Global Gamification in Education Market Research Report 2024(Status and Outlook)

Global Gamification in Education Market Research Report 2024(Status and Outlook)



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.

The Global Gamification in Education Market Size was estimated at USD 1269.85 million in 2023 and is projected to reach USD 4571.68 million by 2029, exhibiting a CAGR of 23.80% during the forecast period.

This report provides a deep insight into the global Gamification in Education market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc.

The analysis helps the reader to shape the competition within the industries and strategies for the competitive environment to enhance the potential profit. Furthermore, it provides a simple framework for evaluating and accessing the position of the business organization. The report structure also focuses on the competitive landscape of the Global Gamification in Education Market, this report introduces in detail the market share, market performance, product situation, operation situation, etc. of the main players, which helps the readers in the industry to identify the main competitors and deeply understand the competition pattern of the market.

In a word, this report is a must-read for industry players, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the Gamification in Education market in any manner.

Global Gamification in Education Market: Market Segmentation Analysis

The research report includes specific segments by region (country), manufacturers, Type, and Application. Market segmentation creates subsets of a market based on product type, end-user or application, Geographic, and other factors. By understanding the market segments, the decision-maker can leverage this targeting in the product, sales, and marketing strategies. Market segments can power your product development cycles by informing how you create product offerings for different segments.

Key Company

Bunchball

NIIT

MPS Interactive

Microsoft

D2L

Top Hat

Classcraft Studios

Recurrence

Fundamentor

Cognizant

BLUErabbit

Google

Kahoot

CK-12

Kuato Studios

Market Segmentation (by Type)

Cloud Based

On-Premises Based

Market Segmentation (by Application)

Academic

Corporate Training

Others

Geographic Segmentation

North America (USA, Canada, Mexico)

Europe (Germany, UK, France, Russia, Italy, Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Rest of Asia-Pacific)

South America (Brazil, Argentina, Columbia, Rest of South America)

The Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria, South Africa, Rest of MEA)

Key Benefits of This Market Research:

Industry drivers, restraints, and opportunities covered in the study

Neutral perspective on the market performance

Recent industry trends and developments

Competitive landscape & strategies of key players

Potential & niche segments and regions exhibiting promising growth covered

Historical, current, and projected market size, in terms of value

In-depth analysis of the Gamification in Education Market

Overview of the regional outlook of the Gamification in Education Market:

Key Reasons to Buy this Report:

Access to date statistics compiled by our researchers. These provide you with historical and forecast data, which is analyzed to tell you why your market is set to change

This enables you to anticipate market changes to remain ahead of your competitors

You will be able to copy data from the Excel spreadsheet straight into your marketing plans, business presentations, or other strategic documents

The concise analysis, clear graph, and table format will enable you to pinpoint the information you require quickly

Provision of market value (USD Billion) data for each segment and sub-segment

Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market

Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region

Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled

Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players

The current as well as the future market outlook of the industry concerning recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions

Includes in-depth analysis of the market from various perspectives through Porter’s five forces analysis

Provides insight into the market through Value Chain

Market dynamics scenario, along with growth opportunities of the market in the years to come

Chapter Outline

Chapter 1 mainly introduces the statistical scope of the report, market division standards, and market research methods.

Chapter 2 is an executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the Gamification in Education Market and its likely evolution in the short to mid-term, and long term.

Chapter 3 makes a detailed analysis of the Market's Competitive Landscape of the market and provides the market share, capacity, output, price, latest development plan, merger, and acquisition information of the main manufacturers in the market.

Chapter 4 is the analysis of the whole market industrial chain, including the upstream and downstream of the industry, as well as Porter's five forces analysis.

Chapter 5 introduces the latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 6 provides the analysis of various market segments according to product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 7 provides the analysis of various market segments according to 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 8 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, and capacity of each country in the world.

Chapter 9 introduces the basic situation of the main companies in the market in detail, including product sales revenue, sales volume, price, gross profit margin, market share, product introduction, recent development, etc.

Chapter 10 provides a quantitative analysis of the market size and development potential of each region in the next five years.

Chapter 11 provides a quantitative analysis of the market size and development potential of each market segment (product type and application) in the next five years.

Chapter 12 is the main points and conclusions of the report.


1 Research Methodology and Statistical Scope
1.1 Market Definition and Statistical Scope of Gamification in Education
1.2 Key Market Segments
1.2.1 Gamification in Education Segment by Type
1.2.2 Gamification in Education Segment by Application
1.3 Methodology & Sources of Information
1.3.1 Research Methodology
1.3.2 Research Process
1.3.3 Market Breakdown and Data Triangulation
1.3.4 Base Year
1.3.5 Report Assumptions & Caveats
2 Gamification in Education Market Overview
2.1 Global Market Overview
2.2 Market Segment Executive Summary
2.3 Global Market Size by Region
3 Gamification in Education Market Competitive Landscape
3.1 Global Gamification in Education Revenue Market Share by Company (2019-2024)
3.2 Gamification in Education Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Company Gamification in Education Market Size Sites, Area Served, Product Type
3.4 Gamification in Education Market Competitive Situation and Trends
3.4.1 Gamification in Education Market Concentration Rate
3.4.2 Global 5 and 10 Largest Gamification in Education Players Market Share by Revenue
3.4.3 Mergers & Acquisitions, Expansion
4 Gamification in Education Value Chain Analysis
4.1 Gamification in Education Value Chain Analysis
4.2 Midstream Market Analysis
4.3 Downstream Customer Analysis
5 The Development and Dynamics of Gamification in Education Market
5.1 Key Development Trends
5.2 Driving Factors
5.3 Market Challenges
5.4 Market Restraints
5.5 Industry News
5.5.1 Mergers & Acquisitions
5.5.2 Expansions
5.5.3 Collaboration/Supply Contracts
5.6 Industry Policies
6 Gamification in Education Market Segmentation by Type
6.1 Evaluation Matrix of Segment Market Development Potential (Type)
6.2 Global Gamification in Education Market Size Market Share by Type (2019-2024)
6.3 Global Gamification in Education Market Size Growth Rate by Type (2019-2024)
7 Gamification in Education Market Segmentation by Application
7.1 Evaluation Matrix of Segment Market Development Potential (Application)
7.2 Global Gamification in Education Market Size (M USD) by Application (2019-2024)
7.3 Global Gamification in Education Market Size Growth Rate by Application (2019-2024)
8 Gamification in Education Market Segmentation by Region
8.1 Global Gamification in Education Market Size by Region
8.1.1 Global Gamification in Education Market Size by Region
8.1.2 Global Gamification in Education Market Size Market Share by Region
8.2 North America
8.2.1 North America Gamification in Education Market Size by Country
8.2.2 U.S.
8.2.3 Canada
8.2.4 Mexico
8.3 Europe
8.3.1 Europe Gamification in Education Market Size by Country
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
8.4 Asia Pacific
8.4.1 Asia Pacific Gamification in Education Market Size by Region
8.4.2 China
8.4.3 Japan
8.4.4 South Korea
8.4.5 India
8.4.6 Southeast Asia
8.5 South America
8.5.1 South America Gamification in Education Market Size by Country
8.5.2 Brazil
8.5.3 Argentina
8.5.4 Columbia
8.6 Middle East and Africa
8.6.1 Middle East and Africa Gamification in Education Market Size by Region
8.6.2 Saudi Arabia
8.6.3 UAE
8.6.4 Egypt
8.6.5 Nigeria
8.6.6 South Africa
9 Key Companies Profile
9.1 Bunchball
9.1.1 Bunchball Gamification in Education Basic Information
9.1.2 Bunchball Gamification in Education Product Overview
9.1.3 Bunchball Gamification in Education Product Market Performance
9.1.4 Bunchball Gamification in Education SWOT Analysis
9.1.5 Bunchball Business Overview
9.1.6 Bunchball Recent Developments
9.2 NIIT
9.2.1 NIIT Gamification in Education Basic Information
9.2.2 NIIT Gamification in Education Product Overview
9.2.3 NIIT Gamification in Education Product Market Performance
9.2.4 Bunchball Gamification in Education SWOT Analysis
9.2.5 NIIT Business Overview
9.2.6 NIIT Recent Developments
9.3 MPS Interactive
9.3.1 MPS Interactive Gamification in Education Basic Information
9.3.2 MPS Interactive Gamification in Education Product Overview
9.3.3 MPS Interactive Gamification in Education Product Market Performance
9.3.4 Bunchball Gamification in Education SWOT Analysis
9.3.5 MPS Interactive Business Overview
9.3.6 MPS Interactive Recent Developments
9.4 Microsoft
9.4.1 Microsoft Gamification in Education Basic Information
9.4.2 Microsoft Gamification in Education Product Overview
9.4.3 Microsoft Gamification in Education Product Market Performance
9.4.4 Microsoft Business Overview
9.4.5 Microsoft Recent Developments
9.5 D2L
9.5.1 D2L Gamification in Education Basic Information
9.5.2 D2L Gamification in Education Product Overview
9.5.3 D2L Gamification in Education Product Market Performance
9.5.4 D2L Business Overview
9.5.5 D2L Recent Developments
9.6 Top Hat
9.6.1 Top Hat Gamification in Education Basic Information
9.6.2 Top Hat Gamification in Education Product Overview
9.6.3 Top Hat Gamification in Education Product Market Performance
9.6.4 Top Hat Business Overview
9.6.5 Top Hat Recent Developments
9.7 Classcraft Studios
9.7.1 Classcraft Studios Gamification in Education Basic Information
9.7.2 Classcraft Studios Gamification in Education Product Overview
9.7.3 Classcraft Studios Gamification in Education Product Market Performance
9.7.4 Classcraft Studios Business Overview
9.7.5 Classcraft Studios Recent Developments
9.8 Recurrence
9.8.1 Recurrence Gamification in Education Basic Information
9.8.2 Recurrence Gamification in Education Product Overview
9.8.3 Recurrence Gamification in Education Product Market Performance
9.8.4 Recurrence Business Overview
9.8.5 Recurrence Recent Developments
9.9 Fundamentor
9.9.1 Fundamentor Gamification in Education Basic Information
9.9.2 Fundamentor Gamification in Education Product Overview
9.9.3 Fundamentor Gamification in Education Product Market Performance
9.9.4 Fundamentor Business Overview
9.9.5 Fundamentor Recent Developments
9.10 Cognizant
9.10.1 Cognizant Gamification in Education Basic Information
9.10.2 Cognizant Gamification in Education Product Overview
9.10.3 Cognizant Gamification in Education Product Market Performance
9.10.4 Cognizant Business Overview
9.10.5 Cognizant Recent Developments
9.11 BLUErabbit
9.11.1 BLUErabbit Gamification in Education Basic Information
9.11.2 BLUErabbit Gamification in Education Product Overview
9.11.3 BLUErabbit Gamification in Education Product Market Performance
9.11.4 BLUErabbit Business Overview
9.11.5 BLUErabbit Recent Developments
9.12 Google
9.12.1 Google Gamification in Education Basic Information
9.12.2 Google Gamification in Education Product Overview
9.12.3 Google Gamification in Education Product Market Performance
9.12.4 Google Business Overview
9.12.5 Google Recent Developments
9.13 Kahoot
9.13.1 Kahoot Gamification in Education Basic Information
9.13.2 Kahoot Gamification in Education Product Overview
9.13.3 Kahoot Gamification in Education Product Market Performance
9.13.4 Kahoot Business Overview
9.13.5 Kahoot Recent Developments
9.14 CK-12
9.14.1 CK-12 Gamification in Education Basic Information
9.14.2 CK-12 Gamification in Education Product Overview
9.14.3 CK-12 Gamification in Education Product Market Performance
9.14.4 CK-12 Business Overview
9.14.5 CK-12 Recent Developments
9.15 Kuato Studios
9.15.1 Kuato Studios Gamification in Education Basic Information
9.15.2 Kuato Studios Gamification in Education Product Overview
9.15.3 Kuato Studios Gamification in Education Product Market Performance
9.15.4 Kuato Studios Business Overview
9.15.5 Kuato Studios Recent Developments
10 Gamification in Education Regional Market Forecast
10.1 Global Gamification in Education Market Size Forecast
10.2 Global Gamification in Education Market Forecast by Region
10.2.1 North America Market Size Forecast by Country
10.2.2 Europe Gamification in Education Market Size Forecast by Country
10.2.3 Asia Pacific Gamification in Education Market Size Forecast by Region
10.2.4 South America Gamification in Education Market Size Forecast by Country
10.2.5 Middle East and Africa Forecasted Consumption of Gamification in Education by Country
11 Forecast Market by Type and by Application (2025-2030)
11.1 Global Gamification in Education Market Forecast by Type (2025-2030)
11.2 Global Gamification in Education Market Forecast by Application (2025-2030)
12 Conclusion and Key Findings

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