Gamification in Education Market Analysis by Component, Deployment Model & End User (2020 – 2025)
- Report Code : DHI2293889
- Published On: Feb, 2021
- Category : Computing & Technology
- Pages : 140
-
The global gamification in education market generated revenue of US$ 606.8 million in 2020 and is expected to reach US$ 2,355.7 million by 2025 with a CAGR of 31.2% in the forecast period. The study offers a detailed analysis of the global market for gamification in education. Considering 2019 as the base year, the report provides market information for the 2020 to 2025 forecast period. The study includes information on the current size and projected growth of the overall gamification in education market and its associated business segments. It outlines the dynamics, the business environment, and emerging developments in the gamification in education market.
The study contains a chapter that explains the impact of COVID 19 on the global gamification in education market. The study further discusses the key factors, the business environment, and emerging developments in the gamification in education market. The report will help several vendors to make the right investment and development decisions. The research focuses on the global gamification in education scenario and its proliferation across various market verticals. The descriptions in this report cover factors that currently influence and impede market growth and also accelerate the future dimensions of demand for the gamification in education market.
The chapters included in the report describe leading players in the gamification in education market. The study provides landscape analysis, which offers detailed profiles of major players in the gamification in education market worldwide. The report covers a fine-grained taxonomy of market segmentation in terms of component, deployment model & end user.
Global Gamification in Education Market, by Component
• Software
• Services (Professional Services and Managed Services)
Global Gamification in Education Market, by Deployment Model
• Cloud based
• On-premises
Global Gamification in Education Market, by End User
o Academic (K-12 and Higher Education)
o Corporate Training (Small and Medium Enterprises and Large Enterprises)
Global Gamification in Education Market, by Region
o North America (U.S. Canada)
o Europe (Germany, U.K., France, Italy, Spain, Rest of Europe)
o Asia Pacific (China, Japan, India, Rest of Asia Pacific)
o Middle East & Africa (GCC, South Africa, Rest of Middle East & Africa)
o Latin America (Brazil, Mexico, Rest of Latin America)
Market Players
Some of the major players in the gamification in education market are as follows:
o Bunchball
o Classcraft Studios
o Cognizant
o D2L Corporation
o Fundamentor
o Kahoot!
o MPS Interactive Systems
o NIIT Ltd
o Recurrence Inc
o Top Hat
-
With tables and figures helping analyze worldwide Gamification in Education market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.
1. Introduction
2. Market Overview
2.1. Global Gamification in Education Market Introduction
2.2. Macro- Economic Factor
2.3. Market Determinants
2.3.1. Market Driver
2.3.2. Market Restraints
2.3.3. Market Opportunities
2.3.4. Market Challenges
2.4. Technology/Product Roadmap
2.5. Market Growth Opportunity Analysis
3. Market Segmentation
3.1. Global Gamification in Education Market Analysis (US$ Mn), By Component, 2019 - 2025
3.1.1. Software
3.1.2. Services
3.1.2.1. Professional Services
3.1.2.2. Managed Services
3.2. Global Gamification in Education Market Analysis (US$ Mn), By Deployment Model, 2019 – 2025
3.2.1. Cloud based
3.2.2. On-premises
3.3. Global Gamification in Education Market Analysis (US$ Mn), By End-User, 2019 – 2025
3.3.1. Academic
3.3.1.1. K-12
3.3.1.2. Higher Education
3.3.2. Corporate Training
3.3.2.1. Small and Medium Enterprises
3.3.2.2. Large Enterprises
4. Regional Analysis
4.1. North America Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.1.1. By Country
4.1.1.1. U.S.
4.1.1.2. Canada
4.1.2. By Component
4.1.2.1. Software
4.1.2.2. Services
4.1.2.2.1. Professional Services
4.1.2.2.2. Managed Services
4.1.3. By Deployment Model
4.1.3.1. Cloud based
4.1.3.2. On-premises
4.1.4. By End User
4.1.4.1. Academic
4.1.4.1.1. K-12
4.1.4.1.2. Higher Education
4.1.4.2. Corporate Training
4.1.4.2.1. Small and Medium Enterprises
4.1.4.2.2. Large Enterprises
4.2. Europe Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.2.1. By Country
4.2.1.1. Germany
4.2.1.2. U.K.
4.2.1.3. France
4.2.1.4. Italy
4.2.1.5. Spain
4.2.1.6. Rest of Europe
4.2.2. By Component
4.2.2.1. Software
4.2.2.2. Services
4.2.2.2.1. Professional Services
4.2.2.2.2. Managed Services
4.2.3. By Deployment Model
4.2.3.1. Cloud based
4.2.3.2. On-premises
4.2.4. By End User
4.2.4.1. Academic
4.2.4.1.1. K-12
4.2.4.1.2. Higher Education
4.2.4.2. Corporate Training
4.2.4.2.1. Small and Medium Enterprises
4.2.4.2.2. Large Enterprises
4.3. Asia Pacific Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.3.1. By Country
4.3.1.1. China
4.3.1.2. Japan
4.3.1.3. India
4.3.1.4. Rest of Asia Pacific
4.3.2. By Component
4.3.2.1. Software
4.3.2.2. Services
4.3.2.2.1. Professional Services
4.3.2.2.2. Managed Services
4.3.3. By Deployment Model
4.3.3.1. Cloud based
4.3.3.2. On-premises
4.3.4. By End User
4.3.4.1. Academic
4.3.4.1.1. K-12
4.3.4.1.2. Higher Education
4.3.4.2. Corporate Training
4.3.4.2.1. Small and Medium Enterprises
4.3.4.2.2. Large Enterprises
4.4. Middle East & Africa Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.4.1. By Country
4.4.1.1. GCC
4.4.1.2. South Africa
4.4.1.3. Rest of Middle East & Africa
4.4.2. By Component
4.4.2.1. Software
4.4.2.2. Services
4.4.2.2.1. Professional Services
4.4.2.2.2. Managed Services
4.4.3. By Deployment Model
4.4.3.1. Cloud based
4.4.3.2. On-premises
4.4.4. By End User
4.4.4.1. Academic
4.4.4.1.1. K-12
4.4.4.1.2. Higher Education
4.4.4.2. Corporate Training
4.4.4.2.1. Small and Medium Enterprises
4.4.4.2.2. Large Enterprises
4.5. Latin America Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.5.1. By Country
4.5.1.1. Brazil
4.5.1.2. Mexico
4.5.1.3. Rest of Latin America
4.5.2. By Component
4.5.2.1. Software
4.5.2.2. Services
4.5.2.2.1. Professional Services
4.5.2.2.2. Managed Services
4.5.3. By Deployment Model
4.5.3.1. Cloud based
4.5.3.2. On-premises
4.5.4. By End User
4.5.4.1. Academic
4.5.4.1.1. K-12
4.5.4.1.2. Higher Education
4.5.4.2. Corporate Training
4.5.4.2.1. Small and Medium Enterprises
4.5.4.2.2. Large Enterprises
5. Competitive Analysis
5.1. Company Share Analysis (%) 2019
5.2. List of Acquisition, Merger, Collaboration & New Product Launch
6. Company Profiles
6.1. Bunchball
6.2. Classcraft Studios
6.3. Cognizant
6.4. D2L Corporation
6.5. Fundamentor
6.6. Kahoot!
6.7. MPS Interactive Systems
6.8. NIIT Ltd
6.9. Recurrence Inc
6.10. Top Hat
-
The Gamification in Education Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.
Report Objectives / Segmentation Covered :
By Companies / players:
By Regions:
By Type:
By Application:
Frequently asked questions(FAQ's):
The flow of investment into the Gamification in Education Market, which is utilizing technologies to drive efficiency and high volume, clearly shows the market opportunity.
Depending upon the type of applications, the Gamification in Education Market has been segmented into
In 2023, the Gamification in Education Market share exceeded USD xx million. Between 2024 and 2029, it will grow at a CAGR of yy%.
The Gamification in Education Market research study aids businesses in strategic planning so that they may realize and gain business value from their growth strategies.
In this highly competitive and rapidly evolving Gamification in Education Industry, top strategic priorities such as innovation, diversification, and M&A would remain consistent.