Report Detail

Service & Software COVID-19 Impact on Global Gamification in Education Market Size, Status and Forecast 2020-2026

  • RnM4071282
  • |
  • 22 June, 2020
  • |
  • Global
  • |
  • 127 Pages
  • |
  • QYResearch
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  • Service & Software

This report focuses on the global Gamification in Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification in Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
Bunchball
NIIT
MPS Interactive
Microsoft
D2L
Top Hat
Classcraft Studios
Recurrence
Fundamentor
Cognizant
BLUErabbit
Google
Kahoot
CK-12
Kuato Studios

Market segment by Type, the product can be split into
Cloud Based
On-Premises Based
Market segment by Application, split into
Academic
Corporate Training
Others

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Gamification in Education status, future forecast, growth opportunity, key market and key players.
To present the Gamification in Education development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Gamification in Education are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Gamification in Education Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Gamification in Education Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Cloud Based
    • 1.4.3 On-Premises Based
  • 1.5 Market by Application
    • 1.5.1 Global Gamification in Education Market Share by Application: 2020 VS 2026
    • 1.5.2 Academic
    • 1.5.3 Corporate Training
    • 1.5.4 Others
  • 1.6 Coronavirus Disease 2019 (Covid-19): Gamification in Education Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Gamification in Education Industry
      • 1.6.1.1 Gamification in Education Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Gamification in Education Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Gamification in Education Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Gamification in Education Market Perspective (2015-2026)
  • 2.2 Gamification in Education Growth Trends by Regions
    • 2.2.1 Gamification in Education Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Gamification in Education Historic Market Share by Regions (2015-2020)
    • 2.2.3 Gamification in Education Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Gamification in Education Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Gamification in Education Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Gamification in Education Players by Market Size
    • 3.1.1 Global Top Gamification in Education Players by Revenue (2015-2020)
    • 3.1.2 Global Gamification in Education Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Gamification in Education Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Gamification in Education Market Concentration Ratio
    • 3.2.1 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Gamification in Education Revenue in 2019
  • 3.3 Gamification in Education Key Players Head office and Area Served
  • 3.4 Key Players Gamification in Education Product Solution and Service
  • 3.5 Date of Enter into Gamification in Education Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Gamification in Education Historic Market Size by Type (2015-2020)
  • 4.2 Global Gamification in Education Forecasted Market Size by Type (2021-2026)

5 Gamification in Education Breakdown Data by Application (2015-2026)

  • 5.1 Global Gamification in Education Market Size by Application (2015-2020)
  • 5.2 Global Gamification in Education Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Gamification in Education Market Size (2015-2020)
  • 6.2 Gamification in Education Key Players in North America (2019-2020)
  • 6.3 North America Gamification in Education Market Size by Type (2015-2020)
  • 6.4 North America Gamification in Education Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Gamification in Education Market Size (2015-2020)
  • 7.2 Gamification in Education Key Players in Europe (2019-2020)
  • 7.3 Europe Gamification in Education Market Size by Type (2015-2020)
  • 7.4 Europe Gamification in Education Market Size by Application (2015-2020)

8 China

  • 8.1 China Gamification in Education Market Size (2015-2020)
  • 8.2 Gamification in Education Key Players in China (2019-2020)
  • 8.3 China Gamification in Education Market Size by Type (2015-2020)
  • 8.4 China Gamification in Education Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Gamification in Education Market Size (2015-2020)
  • 9.2 Gamification in Education Key Players in Japan (2019-2020)
  • 9.3 Japan Gamification in Education Market Size by Type (2015-2020)
  • 9.4 Japan Gamification in Education Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Gamification in Education Market Size (2015-2020)
  • 10.2 Gamification in Education Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Gamification in Education Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Gamification in Education Market Size by Application (2015-2020)

11 India

  • 11.1 India Gamification in Education Market Size (2015-2020)
  • 11.2 Gamification in Education Key Players in India (2019-2020)
  • 11.3 India Gamification in Education Market Size by Type (2015-2020)
  • 11.4 India Gamification in Education Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Gamification in Education Market Size (2015-2020)
  • 12.2 Gamification in Education Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Gamification in Education Market Size by Type (2015-2020)
  • 12.4 Central & South America Gamification in Education Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Bunchball
    • 13.1.1 Bunchball Company Details
    • 13.1.2 Bunchball Business Overview and Its Total Revenue
    • 13.1.3 Bunchball Gamification in Education Introduction
    • 13.1.4 Bunchball Revenue in Gamification in Education Business (2015-2020))
    • 13.1.5 Bunchball Recent Development
  • 13.2 NIIT
    • 13.2.1 NIIT Company Details
    • 13.2.2 NIIT Business Overview and Its Total Revenue
    • 13.2.3 NIIT Gamification in Education Introduction
    • 13.2.4 NIIT Revenue in Gamification in Education Business (2015-2020)
    • 13.2.5 NIIT Recent Development
  • 13.3 MPS Interactive
    • 13.3.1 MPS Interactive Company Details
    • 13.3.2 MPS Interactive Business Overview and Its Total Revenue
    • 13.3.3 MPS Interactive Gamification in Education Introduction
    • 13.3.4 MPS Interactive Revenue in Gamification in Education Business (2015-2020)
    • 13.3.5 MPS Interactive Recent Development
  • 13.4 Microsoft
    • 13.4.1 Microsoft Company Details
    • 13.4.2 Microsoft Business Overview and Its Total Revenue
    • 13.4.3 Microsoft Gamification in Education Introduction
    • 13.4.4 Microsoft Revenue in Gamification in Education Business (2015-2020)
    • 13.4.5 Microsoft Recent Development
  • 13.5 D2L
    • 13.5.1 D2L Company Details
    • 13.5.2 D2L Business Overview and Its Total Revenue
    • 13.5.3 D2L Gamification in Education Introduction
    • 13.5.4 D2L Revenue in Gamification in Education Business (2015-2020)
    • 13.5.5 D2L Recent Development
  • 13.6 Top Hat
    • 13.6.1 Top Hat Company Details
    • 13.6.2 Top Hat Business Overview and Its Total Revenue
    • 13.6.3 Top Hat Gamification in Education Introduction
    • 13.6.4 Top Hat Revenue in Gamification in Education Business (2015-2020)
    • 13.6.5 Top Hat Recent Development
  • 13.7 Classcraft Studios
    • 13.7.1 Classcraft Studios Company Details
    • 13.7.2 Classcraft Studios Business Overview and Its Total Revenue
    • 13.7.3 Classcraft Studios Gamification in Education Introduction
    • 13.7.4 Classcraft Studios Revenue in Gamification in Education Business (2015-2020)
    • 13.7.5 Classcraft Studios Recent Development
  • 13.8 Recurrence
    • 13.8.1 Recurrence Company Details
    • 13.8.2 Recurrence Business Overview and Its Total Revenue
    • 13.8.3 Recurrence Gamification in Education Introduction
    • 13.8.4 Recurrence Revenue in Gamification in Education Business (2015-2020)
    • 13.8.5 Recurrence Recent Development
  • 13.9 Fundamentor
    • 13.9.1 Fundamentor Company Details
    • 13.9.2 Fundamentor Business Overview and Its Total Revenue
    • 13.9.3 Fundamentor Gamification in Education Introduction
    • 13.9.4 Fundamentor Revenue in Gamification in Education Business (2015-2020)
    • 13.9.5 Fundamentor Recent Development
  • 13.10 Cognizant
    • 13.10.1 Cognizant Company Details
    • 13.10.2 Cognizant Business Overview and Its Total Revenue
    • 13.10.3 Cognizant Gamification in Education Introduction
    • 13.10.4 Cognizant Revenue in Gamification in Education Business (2015-2020)
    • 13.10.5 Cognizant Recent Development
  • 13.11 BLUErabbit
    • 10.11.1 BLUErabbit Company Details
    • 10.11.2 BLUErabbit Business Overview and Its Total Revenue
    • 10.11.3 BLUErabbit Gamification in Education Introduction
    • 10.11.4 BLUErabbit Revenue in Gamification in Education Business (2015-2020)
    • 10.11.5 BLUErabbit Recent Development
  • 13.12 Google
    • 10.12.1 Google Company Details
    • 10.12.2 Google Business Overview and Its Total Revenue
    • 10.12.3 Google Gamification in Education Introduction
    • 10.12.4 Google Revenue in Gamification in Education Business (2015-2020)
    • 10.12.5 Google Recent Development
  • 13.13 Kahoot
    • 10.13.1 Kahoot Company Details
    • 10.13.2 Kahoot Business Overview and Its Total Revenue
    • 10.13.3 Kahoot Gamification in Education Introduction
    • 10.13.4 Kahoot Revenue in Gamification in Education Business (2015-2020)
    • 10.13.5 Kahoot Recent Development
  • 13.14 CK-12
    • 10.14.1 CK-12 Company Details
    • 10.14.2 CK-12 Business Overview and Its Total Revenue
    • 10.14.3 CK-12 Gamification in Education Introduction
    • 10.14.4 CK-12 Revenue in Gamification in Education Business (2015-2020)
    • 10.14.5 CK-12 Recent Development
  • 13.15 Kuato Studios
    • 10.15.1 Kuato Studios Company Details
    • 10.15.2 Kuato Studios Business Overview and Its Total Revenue
    • 10.15.3 Kuato Studios Gamification in Education Introduction
    • 10.15.4 Kuato Studios Revenue in Gamification in Education Business (2015-2020)
    • 10.15.5 Kuato Studios Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on COVID-19 Impact on Global Gamification in Education. Industry analysis & Market Report on COVID-19 Impact on Global Gamification in Education is a syndicated market report, published as COVID-19 Impact on Global Gamification in Education Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of COVID-19 Impact on Global Gamification in Education market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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