Global Gamification in Education Market - 2021-2028
Market Overview
The global gamification in education market size was worth US$ XX million in 2020 and is estimated to record significant growth by reaching up to US$ XX million by 2028, growing at a CAGR of XX% within the forecast period (2021-2028).
The gamification theory in education is that learners learn best when they are also having fun. Not only that, but kids learn best when they have objectives, targets and accomplishments to strive for, all while maintaining a sense of enjoyment for the learner. Because video games include addictive aspects that attract youngsters (and adults) and keep them hooked, it's only natural that these game-based elements are applied to learning materials, giving similar engagement results.
Gamification in education includes game-based aspects such as point scoring, peer competition, teamwork and score tables to increase student engagement, aid in the assimilation of new information and evaluate their understanding. It can be employed in school-based subjects, but it is also frequently used in self-teaching applications and courses, demonstrating that gamification's impacts do not end when a student reaches adulthood.
Market Dynamics
The increased adoption of AR/VR technology in the gamification education industry has accelerated the market share for the technology in recent times. The growing adoption of digital learning has boosted the demand for gamification in the education sector.
Increased adoption of AR/VR technology in the gamification education industry has accelerated the market share for the technology in recent times.
Using augmented and virtual reality to bring gamification to the education industry will change the face of global education. Gamification combined with an immersive experience will increase engagement and improve knowledge transfer.
In recent times, AR and VR technologies, immersive tech is becoming popular even though still in their nascent stage. During the 2020 pandemic, digital learning has evolved in huge leaps and it is projected to become an integral element of the educational system. The addition of gamification to augmented and virtual reality provides autonomy to the student and adds healthy competition to the home learning environment.
Both the technologies come with their benefits. For instance, AR is especially useful for teaching and it is also less expensive than VR learning. Learners do not need to purchase expensive setups; they need a smartphone or tablet to learn everything they want easily.
For students, augmented reality makes learning much more accessible and exciting. Various augmented reality (AR) apps are available for smartphones to assist students of all ages. Thus, growing AR/VR technology adoption in the gamification education industry has boosted the recent market share for gamification education.
For instance, on November 04, 2018, CYPHER LEARNING, a company specializing in developing learning platforms for businesses globally, announced new gamification capabilities to its NEO learning management system (LMS), which is meant to be for schools and colleges.
The growing adoption of digital learning has boosted the demand for gamification in the education sector.
Since the evolution of e-learning, the technology is growing tremendously, with apps such as Coursera and Duolingo gaining major traction in the US. Several educational institutions establish smart learning platforms and online courses to join the eLearning bandwagon. In 2015, the global eLearning sector was valued at US$107 million and it is expected to reach $325 million by 2025. eLearning is used to train people and improve their skillset in schools, colleges and major organizations and institutes.
The addition of gamification in e-learning adds value to the gamification education market. In its most basic form, Gamification applies a gaming model, concepts and ideas to non-gaming activities. In this sense, eLearning gamification refers to applying gaming ideology and principles to digital learning. Duolingo is a fantastic example of how gamification is being used in eLearning systems to help individuals learn more effectively.
Through gaming concepts, eLearning enthusiasts and developers have attempted to enhance and accentuate the concept of eLearning by making it more entertaining and informal. Thus, various digital learning platforms offer gamification technology to make their learning process easy and more effective than traditional learning methods.
High cost of development and value reduction of the product with time
Since each aspect of the design process (from communicating the concept to project stakeholders to storyboarding to creating, implementing and testing the course) has additional demands when gamified, game development takes longer than standard instructional design. High-time investment leads to impact the overall budget of the project.
Furthermore, additional gaming resources such as music and sound effects, stock content such as photographs and movies and even unique animations and visuals add more cost to the gamification education technology, leading to hurdle the market growth for the technology. In addition, with time, the games become outdated and users lose interest in the learning technology, leading to the challenge of the market growth for the technology.
COVID-19 Impact Analysis
The COVID-19 pandemic has presented several challenges and changed lives, affecting health, economy and social interactions and altering the educational system globally. Lockdowns and social segregation have forced educators and students to create new ways to communicate, engage and study via the Internet, creating opportunities for gamification in education due to increasing e-learning practices across the globe.
Furthermore, game-based learning and gamification have numerous potentialities for facilitating the transformation of learning and education in appropriate ways to meet the problems posed by the COVID-19 while also providing relevant and long-lasting benefits well after the pandemic has passed.
Digital game-based learning and gamification, for example, are enabled by modern ICT technologies and allow for the creation of communal learning experiences that are not confined by the physical limits of a classroom leading to overcoming the learning challenges set during COVID-19. Thus, the mentioned advantages of gamification in education have uplifted the market share for the technology significantly during a COVID-19 outbreak.
Segment Analysis
The global gamification in education market is segmented based on component, deployment, end-users and region.
The growing popularity of gamification among businesses to improve their job credentials is accelerating the corporate training segment in recent times.
The global gamification in the education market based on end-users is segmented into academic and corporate. Out of the two segments, corporate training is more likely to dominate in the forecast period. The Corporate Training category is expected to account for the highest proportion of the market.
The variables are to blame for gamification's growing popularity among businesses using it to help employees improve their job credentials by showing their technological competence. Furthermore, since its beginnings, gamification's use in corporate training has only grown in popularity. It's on the verge of becoming standard practice in the workplace.
While there are numerous advantages to corporate gamification training with games, the most important advantage is that it stimulates learner engagement and provides a lasting learning experience.
Geographical Analysis
A significant number of well-known educational institutes and their emphasis on interactive learning methods fuel the APAC market expansion in recent times.
Asia-Pacific holds the highest market share for gamification in education in the recent period due to the consumer's growing interest in the region and growing government policies to encourage companies to uplift their employee’s skill behavior. For instance, China's population is currently estimated to be around 1.367 million people, with only 100 million people using eLearning opportunities.
That means only 8% of China's population has access to eLearning and participates in it. Still, with 700 million Internet users, there are plenty of expansion possibilities. Furthermore, the presence of many well-known educational institutes and their emphasis on interactive learning methods is fueling the region's market expansion.
In terms of CAGR, APAC is the market leader across all regions. Gamification is quickly gaining acceptance because of the rise in smart learning solutions. Due to the quick adoption of learning solutions and gamification by early adopters in APAC, the industry is expected to grow even further.
Competitive Landscape
The gamification in education market is highly competitive with the presence of local and global companies. Some prime companies contributing to the market's growth include Microsoft, Classcraft Studios, Recurrence, MPS Interactive, NIIT, Bunchball, D2L, Top Hat, Fundamentor and Cognizant and among others.
The major companies are adopting several growth strategies such as acquisitions, product launches and collaborations, contributing to the growth of the global gamification in education market globally.
For instance, in June 2018, NIIT Ltd has announced a five-year partnership with Pitney Bowes. In the agreement, NIIT will provide a full range of management and gamification education market training services, including advice, demand management and leadership.
Microsoft Corporation
Overview: Microsoft Corporation, an American multinational technology corporation that produces computer software, personal computers, consumer electronics and related service. The Microsoft Windows operating system, the Internet Explorer and the Microsoft Office suite, Edge web browsers are among the company's highly-rated software products. The company's main hardware offerings are the Xbox video game consoles and the Microsoft Surface line of touchscreen personal computers.
Product Portfolio: The company has a product portfolio of global gamification in education that includes:
Microsoft Dynamics 365: Gamification is a Microsoft Dynamics 365 solution that allows employees to compete in individual and team-based competitions for prizes, rewards, privileges and recognition to accomplish pre-defined KPIs.
Key Development
For instance, in 2015, Microsoft has acquired Incent Games Inc., the developer and owner of FantasySalesTeam, a gamification platform that has helped improve CRM adoption through collaboration and team-based competition.
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The global gamification in education market report would provide approximately 61 market data tables, 50 figures and 205 pages.
Target Audience 2022
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