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Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

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    Report

  • 96 Pages
  • March 2019
  • Region: Global
  • Markets and Markets
  • ID: 4756595

Increased adoption of digital learning and augmented/virtual reality technologies to drive overall growth of gamification in education market across the globe

The gamification in education market is expected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% during the forecast period of 2018–2023. The major factors driving the growth of the gamification in education market are increasing adoption of digital learning, growing need to enhance the learning experience for better outcomes, and adoption of AR/VR technologies. However, the lack of availability of skilled trainers and instructors is hindering the market growth.

Among offerings, the services segment is expected to grow at a higher rate during the forecast period.

The services segment is expected to register the higher CAGR among offerings during the forecast period. The growth of this segment can be attributed to the rapid increase in demand for support services, as more institutions are looking for personalized products, leading to a rising need for consulting and support services.

The APAC gamification in education market is expected to grow at the highest CAGR during the forecast period.

The Asia Pacific (APAC) region is projected to have the highest CAGR among all the regions covered, during the forecast period. This growth is primarily driven by the increase in spending on technologies such as cloud and digital learning, growth in the adoption of mobile devices, and entrance of startups with innovative software in the region.

In-depth interviews were conducted with Chief Executive Officers (CEOs), marketing directors, innovation and technology directors, and executives from various key organizations operating in the gamification in education market.

  • By Company Type: Tier 1 – 55%, Tier 2 – 20%, and Tier 3 – 25%
  • By Designation: C-level – 45%, Directors – 30%, and Others – 25%
  • By Region: North America – 30%, Europe – 35%, Asia Pacific – 20%, and RoW – 15%

The major vendors of gamification in education software and services include Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US). The study included an in-depth competitive analysis of these key players with their company profiles, recent developments, and key growth strategies adopted by them.

Research coverage
The market study covers the gamification in education market across different segments. It aims at estimating the market size and the growth potential of this market across different segments based on offering (software and services), deployment mode, end user, and region. In addition, the study also includes use cases, industry trends, and key influencing factors such as drivers, restraints, opportunities, and challenges. The study highlights the competitive landscape and in-depth competitive analysis of the key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.

Key benefits of buying the report
The report is expected to help the market leaders/new entrants in this market by providing them information on the closest approximations of the revenue numbers for the overall gamification in education market and its segments. This report is also expected to help stakeholders understand the competitive landscape and gain insights to improve the position of their businesses and to plan suitable go-to-market strategies. The report also aims at helping stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

Frequently Asked Questions about the Gamification in Education Market

What is the estimated value of the Gamification in Education Market?

The Gamification in Education Market was estimated to be valued at $450 million in 2018.

What is the growth rate of the Gamification in Education Market?

The growth rate of the Gamification in Education Market is 32.0%, with an estimated value of $1800 million by 2023.

What is the forecasted size of the Gamification in Education Market?

The Gamification in Education Market is estimated to be worth $1800 million by 2023.

Who are the key companies in the Gamification in Education Market?

Key companies in the Gamification in Education Market include BLUErabbit, Bunchball, CK, 12, Classcraft Studios, Cognizant, D2L Corporation, Fundamentor, Google and Kahoot!.

Table of Contents

1 Introduction
1.1 Objectives of the Study
1.2 Market Definition
1.3 Market Scope
1.3.1 Market Segmentation
1.3.2 Regional Scope
1.4 Years Considered for the Study
1.5 Stakeholders
2 Research Methodology
2.1 Research Data
2.1.1 Breakup of Primaries
2.1.2 Key Industry Insights
2.2 Market Size Estimation
2.3 Market Forecast
2.4 Assumptions for the Study
3 Executive Summary
4 Premium Insights
4.1 Attractive Opportunities in the Gamification in Education Market
4.2 Market By Offering, 2018–2023
4.3 Market By Deployment Mode, 2018 & 2023
4.4 Market By End User, 2018
4.5 Market Investment Scenario
5 Market Overview and Industry Trends
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Increasing Adoption of Gamification and Digital Learning
5.2.1.2 Extensive Government Initiatives for Growth of E-Learning and Learning Management Systems
5.2.1.3 Rise in Cloud Adoption Among Organizations and Institutions Motivate Learners to Adopt Web-Based Gamification Solutions
5.2.1.4 Increasing Importance of Continuous Learning in Corporate Setups
5.2.2 Restraints
5.2.2.1 Low Motivation and Engagement in the Adoption of Gamification Solutions
5.2.3 Opportunities
5.2.3.1 Growing Use of AR and VR in Gamification
5.2.3.2 Collaborative Learning Culture in Corporates is Providing Opportunities for Employees
5.2.4 Challenges
5.2.4.1 Lack of Skilled Trainers and Instructors
5.2.4.2 Lack of Improvements in Game Designs and in Establishing Data Ownership/Precise Data Standards
5.3 Industry Trends
5.4 Gamification in Education Market: Value Chain Analysis
5.5 Use Cases
5.5.1 Class Dojo: A Management Tool to Help Teachers Improve Behavior in Classrooms Easier and Faster
5.5.2 Course Hero: Gamification Education Platform for Providing Materials
5.5.3 Ribbon Hero: Add-In Game to Help Educate Users of Ms Office 2007 and 2010
5.5.4 Socrative 101: A Student-Teacher Response System That Offers Educational Exercises and Games
5.5.5 Zondle: Game-Based Learning Platform for Small Children
6 Gamification in Education Market, By Offering
6.1 Introduction
6.2 Software
6.2.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software
6.3 Services
6.3.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment
7 Gamification in Education Market, By Deployment Mode
7.1 Introduction
7.2 Cloud
7.2.1 Demand for Cloud-Based Gamification Software Expected to Be High in North America
7.3 On-Premises
7.3.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment
8 Gamification in Education Market, By End User
8.1 Introduction
8.2 Academic
8.2.1 K-12
8.2.1.1 Gamification is Adding the Confidence and Motivation Among the Students
8.2.2 Higher Education
8.2.2.1 Rapid Adoption of Gamification By the Institutes to Enhance the Employability and Expertise of Students
8.3 Corporate Training
8.3.1 Small and Medium-Sized Enterprises
8.3.1.1 Flexible Pricing Models are Increasing the Adoption of Gamification By SMEs
8.3.2 Large Enterprises
8.3.2.1 Simulation-Based Case Studies are Enhancing the Critical Thinking of Employees
9 Gamification in Education Market, By Region
9.1 Introduction
9.2 North America
9.2.1 United States
9.2.1.1 Increasing Partnerships Between Vendors and Institutes are Expected to Drive the US Market
9.2.2 Canada
9.2.2.1 Implementation of Gamification Solutions By Government Agencies is Expected to Drive the Canadian Market
9.3 Europe
9.3.1 UK
9.3.1.1 Presence of Established Academic Sector is Expected to Drive the Demand for Gamification Solutions for Education in the Uk
9.3.2 Germany
9.3.2.1 Growing Trend of Byod Supports the Adoption of Gamification for Education in Germany
9.3.3 France
9.3.3.1 Increasing Investments By Menesr for Modernization of Education Technology is Expected to Drive the Gamification in Education in France
9.3.4 Rest of Europe
9.4 Asia Pacific
9.4.1 China
9.4.1.1 High Penetration of Mobile Devices in China is Expected to Drive the Adoption of Gamification in Education
9.4.2 Japan
9.4.2.1 High Investments By Corporates for Learning and Development Will Fuel the Adoption of Gamification in Japan
9.4.3 India
9.4.3.1 Digital India Initiative is Expected to Provide Wholesome Opportunities to Gamification Vendors
9.4.4 Rest of APAC
9.5 Rest of the World
10 Competitive Landscape
10.1 Competitive Leadership Mapping (Start-Up/SMEs)
10.1.1 Progressive Companies
10.1.2 Responsive Companies
10.1.3 Dynamic Companies
10.1.4 Starting Blocks
11 Company Profiles
11.1 Microsoft
11.2 MPS Interactive Systems
11.3 Bunchball
11.4 NIIT Ltd
11.5 D2L Corporation
11.6 Cognizant
11.7 Fundamentor
11.8 Top Hat
11.9 Classcraft Studios
11.10 Recurrence Inc
11.11 Kahoot!
11.12 Google
11.13 Ck-12
11.14 Kuato Studios
11.15 Bluerabbit
12 Appendix
12.1 Discussion Guide
12.2 Knowledge Store: Subscription Portal
12.3 Available Customizations
12.4 Related Reports
12.5 Author Details
List of Tables
Table 1 Factor Analysis
Table 2 Gamification in Education Market Size, By Offering, 2016–2023 (USD Million)
Table 3 Software: Market Size By Region, 2016–2023 (USD Million)
Table 4 Services: Market Size By Region, 2016–2023 (USD Million)
Table 5 Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 6 Cloud: Market Size By Region, 2016–2023 (USD Million)
Table 7 On-Premises: Market Size By Region, 2016–2023 (USD Million)
Table 8 Gamification in Education Market Size, By End User, 2016–2023 (USD Million)
Table 9 Academic: Market Size By End User, 2016–2023 (USD Million)
Table 10 Academic: Market Size By Region, 2016–2023 (USD Million)
Table 11 K-12 Market Size, By Region, 2016–2023 (USD Million)
Table 12 Higher Education Market Size, By Region, 2016–2023 (USD Million)
Table 13 Corporate Training: Market Size By End User, 2016–2023 (USD Million)
Table 14 Corporate Training: Market Size By Region, 2016–2023 (USD Million)
Table 15 Small and Medium-Sized Enterprises Market Size, By Region, 2016–2023 (USD Million)
Table 16 Large Enterprises Market Size, By Region, 2016–2023 (USD Million)
Table 17 Gamification in Education Market Size, By Region, 2016–2023 (USD Million)
Table 18 North America: Market Size By Country, 2016–2023 (USD Million)
Table 19 North America: Market Size By Offering, 2016–2023 (USD Million)
Table 20 North America: Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 21 North America: Market Size By End User, 2016–2023 (USD Million)
Table 22 North America: Market Size By Academic End User, 2016–2023 (USD Million)
Table 23 North America: Market Size By Corporate End User, 2016–2023 (USD Million)
Table 24 Europe: Gamification in Education Market Size, By Country, 2016–2023 (USD Million)
Table 25 Europe: Market Size By Offering, 2016–2023 (USD Million)
Table 26 Europe: Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 27 Europe: Market Size By End User, 2016–2023 (USD Million)
Table 28 Europe: Market Size By Academic End User, 2016–2023 (USD Million)
Table 29 Europe: Market Size By Corporate End User, 2016–2023 (USD Million)
Table 30 Asia Pacific: Gamification in Education Market Size, By Country, 2016–2023 (USD Million)
Table 31 Asia Pacific: Market Size By Offering, 2016–2023 (USD Million)
Table 32 Asia Pacific: Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 33 Asia Pacific: Market Size By End User, 2016–2023 (USD Million)
Table 34 Asia Pacific: Market Size By Academic End User, 2016–2023 (USD Million)
Table 35 Asia Pacific: Market Size By Corporate End User, 2016–2023 (USD Million)
Table 36 Rest of the World: Gamification in Education Market Size, By Region, 2016–2023 (USD Million)
Table 37 Rest of the World: Market Size By Offering, 2016–2023 (USD Million)
Table 38 Rest of the World: Market Size By End User, 2016–2023 (USD Million)
Table 39 Rest of the World: Market Size By Academic End User, 2016–2023 (USD Million)
Table 40 Rest of the World: Market Size By Corporate End User, 2016–2023 (USD Million)
List of Figures
Figure 1 Gamification in Education Market: Research Design
Figure 2 Research Methodology
Figure 3 Data Triangulation
Figure 4 Market Estimation and Forecast Methodology
Figure 5 Limitations of the Study
Figure 6 Gamification in Education Market Size, 2016–2023 (USD Million)
Figure 7 Gamification in Education Market Analysis
Figure 8 Fastest-Growing Segments in the Market, 2018–2023
Figure 9 Increasing Adoption of Digital Learning to Drive the Market Growth During the Forecast Period
Figure 10 Software Segment is Expected to Lead the Market During the Forecast Period
Figure 11 Cloud Deployment is Expected to Lead the Market During the Forecast Period
Figure 12 Higher Education in Academic Segment is Expected to Lead the Market in 2018
Figure 13 Gamification in Education Market: Market Investment Scenario
Figure 14 Gamification in Education: Drivers, Restraints, Opportunities, and Challenges
Figure 15 Value Chain Analysis
Figure 16 Services Segment is Expected to Grow at A Higher CAGR as Compared to Software Segment During the Forecast Period
Figure 17 Cloud Segment is Expected to Grow at A Higher CAGR as Compared to On-Premises Segment During the Forecast Period
Figure 18 Corporate Training Segment is Expected to Grow at A Higher CAGR as Compared to Academic Segment During the Forecast Period
Figure 19 Asia Pacific Gamification in Education Market is Expected Grow at the Highest CAGR During the Forecast Period
Figure 20 North America: Market Snapshot
Figure 21 Asia Pacific: Market Snapshot
Figure 22 Gamification in Education Market, Competitive Leadership Mapping, Startup Companies, 2019
Figure 23 Microsoft: Company Snapshot
Figure 24 NIIT Technologies: Company Snapshot
Figure 25 Cognizant: Company Snapshot

Samples

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Executive Summary

Companies Mentioned

  • BLUErabbit
  • Bunchball
  • CK-12
  • Classcraft Studios
  • Cognizant
  • D2L Corporation
  • Fundamentor
  • Google
  • Kahoot!
  • Kuato Studios
  • MPS Interactive Systems
  • Microsoft
  • NIIT Ltd
  • Recurrence Inc
  • Top Hat