Gamification in Education Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

Coverage: Gamification in Education Market covers analysis By Deployment Mode (Cloud, On-Premises); Offering (Software, Services); End User (Academic, Corporate Training) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

  • Report Code : TIPRE00004280
  • Category : Technology, Media and Telecommunications
  • Status : Upcoming
  • No. of Pages : 150
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MARKET OVERVIEW



Gamification in learning can be referred to as a method used to motivate students to learn with the help of video games and game components in the learning environment. Today's generation has been growing up with digital technologies and demands a new approach to learning. Students are getting attracted to the game-based learning approaches as it provides gaming features and helps in making education more enjoyable and more efficient.

MARKET SCOPE



The "Global Gamification in Education Market Analysis to 2031" is a specialized and in-depth study of the technology, media and telecommunication industry with a special focus on the global market trend analysis. The report aims to provide an overview of the gamification in education market with detailed market segmentation by deployment mode, offering, end user, and geography. The report provides key statistics on the market status of the leading gamification in education market players and offers key trends and opportunities in the market.

MARKET SEGMENTATION



  •   Based on deployment mode, the global gamification in education market is segmented into cloud, on-premises
  •   On the basis of offering, the market is segmented into software, services
  •   Based on end user, the market is bifurcated into academic, corporate training

MARKET DYNAMICS


Drivers:



  •   Increasing Adoption of Gamification and Digital Learning.
  •   Extensive Government Initiatives for Growth of E-Learning and Learning Management Systems.
  •   Rise in Cloud Adoption Among Organizations and Institutions Motivate Learners to Adopt Web-Based Gamification Solutions
  •   Increasing Importance of Continuous Learning in Corporate Setups

Restraints



  •   Low Motivation and Engagement in the Adoption of Gamification Solutions

REGIONAL FRAMEWORK



The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global market based on various segments. It also provides market size and forecast estimates from the year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), the Middle East and Africa (MEA), and South America. The gamification in education market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.

The report analyzes factors affecting the market from both demand and supply side and further evaluates market dynamics affecting the marketduring the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA, and South America after evaluating political, economic, social and technological factors affecting the gamification in education market in these regions.

IMPACT OF COVID-19 ON GAMIFICATION IN EDUCATION MARKET

COVID-19 first began in Wuhan (China) during December 2019 and since then it has spread at a fast pace across the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are some of the worst affected countries in terms confirmed cases and reported deaths. The COVID-19 has been affecting economies and industries in various countries due to lockdowns, travel bans, and business shutdowns. Shutdown of various plants and factories has affected the global supply chains and negatively impacted the manufacturing, delivery schedules, and sales of products in global market. Few companies have already announced possible delays in product deliveries and slump in future sales of their products. In addition to this, the global travel bans imposed by countries in Europe, Asia-Pacific, and North America are affecting the business collaborations and partnerships opportunities.

MARKET PLAYERS



The report covers key developments in the gamification in education market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the marketwere acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market payers from gamification in education market are anticipated to lucrative growth opportunities in the future with the rising demand in the global market.

The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the gamification in education market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.

  •   Bluerabbit Edu
  •   Bunchball Inc.
  •   Classcraft Studios Inc.
  •   Cognizant
  •   CK-12
  •   D2L Corporation
  •   Kahoot!
  •   MPS Interactive Systems Limited
  •   NIIT LTD
  •   Tophatmonocle Corp.


The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.

Gamification in Education Report Scope

Report Attribute Details
Market size in 2023 US$ XX Million
Market Size by 2031 US$ XX Million
Global CAGR (2023 - 2031) XX%
Historical Data 2021-2022
Forecast period 2024-2031
Segments Covered By Deployment Mode
  • Cloud
  • On-Premises
By Offering
  • Software
  • Services
By End User
  • Academic
  • Corporate Training
Regions and Countries Covered North America
  • US
  • Canada
  • Mexico
Europe
  • UK
  • Germany
  • France
  • Russia
  • Italy
  • Rest of Europe
Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • Rest of Asia-Pacific
South and Central America
  • Brazil
  • Argentina
  • Rest of South and Central America
Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • Rest of Middle East and Africa
Market leaders and key company profiles
  • Bluerabbit Edu
  • Bunchball Inc.
  • Classcraft Studios Inc.
  • Cognizant
  • CK-12
  • D2L Corporation
  • Kahoot!
  • MPS Interactive Systems Limited
  • NIIT LTD
    • Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
    • PEST and SWOT Analysis
    • Market Size Value / Volume - Global, Regional, Country
    • Industry and Competitive Landscape
    • Excel Dataset
    Report Coverage

    Report Coverage

    Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

    Segment Covered

    Segment Covered

    This text is related
    to segments covered.

    Regional Scope

    Regional Scope

    North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

    Country Scope

    Country Scope

    This text is related
    to country scope.

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    The List of Companies

    1. Bluerabbit Edu
    2. Bunchball Inc.
    3. Classcraft Studios Inc.
    4. Cognizant
    5. CK-12
    6. D2L Corporation
    7. Kahoot!
    8. MPS Interactive Systems Limited
    9. NIIT LTD
    10. Tophatmonocle Corp.

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