Global Education Gamification Market Research Report 2022 - Market Size, Current Insights and Development Trends

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


1 Education Gamification Market Overview
1.1 Product Overview and Scope of Education Gamification Market
1.2 Education Gamification Market Segment by Type
1.2.1 Global Education Gamification Market Sales and CAGR (%) Comparison by Type (2017-2029)
1.3 Global Education Gamification Market Segment by Application
1.3.1 Education Gamification Market Consumption (Sales) Comparison by Application (2017-2029)
1.4 Global Education Gamification Market, Region Wise (2017-2029)
1.5 Global Market Size (Revenue) of Education Gamification (2017-2029)
1.5.1 Global Education Gamification Market Revenue Status and Outlook (2017-2029)
1.5.2 Global Education Gamification Market Sales Status and Outlook (2017-2029)
1.6 Influence of Regional Conflicts on the Education Gamification Industry
1.7 Impact of Carbon Neutrality on the Education Gamification Industry
2 Education Gamification Market Upstream and Downstream Analysis
2.1 Education Gamification Industrial Chain Analysis
2.2 Key Raw Materials Suppliers and Price Analysis
2.3 Key Raw Materials Supply and Demand Analysis
2.4 Market Concentration Rate of Raw Materials
2.5 Manufacturing Process Analysis
2.6 Manufacturing Cost Structure Analysis
2.6.1 Labor Cost Analysis
2.6.2 Energy Costs Analysis
2.6.3 R&D Costs Analysis
2.7 Major Downstream Buyers of Education Gamification Analysis
2.8 Impact of COVID-19 on the Industry Upstream and Downstream
3 Players Profiles
3.1 Microsoft
3.1.1 Microsoft Basic Information, Manufacturing Base, Sales Area and Competitors
3.1.2 Product Profiles, Application and Specification
3.1.3 Education Gamification Market Performance (2017-2022)
3.1.4 Business Overview
3.2 MPS Interactive Systems
3.2.1 MPS Interactive Systems Basic Information, Manufacturing Base, Sales Area and Competitors
3.2.2 Product Profiles, Application and Specification
3.2.3 Education Gamification Market Performance (2017-2022)
3.2.4 Business Overview
3.3 D2L Corporation
3.3.1 D2L Corporation Basic Information, Manufacturing Base, Sales Area and Competitors
3.3.2 Product Profiles, Application and Specification
3.3.3 Education Gamification Market Performance (2017-2022)
3.3.4 Business Overview
3.4 NIIT Ltd.
3.4.1 NIIT Ltd. Basic Information, Manufacturing Base, Sales Area and Competitors
3.4.2 Product Profiles, Application and Specification
3.4.3 Education Gamification Market Performance (2017-2022)
3.4.4 Business Overview
3.5 Kuato Studios
3.5.1 Kuato Studios Basic Information, Manufacturing Base, Sales Area and Competitors
3.5.2 Product Profiles, Application and Specification
3.5.3 Education Gamification Market Performance (2017-2022)
3.5.4 Business Overview
3.6 Google
3.6.1 Google Basic Information, Manufacturing Base, Sales Area and Competitors
3.6.2 Product Profiles, Application and Specification
3.6.3 Education Gamification Market Performance (2017-2022)
3.6.4 Business Overview
3.7 Bunchball
3.7.1 Bunchball Basic Information, Manufacturing Base, Sales Area and Competitors
3.7.2 Product Profiles, Application and Specification
3.7.3 Education Gamification Market Performance (2017-2022)
3.7.4 Business Overview
3.8 Recurrence
3.8.1 Recurrence Basic Information, Manufacturing Base, Sales Area and Competitors
3.8.2 Product Profiles, Application and Specification
3.8.3 Education Gamification Market Performance (2017-2022)
3.8.4 Business Overview
3.9 Kahoot
3.9.1 Kahoot Basic Information, Manufacturing Base, Sales Area and Competitors
3.9.2 Product Profiles, Application and Specification
3.9.3 Education Gamification Market Performance (2017-2022)
3.9.4 Business Overview
3.10 GoGo Labs
3.10.1 GoGo Labs Basic Information, Manufacturing Base, Sales Area and Competitors
3.10.2 Product Profiles, Application and Specification
3.10.3 Education Gamification Market Performance (2017-2022)
3.10.4 Business Overview
3.11 Fundamental
3.11.1 Fundamental Basic Information, Manufacturing Base, Sales Area and Competitors
3.11.2 Product Profiles, Application and Specification
3.11.3 Education Gamification Market Performance (2017-2022)
3.11.4 Business Overview
3.12 Top Hat
3.12.1 Top Hat Basic Information, Manufacturing Base, Sales Area and Competitors
3.12.2 Product Profiles, Application and Specification
3.12.3 Education Gamification Market Performance (2017-2022)
3.12.4 Business Overview
3.13 6waves
3.13.1 6waves Basic Information, Manufacturing Base, Sales Area and Competitors
3.13.2 Product Profiles, Application and Specification
3.13.3 Education Gamification Market Performance (2017-2022)
3.13.4 Business Overview
3.14 Badgeville
3.14.1 Badgeville Basic Information, Manufacturing Base, Sales Area and Competitors
3.14.2 Product Profiles, Application and Specification
3.14.3 Education Gamification Market Performance (2017-2022)
3.14.4 Business Overview
3.15 Kungfu-Math
3.15.1 Kungfu-Math Basic Information, Manufacturing Base, Sales Area and Competitors
3.15.2 Product Profiles, Application and Specification
3.15.3 Education Gamification Market Performance (2017-2022)
3.15.4 Business Overview
3.16 Bluerabbit
3.16.1 Bluerabbit Basic Information, Manufacturing Base, Sales Area and Competitors
3.16.2 Product Profiles, Application and Specification
3.16.3 Education Gamification Market Performance (2017-2022)
3.16.4 Business Overview
3.17 Classcraft Studio
3.17.1 Classcraft Studio Basic Information, Manufacturing Base, Sales Area and Competitors
3.17.2 Product Profiles, Application and Specification
3.17.3 Education Gamification Market Performance (2017-2022)
3.17.4 Business Overview
3.18 Cognizant
3.18.1 Cognizant Basic Information, Manufacturing Base, Sales Area and Competitors
3.18.2 Product Profiles, Application and Specification
3.18.3 Education Gamification Market Performance (2017-2022)
3.18.4 Business Overview
3.19 CK-12
3.19.1 CK-12 Basic Information, Manufacturing Base, Sales Area and Competitors
3.19.2 Product Profiles, Application and Specification
3.19.3 Education Gamification Market Performance (2017-2022)
3.19.4 Business Overview
4 Global Education Gamification Market Landscape by Player
4.1 Global Education Gamification Sales and Share by Player (2017-2022)
4.2 Global Education Gamification Revenue and Market Share by Player (2017-2022)
4.3 Global Education Gamification Average Price by Player (2017-2022)
4.4 Global Education Gamification Gross Margin by Player (2017-2022)
4.5 Education Gamification Market Competitive Situation and Trends
4.5.1 Education Gamification Market Concentration Rate
4.5.2 Education Gamification Market Share of Top 3 and Top 6 Players
4.5.3 Mergers & Acquisitions, Expansion
5 Global Education Gamification Sales, Revenue, Price Trend by Type
5.1 Global Education Gamification Sales and Market Share by Type (2017-2022)
5.2 Global Education Gamification Revenue and Market Share by Type (2017-2022)
5.3 Global Education Gamification Price by Type (2017-2022)
5.4 Global Education Gamification Sales, Revenue and Growth Rate by Type (2017-2022)
5.4.1 Global Education Gamification Sales, Revenue and Growth Rate of On-Premises (2017-2022)
5.4.2 Global Education Gamification Sales, Revenue and Growth Rate of Cloud (2017-2022)
6 Global Education Gamification Market Analysis by Application
6.1 Global Education Gamification Consumption and Market Share by Application (2017-2022)
6.2 Global Education Gamification Consumption Revenue and Market Share by Application (2017-2022)
6.3 Global Education Gamification Consumption and Growth Rate by Application (2017-2022)
6.3.1 Global Education Gamification Consumption and Growth Rate of K-12 (2017-2022)
6.3.2 Global Education Gamification Consumption and Growth Rate of Higher Education (2017-2022)
6.3.3 Global Education Gamification Consumption and Growth Rate of Corporate Training (2017-2022)
7 Global Education Gamification Sales and Revenue Region Wise (2017-2022)
7.1 Global Education Gamification Sales and Market Share, Region Wise (2017-2022)
7.2 Global Education Gamification Revenue and Market Share, Region Wise (2017-2022)
7.3 Global Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.4 United States Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.5 Europe Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.6 China Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.7 Japan Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.8 India Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.9 Southeast Asia Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.10 Latin America Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
7.11 Middle East and Africa Education Gamification Sales, Revenue, Price and Gross Margin (2017-2022)
8 Global Education Gamification Market Forecast (2022-2029)
8.1 Global Education Gamification Sales, Revenue Forecast (2022-2029)
8.1.1 Global Education Gamification Sales and Growth Rate Forecast (2022-2029)
8.1.2 Global Education Gamification Revenue and Growth Rate Forecast (2022-2029)
8.1.3 Global Education Gamification Price and Trend Forecast (2022-2029)
8.2 Global Education Gamification Sales and Revenue Forecast, Region Wise (2022-2029)
8.2.1 United States Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.2 Europe Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.3 China Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.4 Japan Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.5 India Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.6 Southeast Asia Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.7 Latin America Education Gamification Sales and Revenue Forecast (2022-2029)
8.2.8 Middle East and Africa Education Gamification Sales and Revenue Forecast (2022-2029)
8.3 Global Education Gamification Sales, Revenue and Price Forecast by Type (2022-2029)
8.3.1 Global Education Gamification Revenue and Growth Rate of On-Premises (2022-2029)
8.3.2 Global Education Gamification Revenue and Growth Rate of Cloud (2022-2029)
8.4 Global Education Gamification Consumption Forecast by Application (2022-2029)
8.4.1 Global Education Gamification Consumption Value and Growth Rate of K-12 (2022-2029)
8.4.2 Global Education Gamification Consumption Value and Growth Rate of Higher Education (2022-2029)
8.4.3 Global Education Gamification Consumption Value and Growth Rate of Corporate Training (2022-2029)
8.5 Education Gamification Market Forecast Under COVID-19
9 Industry Outlook
9.1 Education Gamification Market Drivers Analysis
9.2 Education Gamification Market Restraints and Challenges
9.3 Education Gamification Market Opportunities Analysis
9.4 Emerging Market Trends
9.5 Education Gamification Industry Technology Status and Trends
9.6 News of Product Release
9.7 Consumer Preference Analysis
9.8 Education Gamification Industry Development Trends under COVID-19 Outbreak
9.8.1 Global COVID-19 Status Overview
9.8.2 Influence of COVID-19 Outbreak on Education Gamification Industry Development
10 Research Findings and Conclusion
11 Appendix
11.1 Methodology
11.2 Research Data Source

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