Global Education Gamification Market 2016-2020

  • ID: 3985296
  • Report
  • Region: Global
  • 58 pages
  • TechNavio
1h Free Analyst Time

Speak directly to the analyst to clarify any post sales queries you may have.

1 of 5

FEATURED COMPANIES

  • 6waves
  • Badgeville
  • Bunchball
  • Classcraft Studios
  • Fundamentor
  • Gametize
  • MORE
About Education Gamification

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 analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography:

- Americas
- APAC
- EMEA

The report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
- Badgeville
- Bunchball
- Classcraft Studios
- GoGo Labs

Other prominent vendors
- 6waves
- Fundamentor
- Gametize
- GradeCraft
- Kuato Studios
- Kungfu-Math
- Recurrence

Market drivers
- Stronger focus on experiential and inquiry-based learning.
- For a full, detailed list, view the full report

Market challenges
- Stronger focus on experiential and inquiry-based learning.
- For a full, detailed list, view the full report

Market trends
- Increased awareness among teachers due to professional development.
- For a full, detailed list, view the full report

Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

You can request one free hour of the analyst’s time when you purchase this market report. Details are provided within the report.
READ MORE
Note: Product cover images may vary from those shown
2 of 5

FEATURED COMPANIES

  • 6waves
  • Badgeville
  • Bunchball
  • Classcraft Studios
  • Fundamentor
  • Gametize
  • MORE
Part 01: Executive summary
  • Highlights
Part 02: Scope of the report
  • Market overview
  • Top-vendor offerings
  • Other prominent vendors
Part 03: Market research methodology
  • Research methodology
  • Economic indicators
Part 04: Introduction
  • Key market highlights
Part 05: Market landscape
  • Market overview
  • Five forces analysis
Part 06: Market segmentation by end-user
  • Global education gamification market segmentation by end-users
  • Global K-12 education gamification market
  • Global higher education gamification market
Part 07: Geographical segmentation
  • Global education gamification market by geography
  • Education gamification market in Americas
  • Education gamification market in EMEA
  • Education gamification market in APAC
Part 08: Market drivers
  • Stronger focus on experiential and inquiry-based learning
  • Rise of digital badges as credentials
  • Improvement in game development engines
  • Need for improved student and faculty experience
Part 09: Impact of drivers

Part 10: Market challenges
  • Threat from simulation-based learning market
  • Limitations on curriculum integration
  • Weak metrics to assess effectiveness of gamification
  • Skewed awareness of education gamification
Part 11: Impact of drivers and challenges

Part 12: Market trends
  • Increase in e-learning
  • Increased awareness among teachers due to professional development
  • Rising use of AR and VR in education gamification
Part 13: Vendor landscape
  • Competitive scenario
  • Competitive benchmarking
Part 14: Key vendor analysis
  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs
Part 15: Appendix
  • List of abbreviations
Part 16: About the Author

List of Exhibits
Exhibit 01: Countries considered for market analysis
Exhibit 02: Product offerings
Exhibit 03: Other prominent vendors
Exhibit 04: Major differences between game-based learning and gamification.
Exhibit 05: Relation between game mechanics and game dynamics
Exhibit 06: Gamification implementation: Key steps
Exhibit 07: Impact areas of gamification in the education sector
Exhibit 08: Global education gamification market 2015-2020 ($ millions)
Exhibit 09: Five forces analysis
Exhibit 10: Global education gamification market segmentation by end-users 2015-2020 (%)
Exhibit 11: Global education gamification market segmentation by end-users 2015-2020 ($ millions)
Exhibit 12: Global K-12 education gamification market 2015-2020 ($ millions)
Exhibit 13: Global higher education gamification market 2015-2020 ($ millions)
Exhibit 14: Global education gamification market by geography 2015-2020 (% share)
Exhibit 15: Global education gamification market by geography 2015-2020 ($ millions)
Exhibit 16: Education gamification market in Americas 2015-2020 ($ millions)
Exhibit 17: Distribution of education market in North America by segment 2015 (% share)
Exhibit 18: Education gamification market in Europe 2015-2020 ($ millions)
Exhibit 19: Education gamification market in APAC 2015-2020 ($ millions)
Exhibit 20: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 21: Global digital badges in education market 2015-2020 ($ millions)
Exhibit 22: Process of educational game creation
Exhibit 23: Major game engines in the market
Exhibit 24: Comparison of effectiveness of prominent learning methods
Exhibit 25: Impact of drivers
Exhibit 26: Global simulation learning in higher education market 2015-2020 ($ millions)
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Global e-learning market 2015-2020 ($ billions)
Exhibit 29: Vendor matrix
Exhibit 30: Strategic initiatives
Note: Product cover images may vary from those shown
3 of 5

Loading
LOADING...

4 of 5

FEATURED COMPANIES

  • 6waves
  • Badgeville
  • Bunchball
  • Classcraft Studios
  • Fundamentor
  • Gametize
  • MORE
New Report Released: - Global Education Gamification Market 2016-2020

The author of the report recognizes the following companies as the key players in the global education gamification market: Badgeville, Bunchball, Classcraft Studios, and GoGo Labs.

Other prominent vendors in the market are: 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, and Kungfu-Math.

Commenting on the report, an analyst from the research team said: “One of latest trends in the market is increase in e-learning. The global e-learning market is one of the fastest-growing markets in the world. It has transformed conventional learning methods. The market is witnessing a huge demand for e-learning in the education sector. In addition, factors such as continuous innovation in e-learning tools, delivery methods, advances in technology, and availability of various virtual communication tools are contributing to the growth of the market. The e-learning markets in most of the emerging economies worldwide have witnessed high growth rates with increased penetration of technology and government aid.”

According to the report, one of the primary drivers in the market is stronger focus on experiential and inquiry-based learning. Traditional learning in education institutions involved the use of books, articles, and lectures to deliver knowledge to students. However, there has been a paradigm shift in the delivery of education through modes that are not predictable and offer minimal challenges for learners. Over time, there has been a rise of experiential learning to operationalize theoretical concepts using more interactive technologies such as simulations and games. Simulations have the potential to address the impediments associated with traditional pedagogy. This has led to a strategic alignment of education institutions to include more student-centric learning.

Further, the report states that one major challenge in the market is threat from simulation-based learning market. Simulations imitate a real phenomenon and are used in the field of training and education to boost the development of life skills like decision-making and critical thinking. In the past, simulations were restricted to fields like military, aviation, and medicine. It involved methods like role play, mannequins, and interactive videos. With the advances in technology, there has been the emergence of computer-based simulations. Computer simulations model real-world situations on a computer. As immersive learning environments are increasingly being incorporated into the curricula of education institutions, the adoption of simulations for educational purposes has increased.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Note: Product cover images may vary from those shown
5 of 5
  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs
  • 6waves
  • Recurrence
  • Fundamentor
  • Gametize
  • GradeCraft
  • Kuato Studios
  • Kungfu-Math
Note: Product cover images may vary from those shown
6 of 5
Note: Product cover images may vary from those shown
Adroll
adroll