Global Education Gamification Market Research Report 2022 - Market Size, Current Insights and Development Trends
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
The report focuses on the Education Gamification market size, segment size (mainly covering product type, application, and geography), competitor landscape, recent status, and development trends. Furthermore, the report provides strategies for companies to overcome threats posed by COVID-19.
Technological innovation and advancement will further optimize the performance of the product, enabling it to acquire a wider range of applications in the downstream market. Moreover, customer preference analysis, market dynamics (drivers, restraints, opportunities), new product release, impact of COVID-19, regional conflicts and carbon neutrality provide crucial information for us to take a deep dive into the Education Gamification market.
Major Players in the Education Gamification market are:
Microsoft
MPS Interactive Systems
D2L Corporation
NIIT Ltd.
Kuato Studios
Google
Bunchball
Recurrence
Kahoot
GoGo Labs
Fundamental
Top Hat
6waves
Badgeville
Kungfu-Math
Bluerabbit
Classcraft Studio
Cognizant
CK-12
On the basis of types, the Education Gamification market is primarily split into:
On-Premises
Cloud
On the basis of applications, the market covers:
K-12
Higher Education
Corporate Training
Major Regions or countries covered in this report:
United States
Europe
China
Japan
India
Southeast Asia
Latin America
Middle East and Africa
Others
Years considered for this report:
Historical Years: 2017-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2029
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