saudi Arabia

UAE

Rest of MEA

The information for each competitor/Company Profile includes:

  • Company Overview
  • Business Strategy
  • Key Product Offerings
  • Financial Performance
  • Key Performance Indicators
  • Risk Analysis
  • Recent Development
  • Regional Presence
  • SWOT Analysis 

The content of the study subjects includes a total of 15 chapters:

Chapter 1, describes GamificationEducation product scope, market overview, market opportunities, market driving force, and market risks.

Chapter 2, profiles the top manufacturers of GamificationEducation, with price, sales, revenue, and global market share of GamificationEducation from 2019 to 2022.

Chapter 3, the GamificationEducation competitive situation, sales, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.

Chapter 4, the GamificationEducation breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2017 to 2028.

Chapters 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, and application, from 2017 to 2028.

Chapters 7, 8, 9, 10, and 11, to break the sales data at the country level, with sales, revenue, and market share for key countries in the world, from 2017 to 2022. and the GamificationEducation market forecast, by regions, type, and application, with sales and revenue, from 2023 to 2028.

Chapter 12, the key raw materials and key suppliers, and industry chain of GamificationEducation.

Chapter 13, 14, and 15, to describe GamificationEducation sales channel, distributors, customers, research findings and conclusion, appendix and data source.

Key Indicators Analysed:

  • Market Players & Competitor Analysis: The report covers the key players of the industry including Company Profile, Product Specifications, Production Capacity/Sales, Revenue, Price and Gross Margin 2016-2027 & Sales with a thorough analysis of the market?s competitive landscape and detailed information on vendors and comprehensive details of factors that will challenge the growth of major market vendors.
  • Global and Regional Market Analysis: The report includes Global & Regional market status and outlook 2016-2027. Further the report provides break down details about each region & countries covered in the report. Identifying its sales, sales volume & revenue forecast. With detailed analysis by types and applications.
  • Market Trends: Market key trends which include Increased Competition and Continuous Innovations.
  • Opportunities and Drivers: Identifying the Growing Demands and New Technology
  • Porters Five Force Analysis: The report provides with the state of competition in industry depending on five basic forces: threat of new entrants, bargaining power of suppliers, bargaining power of buyers, threat of substitute products or services, and existing industry rivalry.

Reasons to Purchase this Report:

  • Estimates 2022-2027 2021-2025 GamificationEducation Report on, Status and Forecast, by Players, Types and Applications market development trends with the recent trends and SWOT analysis
  • Market dynamics scenario, along with growth opportunities of the market in the years to come
  • Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
  • Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
  • Market value (USD Million) and volume (Units Million) data for each segment and sub-segment
  • Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
  • Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
  • 1-year analyst support, along with the data support in excel format.

Research Methodology:

The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.

Report Attributes Report Details
Report Title Global Gamification in Education Market Insights and Forecast to 2028
Historical Year 2018 to 2022 (Data from 2010 can be provided as per availability)
Base Year 2021
Forecast Year 2029
Number of Pages 111 Pages
Customization Available Yes, the report can be customized as per your need.

TABLE OF CONTENTS

1 Report Business 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 Size Growth Rate 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 Type
6.2.1 North America Gamification in Education Market Size by Type (2017-2022)
6.2.2 North America Gamification in Education Market Size by Type (2023-2028)
6.2.3 North America Gamification in Education Market Share by Type (2017-2028)
6.3 North America Gamification in Education Market Size by Application
6.3.1 North America Gamification in Education Market Size by Application (2017-2022)
6.3.2 North America Gamification in Education Market Size by Application (2023-2028)
6.3.3 North America Gamification in Education Market Share by Application (2017-2028)
6.4 North America Gamification in Education Market Size by Country
6.4.1 North America Gamification in Education Market Size by Country (2017-2022)
6.4.2 North America Gamification in Education Market Size by Country (2023-2028)
6.4.3 United States
6.4.4 Canada
7 Europe
7.1 Europe Gamification in Education Market Size (2017-2028)
7.2 Europe Gamification in Education Market Size by Type
7.2.1 Europe Gamification in Education Market Size by Type (2017-2022)
7.2.2 Europe Gamification in Education Market Size by Type (2023-2028)
7.2.3 Europe Gamification in Education Market Share by Type (2017-2028)
7.3 Europe Gamification in Education Market Size by Application
7.3.1 Europe Gamification in Education Market Size by Application (2017-2022)
7.3.2 Europe Gamification in Education Market Size by Application (2023-2028)
7.3.3 Europe Gamification in Education Market Share by Application (2017-2028)
7.4 Europe Gamification in Education Market Size by Country
7.4.1 Europe Gamification in Education Market Size by Country (2017-2022)
7.4.2 Europe Gamification in Education Market Size by Country (2023-2028)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 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 Type
8.2.1 Asia-Pacific Gamification in Education Market Size by Type (2017-2022)
8.2.2 Asia-Pacific Gamification in Education Market Size by Type (2023-2028)
8.2.3 Asia-Pacific Gamification in Education Market Share by Type (2017-2028)
8.3 Asia-Pacific Gamification in Education Market Size by Application
8.3.1 Asia-Pacific Gamification in Education Market Size by Application (2017-2022)
8.3.2 Asia-Pacific Gamification in Education Market Size by Application (2023-2028)
8.3.3 Asia-Pacific Gamification in Education Market Share by Application (2017-2028)
8.4 Asia-Pacific Gamification in Education Market Size by Region
8.4.1 Asia-Pacific Gamification in Education Market Size by Region (2017-2022)
8.4.2 Asia-Pacific Gamification in Education Market Size by Region (2023-2028)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 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 Type
9.2.1 Latin America Gamification in Education Market Size by Type (2017-2022)
9.2.2 Latin America Gamification in Education Market Size by Type (2023-2028)
9.2.3 Latin America Gamification in Education Market Share by Type (2017-2028)
9.3 Latin America Gamification in Education Market Size by Application
9.3.1 Latin America Gamification in Education Market Size by Application (2017-2022)
9.3.2 Latin America Gamification in Education Market Size by Application (2023-2028)
9.3.3 Latin America Gamification in Education Market Share by Application (2017-2028)
9.4 Latin America Gamification in Education Market Size by Country
9.4.1 Latin America Gamification in Education Market Size by Country (2017-2022)
9.4.2 Latin America Gamification in Education Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 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 Type
10.2.1 Middle East & Africa Gamification in Education Market Size by Type (2017-2022)
10.2.2 Middle East & Africa Gamification in Education Market Size by Type (2023-2028)
10.2.3 Middle East & Africa Gamification in Education Market Share by Type (2017-2028)
10.3 Middle East & Africa Gamification in Education Market Size by Application
10.3.1 Middle East & Africa Gamification in Education Market Size by Application (2017-2022)
10.3.2 Middle East & Africa Gamification in Education Market Size by Application (2023-2028)
10.3.3 Middle East & Africa Gamification in Education Market Share by Application (2017-2028)
10.4 Middle East & Africa Gamification in Education Market Size by Country
10.4.1 Middle East & Africa Gamification in Education Market Size by Country (2017-2022)
10.4.2 Middle East & Africa Gamification in Education Market Size by Country (2023-2028)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
11 Key Players Profiles
11.1 Bunchball
11.1.1 Bunchball Company Details
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 Developments
11.2 NIIT
11.2.1 NIIT Company Details
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 Developments
11.3 MPS Interactive
11.3.1 MPS Interactive Company Details
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 Developments
11.4 Microsoft
11.4.1 Microsoft Company Details
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 Developments
11.5 D2L
11.5.1 D2L Company Details
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 Developments
11.6 Top Hat
11.6.1 Top Hat Company Details
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 Developments
11.7 Classcraft Studios
11.7.1 Classcraft Studios Company Details
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 Developments
11.8 Recurrence
11.8.1 Recurrence Company Details
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 Developments
11.9 Fundamentor
11.9.1 Fundamentor Company Details
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 Developments
11.10 Cognizant
11.10.1 Cognizant Company Details
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 Developments
11.11 BLUErabbit
11.11.1 BLUErabbit Company Details
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 Developments
11.12 Google
11.12.1 Google Company Details
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 Developments
11.13 Kahoot
11.13.1 Kahoot Company Details
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 Developments
11.14 CK-12
11.14.1 CK-12 Company Details
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 Developments
11.15 Kuato Studios
11.15.1 Kuato Studios Company Details
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 Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Author Details
13.3 Disclaimer

LIST OF TABLES & FIGURES

List of Tables
Table 1. Global Gamification in Education Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
Table 2. Key Players of Cloud Based
Table 3. Key Players of On-Premises Based
Table 4. Global Gamification in Education Market Size Growth Rate by Application (US$ Million), 2017 VS 2021 VS 2028
Table 5. Global Gamification in Education Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
Table 6. Global Gamification in Education Market Size by Region (2017-2022) & (US$ Million)
Table 7. Global Gamification in Education Market Share by Region (2017-2022)
Table 8. Global Gamification in Education Forecasted Market Size by Region (2023-2028) & (US$ Million)
Table 9. Global Gamification in Education Market Share by Region (2023-2028)
Table 10. Gamification in Education Market Trends
Table 11. Gamification in Education Market Drivers
Table 12. Gamification in Education Market Challenges
Table 13. Gamification in Education Market Restraints
Table 14. Global Gamification in Education Revenue by Players (2017-2022) & (US$ Million)
Table 15. Global Gamification in Education Revenue Share by Players (2017-2022)
Table 16. Global Top Gamification in Education by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gamification in Education as of 2021)
Table 17. Ranking of Global Top Gamification in Education Companies by Revenue (US$ Million) in 2021
Table 18. Global 5 Largest Players Market Share by Gamification in Education Revenue (CR5 and HHI) & (2017-2022)
Table 19. Key Players Headquarters and Area Served
Table 20. Key Players Gamification in Education Product Solution and Service
Table 21. Date of Enter into Gamification in Education Market
Table 22. Mergers & Acquisitions, Expansion Plans
Table 23. Global Gamification in Education Market Size by Type (2017-2022) & (US$ Million)
Table 24. Global Gamification in Education Revenue Market Share by Type (2017-2022)
Table 25. Global Gamification in Education Forecasted Market Size by Type (2023-2028) & (US$ Million)
Table 26. Global Gamification in Education Revenue Market Share by Type (2023-2028)
Table 27. Global Gamification in Education Market Size by Application (2017-2022) & (US$ Million)
Table 28. Global Gamification in Education Revenue Share by Application (2017-2022)
Table 29. Global Gamification in Education Forecasted Market Size by Application (2023-2028) & (US$ Million)
Table 30. Global Gamification in Education Revenue Share by Application (2023-2028)
Table 31. North America Gamification in Education Market Size by Type (2017-2022) & (US$ Million)
Table 32. North America Gamification in Education Market Size by Type (2023-2028) & (US$ Million)
Table 33. North America Gamification in Education Market Size by Application (2017-2022) & (US$ Million)
Table 34. North America Gamification in Education Market Size by Application (2023-2028) & (US$ Million)
Table 35. North America Gamification in Education Market Size by Country (2017-2022) & (US$ Million)
Table 36. North America Gamification in Education Market Size by Country (2023-2028) & (US$ Million)
Table 37. Europe Gamification in Education Market Size by Type (2017-2022) & (US$ Million)
Table 38. Europe Gamification in Education Market Size by Type (2023-2028) & (US$ Million)
Table 39. Europe Gamification in Education Market Size by Application (2017-2022) & (US$ Million)
Table 40. Europe Gamification in Education Market Size by Application (2023-2028) & (US$ Million)
Table 41. Europe Gamification in Education Market Size by Country (2017-2022) & (US$ Million)
Table 42. Europe Gamification in Education Market Size by Country (2023-2028) & (US$ Million)
Table 43. Asia Pacific Gamification in Education Market Size by Type (2017-2022) & (US$ Million)
Table 44. Asia Pacific Gamification in Education Market Size by Type (2023-2028) & (US$ Million)
Table 45. Asia Pacific Gamification in Education Market Size by Application (2017-2022) & (US$ Million)
Table 46. Asia Pacific Gamification in Education Market Size by Application (2023-2028) & (US$ Million)
Table 47. Asia Pacific Gamification in Education Market Size by Region (2017-2022) & (US$ Million)
Table 48. Asia Pacific Gamification in Education Market Size by Region (2023-2028) & (US$ Million)
Table 49. Latin America Gamification in Education Market Size by Type (2017-2022) & (US$ Million)
Table 50. Latin America Gamification in Education Market Size by Type (2023-2028) & (US$ Million)
Table 51. Latin America Gamification in Education Market Size by Application (2017-2022) & (US$ Million)
Table 52. Latin America Gamification in Education Market Size by Application (2023-2028) & (US$ Million)
Table 53. Latin America Gamification in Education Market Size by Country (2017-2022) & (US$ Million)
Table 54. Latin America Gamification in Education Market Size by Country (2023-2028) & (US$ Million)
Table 55. Middle East and Africa Gamification in Education Market Size by Type (2017-2022) & (US$ Million)
Table 56. Middle East and Africa Gamification in Education Market Size by Type (2023-2028) & (US$ Million)
Table 57. Middle East and Africa Gamification in Education Market Size by Application (2017-2022) & (US$ Million)
Table 58. Middle East and Africa Gamification in Education Market Size by Application (2023-2028) & (US$ Million)
Table 59. Middle East and Africa Gamification in Education Market Size by Country (2017-2022) & (US$ Million)
Table 60. Middle East and Africa Gamification in Education Market Size by Country (2023-2028) & (US$ Million)
Table 61. Bunchball Company Details
Table 62. Bunchball Business Overview
Table 63. Bunchball Gamification in Education Product
Table 64. Bunchball Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 65. Bunchball Recent Developments
Table 66. NIIT Company Details
Table 67. NIIT Business Overview
Table 68. NIIT Gamification in Education Product
Table 69. NIIT Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 70. NIIT Recent Developments
Table 71. MPS Interactive Company Details
Table 72. MPS Interactive Business Overview
Table 73. MPS Interactive Gamification in Education Product
Table 74. MPS Interactive Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 75. MPS Interactive Recent Developments
Table 76. Microsoft Company Details
Table 77. Microsoft Business Overview
Table 78. Microsoft Gamification in Education Product
Table 79. Microsoft Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 80. Microsoft Recent Developments
Table 81. D2L Company Details
Table 82. D2L Business Overview
Table 83. D2L Gamification in Education Product
Table 84. D2L Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 85. D2L Recent Developments
Table 86. Top Hat Company Details
Table 87. Top Hat Business Overview
Table 88. Top Hat Gamification in Education Product
Table 89. Top Hat Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 90. Top Hat Recent Developments
Table 91. Classcraft Studios Company Details
Table 92. Classcraft Studios Business Overview
Table 93. Classcraft Studios Gamification in Education Product
Table 94. Classcraft Studios Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 95. Classcraft Studios Recent Developments
Table 96. Recurrence Company Details
Table 97. Recurrence Business Overview
Table 98. Recurrence Gamification in Education Product
Table 99. Recurrence Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 100. Recurrence Recent Developments
Table 101. Fundamentor Company Details
Table 102. Fundamentor Business Overview
Table 103. Fundamentor Gamification in Education Product
Table 104. Fundamentor Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 105. Fundamentor Recent Developments
Table 106. Cognizant Company Details
Table 107. Cognizant Business Overview
Table 108. Cognizant Gamification in Education Product
Table 109. Cognizant Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 110. Cognizant Recent Developments
Table 111. BLUErabbit Company Details
Table 112. BLUErabbit Business Overview
Table 113. BLUErabbit Gamification in Education Product
Table 114. BLUErabbit Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 115. BLUErabbit Recent Developments
Table 116. Google Company Details
Table 117. Google Business Overview
Table 118. Google Gamification in Education Product
Table 119. Google Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 120. Google Recent Developments
Table 121. Kahoot Company Details
Table 122. Kahoot Business Overview
Table 123. Kahoot Gamification in Education Product
Table 124. Kahoot Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 125. Kahoot Recent Developments
Table 126. CK-12 Company Details
Table 127. CK-12 Business Overview
Table 128. CK-12 Gamification in Education Product
Table 129. CK-12 Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 130. CK-12 Recent Developments
Table 131. Kuato Studios Company Details
Table 132. Kuato Studios Business Overview
Table 133. Kuato Studios Gamification in Education Product
Table 134. Kuato Studios Revenue in Gamification in Education Business (2017-2022) & (US$ Million)
Table 135. Kuato Studios Recent Developments
Table 136. Research Programs/Design for This Report
Table 137. Key Data Information from Secondary Sources
Table 138. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Gamification in Education Market Share by Type: 2021 VS 2028
Figure 2. Cloud Based Features
Figure 3. On-Premises Based Features
Figure 4. Global Gamification in Education Market Share by Application: 2021 VS 2028
Figure 5. Academic Case Studies
Figure 6. Corporate Training Case Studies
Figure 7. Others Case Studies
Figure 8. Gamification in Education Report Years Considered
Figure 9. Global Gamification in Education Market Size (US$ Million), Year-over-Year: 2017-2028
Figure 10. Global Gamification in Education Market Size, (US$ Million), 2017 VS 2021 VS 2028
Figure 11. Global Gamification in Education Market Share by Region: 2021 VS 2028
Figure 12. Global Gamification in Education Market Share by Players in 2021
Figure 13. Global Top Gamification in Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gamification in Education as of 2021)
Figure 14. The Top 10 and 5 Players Market Share by Gamification in Education Revenue in 2021
Figure 15. North America Gamification in Education Market Size YoY (2017-2028) & (US$ Million)
Figure 16. North America Gamification in Education Market Size Market Share by Type (2017-2028)
Figure 17. North America Gamification in Education Market Size Market Share by Application (2017-2028)
Figure 18. North America Gamification in Education Market Size Share by Country (2017-2028)
Figure 19. United States Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 20. Canada Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 21. Europe Gamification in Education Market Size YoY (2017-2028) & (US$ Million)
Figure 22. Europe Gamification in Education Market Size Market Share by Type (2017-2028)
Figure 23. Europe Gamification in Education Market Size Market Share by Application (2017-2028)
Figure 24. Europe Gamification in Education Market Size Share by Country (2017-2028)
Figure 25. Germany Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 26. France Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 27. U.K. Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 28. Italy Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 29. Russia Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 30. Nordic Countries Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 31. Asia-Pacific Gamification in Education Market Size YoY (2017-2028) & (US$ Million)
Figure 32. Asia Pacific Gamification in Education Market Size Market Share by Type (2017-2028)
Figure 33. Asia Pacific Gamification in Education Market Size Market Share by Application (2017-2028)
Figure 34. Asia Pacific Gamification in Education Market Size Share by Region (2017-2028)
Figure 35. China Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 36. Japan Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 37. South Korea Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 38. Southeast Asia Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 39. India Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 40. Australia Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
List of Figures
Figure 41. Latin America Gamification in Education Market Size YoY (2017-2028) & (US$ Million)
Figure 42. Latin America Gamification in Education Market Size Market Share by Type (2017-2028)
Figure 43. Latin America Gamification in Education Market Size Market Share by Application (2017-2028)
Figure 44. Latin America Gamification in Education Market Size Share by Country (2017-2028)
Figure 45. Mexico Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 46. Brazil Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 47. Middle East & Africa Gamification in Education Market Size YoY (2017-2028) & (US$ Million)
Figure 48. Middle East and Africa Gamification in Education Market Size Market Share by Type (2017-2028)
Figure 49. Middle East and Africa Gamification in Education Market Size Market Share by Application (2017-2028)
Figure 50. Middle East and Africa Gamification in Education Market Size Share by Country (2017-2028)
Figure 51. Turkey Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 52. Saudi Arabia Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 53. UAE Gamification in Education Market Size YoY Growth (2017-2028) & (US$ Million)
Figure 54. Bunchball Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 55. NIIT Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 56. MPS Interactive Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 57. Microsoft Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 58. D2L Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 59. Top Hat Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 60. Classcraft Studios Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 61. Recurrence Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 62. Fundamentor Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 63. Cognizant Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 64. BLUErabbit Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 65. Google Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 66. Kahoot Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 67. CK-12 Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 68. Kuato Studios Revenue Growth Rate in Gamification in Education Business (2017-2022)
Figure 69. Bottom-up and Top-down Approaches for This Report
Figure 70. Data Triangulation
Figure 71. Key Executives Interviewed

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