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Global Gamification in Education Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2018 to 2026

  • ID: 4759359
  • Report
  • Region: Global
  • Acute Market Reports
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FEATURED COMPANIES

  • Bunchball, Inc.
  • GamEffective
  • Institute of Play
  • Microsoft Corporation
  • Salesforce.com, Inc.
  • Smart Game Systems
  • MORE
The overall gamification in education market worldwide is set to grow with a double digit CAGR during the forecast period, up from US$ 130.0 Mn in 2017.

Market Insights

Gamification has gained immense importance across various industry verticals as a promising way to engage employees as well as customers for an enhanced business process. Over time, gamification has emerged as a powerful instructional method in education system across schools, colleges, and universities. Gamification platforms are available in various subjects including languages, mathematics, science, and several others. The chief goal of gamification in education remains to encourage students to learn independently, improve their skills and build a positive student-teacher relationship. It also helps to maintain discipline among the students and keep them socially active in fun and informative games.

The demand for gamification has witnessed profound growth over the past few years, due to the exceptional operational improvements offered by this method. Subsequently, educational institutes to have actively adopted gamification products in order to ensure an effective learning process. The market is highly driven by the superior benefits of gamified education over conventional learning methods. Using gamification enables teachers to gain increased engagement level of students. In addition, it provides high versatility and accessibility, thereby increasing the learning process beyond just the classroom. Apart from this, gamification in education makes learning easy for disabled students (e.g. autism), thereby improving their performance and confidence.

On the basis of geography, the gamification market in the education sector is led by North America, accounting for over 40% of the total market revenue generated worldwide. The U.S. is among the pioneers in the adoption of gamification across various sectors. Numerous schools in New York, California and various others have already adopted gamification solutions for enhancing the learning process. In addition, the presence of a large number of companies in the country further supports the market growth. In the following years, Asia Pacific is set to exhibit the fastest growth in the market.

Gamification is still in its nascent stage in the education sector. The market is, however, is quite competitive in nature due to diverse gamification requirements from the education sector. Some of the major companies profiled in the report include Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., GamEffective, Tata Interactive Systems, Institute of Play and Smart Game Systems among others.
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Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Bunchball, Inc.
  • GamEffective
  • Institute of Play
  • Microsoft Corporation
  • Salesforce.com, Inc.
  • Smart Game Systems
  • MORE
Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I – Secondary Research
1.4.2 Phase II – Primary Research
1.4.3 Phase III – Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted

Chapter 2 Executive Summary
2.1 Market Snapshot: Global Gamification in Education Market
2.2 Global Gamification in Education Market, By Solution Type
2.3 Global Gamification in Education Market, By Deployment Model
2.4 Global Gamification in Education Market, By Geography

Chapter 3 Market Dynamics
3.1 Introduction
3.1.1 Global Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
3.2 Market Drivers
3.2.1 Growing Adoption of Gamified Solutions
3.2.2 Enhanced Learning Experience through Gamification
3.3 Market Growth Inhibitors
3.3.1 Impact Analysis of Market Drivers and Restraints
3.4 Attractive Investment Proposition
3.5 Market Positioning of Key Educational Gamification Vendors, 2017

Chapter 4 Global Gamification in Education Market Analysis, By Solution Type
4.1 Market Analysis
4.2 Consumer-driven Gamification
4.3 Enterprise-driven Gamification

Chapter 5 Global Gamification in Education Market Analysis, By Deployment Model
5.1 Market Analysis
5.2 Cloud-based Gamification
5.3 On-premise Gamification

Chapter 6 North America Gamification in Education Market Analysis
6.1 Overview
6.2 North America Gamification in Education Market Analysis, By Solution Type, 2016 – 2026
6.2.1 Comparative Analysis
6.3 North America Gamification in Education Market Analysis, By Deployment Model, 2016 – 2026
6.3.1 Comparative Analysis
6.4 North America Gamification in Education Market Analysis, By Country, 2016 – 2026
6.4.1 U.S.
6.4.2 Rest of North America

Chapter 7 Europe Gamification in Education Market Analysis
7.1 Overview
7.2 Europe Gamification in Education Market Analysis, By Solution Type, 2016 – 2026
7.2.1 Comparative Analysis
7.3 Europe Gamification in Education Market Analysis, By Deployment Model, 2016 – 2026
7.3.1 Comparative Analysis
7.4 Europe Gamification in Education Market Analysis, By Country, 2016 – 2026
7.4.1 U.K.
7.4.2 Germany
7.4.3 France
7.4.4 Rest of Europe

Chapter 8 Asia Pacific Gamification in Education Market Analysis
8.1 Overview
8.2 Asia Pacific Gamification in Education Market Analysis, By Solution Type, 2016 – 2026
8.2.1 Comparative Analysis
8.3 Asia Pacific Gamification in Education Market Analysis, By Deployment Model, 2016 – 2026
8.3.1 Comparative Analysis
8.4 Asia Pacific Gamification in Education Market Analysis, By Country, 2016 – 2026
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 Rest of Asia Pacific

Chapter 9 Rest of the World (RoW) Gamification in Education Market Analysis
9.1 Overview
9.2 RoW Gamification in Education Market Analysis, By Solution Type, 2016 – 2026
9.2.1 Comparative Analysis
9.3 RoW Gamification in Education Market Analysis, By Deployment Model, 2016 – 2026
9.3.1 Comparative Analysis
9.4 RoW Gamification in Education Market Analysis, By Region, 2016 – 2026
9.4.1 Middle East & Africa (MEA)
9.4.2 Latin America

Chapter 10 Company Profiles
10.1 Microsoft Corporation
10.2 Salesforce.com, Inc.
10.3 Bunchball, Inc.
10.4 GamEffective
10.5 Tata Interactive Systems
10.6 Institute of Play
10.7 Smart Game Systems

List of Figures
FIG. 1 Global Gamification: Market Segmentation
FIG. 2 Global Gamification in Education Market: Research Methodology
FIG. 3 Top-Down and Bottom Up Approach
FIG. 4 Global Gamification in Education Market, By Solution Type, 2017 (US$ Mn)
FIG. 5 Global Gamification in Education Market, By Deployment Model, 2017 (US$ Mn)
FIG. 6 Global Gamification in Education Market, By Geography, 2017 (US$ Mn)
FIG. 7 Global Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 8 Attractive Investment Proposition, by Geography
FIG. 9 Market Positioning of Key Educational Gamification Vendors, 2017
FIG. 10 Global Gamification in Education Market Value Contribution, By Solution Type, 2017 & 2026 (Value %)
FIG. 11 Global Consumer-driven Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 12 Global Enterprise-driven Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 13 Global Gamification in Education Market Value Contribution, By Deployment Model, 2017 & 2026 (Value %)
FIG. 14 Global Cloud-based Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 15 Global On-premise Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 16 North America Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 17 Europe Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 18 Asia Pacific Gamification in Education Market Value, 2016 – 2026, (US$ Mn)
FIG. 19 RoW Gamification in Education Market Value, 2016 – 2026, (US$ Mn)

List of Tables
TABLE 1 Market Snapshot: Global Gamification in Education Market
TABLE 2 Impact Indicators
TABLE 3 Impact Analysis of Drivers and Restraints
TABLE 4 North America Gamification in Education Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 5 North America Gamification in Education Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 6 North America Gamification in Education Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 7 Europe Gamification in Education Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 8 Europe Gamification in Education Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 9 Europe Gamification in Education Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 10 Asia Pacific Gamification in Education Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 11 Asia Pacific Gamification in Education Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 12 Asia Pacific Gamification in Education Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 13 RoW Gamification in Education Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 14 RoW Gamification in Education Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 15 RoW Gamification in Education Market Value, By Region, 2016 – 2026 (US$ Mn)
TABLE 16 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 17 Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 18 Bunchball, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 19 GamEffective: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 20 Tata Interactive Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 21 Institute of Play: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 22 Smart Game Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
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  • Microsoft Corporation
  • Salesforce.com, Inc.
  • Bunchball, Inc.
  • GamEffective
  • Tata Interactive Systems
  • Institute of Play
  • Smart Game Systems
Note: Product cover images may vary from those shown
5 of 4
Note: Product cover images may vary from those shown
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