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Global E-Learning Gamification Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Market Analysis
    • 1.3.1 Global E-Learning Gamification Market Size Growth Rate : 2020 VS 2026
    • 1.3.2 Cloud Based
    • 1.3.3 On-Premise
  • 1.4 Market by Application
    • 1.4.1 Global E-Learning Gamification Market Share : 2020 VS 2026
    • 1.4.2 K-12 education
    • 1.4.3 Higher education
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Global Growth Trends

  • 2.1 Global E-Learning Gamification Market Perspective (2015-2026)
  • 2.2 E-Learning Gamification Growth Trends by Regions
    • 2.2.1 E-Learning Gamification Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 E-Learning Gamification Historic Market Share by Regions (2015-2020)
    • 2.2.3 E-Learning Gamification Forecasted Market Size by Regions (2021-2026)
  • 2.3 E-Learning Gamification Industry Dynamic
    • 2.3.1 E-Learning Gamification Market Trends
    • 2.3.2 E-Learning Gamification Market Drivers
    • 2.3.3 E-Learning Gamification Market Challenges
    • 2.3.4 E-Learning Gamification Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top E-Learning Gamification Players by Market Size
    • 3.1.1 Global Top E-Learning Gamification Players by Revenue (2015-2020)
    • 3.1.2 Global E-Learning Gamification Revenue Market Share by Players (2015-2020)
  • 3.2 Global E-Learning Gamification Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by E-Learning Gamification Revenue
  • 3.4 Global E-Learning Gamification Market Concentration Ratio
    • 3.4.1 Global E-Learning Gamification Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by E-Learning Gamification Revenue in 2019
  • 3.5 Key Players E-Learning Gamification Area Served
  • 3.6 Key Players E-Learning Gamification Product Solution and Service
  • 3.7 Date of Enter into E-Learning Gamification Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 E-Learning Gamification Breakdown Data

  • 4.1 Global E-Learning Gamification Historic Market Size (2015-2020)
  • 4.2 Global E-Learning Gamification Forecasted Market Size (2021-2026)

5 E-Learning Gamification Breakdown Data

  • 5.1 Global E-Learning Gamification Historic Market Size (2015-2020)
  • 5.2 Global E-Learning Gamification Forecasted Market Size (2021-2026)

6 North America

  • 6.1 North America E-Learning Gamification Market Size (2015-2026)
  • 6.2 North America E-Learning Gamification Market Size (2015-2020)
  • 6.3 North America E-Learning Gamification Market Size (2015-2020)
  • 6.4 North America E-Learning Gamification Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe E-Learning Gamification Market Size (2015-2026)
  • 7.2 Europe E-Learning Gamification Market Size (2015-2020)
  • 7.3 Europe E-Learning Gamification Market Size (2015-2020)
  • 7.4 Europe E-Learning Gamification Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic

8 Asia-Pacific

  • 8.1 Asia-Pacific E-Learning Gamification Market Size (2015-2026)
  • 8.2 Asia-Pacific E-Learning Gamification Market Size (2015-2020)
  • 8.3 Asia-Pacific E-Learning Gamification Market Size (2015-2020)
  • 8.4 Asia-Pacific E-Learning Gamification Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia

9 Latin America

  • 9.1 Latin America E-Learning Gamification Market Size (2015-2026)
  • 9.2 Latin America E-Learning Gamification Market Size (2015-2020)
  • 9.3 Latin America E-Learning Gamification Market Size (2015-2020)
  • 9.4 Latin America E-Learning Gamification Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa E-Learning Gamification Market Size (2015-2026)
  • 10.2 Middle East & Africa E-Learning Gamification Market Size by Type (2015-2020)
  • 10.3 Middle East & Africa E-Learning Gamification Market Size by Application (2015-2020)
  • 10.4 Middle East & Africa E-Learning Gamification Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE

11 Key Players Profiles

  • 11.1 Badgeville
    • 11.1.1 Badgeville Company Details
    • 11.1.2 Badgeville Business Overview
    • 11.1.3 Badgeville E-Learning Gamification Introduction
    • 11.1.4 Badgeville Revenue in E-Learning Gamification Business (2015-2020))
    • 11.1.5 Badgeville Recent Development
  • 11.2 BI WORLDWIDE
    • 11.2.1 BI WORLDWIDE Company Details
    • 11.2.2 BI WORLDWIDE Business Overview
    • 11.2.3 BI WORLDWIDE E-Learning Gamification Introduction
    • 11.2.4 BI WORLDWIDE Revenue in E-Learning Gamification Business (2015-2020)
    • 11.2.5 BI WORLDWIDE Recent Development
  • 11.3 Classcraft Studios
    • 11.3.1 Classcraft Studios Company Details
    • 11.3.2 Classcraft Studios Business Overview
    • 11.3.3 Classcraft Studios E-Learning Gamification Introduction
    • 11.3.4 Classcraft Studios Revenue in E-Learning Gamification Business (2015-2020)
    • 11.3.5 Classcraft Studios Recent Development
  • 11.4 Microsoft
    • 11.4.1 Microsoft Company Details
    • 11.4.2 Microsoft Business Overview
    • 11.4.3 Microsoft E-Learning Gamification Introduction
    • 11.4.4 Microsoft Revenue in E-Learning Gamification Business (2015-2020)
    • 11.4.5 Microsoft Recent Development
  • 11.5 SAP
    • 11.5.1 SAP Company Details
    • 11.5.2 SAP Business Overview
    • 11.5.3 SAP E-Learning Gamification Introduction
    • 11.5.4 SAP Revenue in E-Learning Gamification Business (2015-2020)
    • 11.5.5 SAP Recent Development
  • 11.6 MPS Interactive Systems
    • 11.6.1 MPS Interactive Systems Company Details
    • 11.6.2 MPS Interactive Systems Business Overview
    • 11.6.3 MPS Interactive Systems E-Learning Gamification Introduction
    • 11.6.4 MPS Interactive Systems Revenue in E-Learning Gamification Business (2015-2020)
    • 11.6.5 MPS Interactive Systems Recent Development
  • 11.7 D2L Corporation
    • 11.7.1 D2L Corporation Company Details
    • 11.7.2 D2L Corporation Business Overview
    • 11.7.3 D2L Corporation E-Learning Gamification Introduction
    • 11.7.4 D2L Corporation Revenue in E-Learning Gamification Business (2015-2020)
    • 11.7.5 D2L Corporation Recent Development
  • 11.8 Top Hat
    • 11.8.1 Top Hat Company Details
    • 11.8.2 Top Hat Business Overview
    • 11.8.3 Top Hat E-Learning Gamification Introduction
    • 11.8.4 Top Hat Revenue in E-Learning Gamification Business (2015-2020)
    • 11.8.5 Top Hat Recent Development
  • 11.9 Cognizant
    • 11.9.1 Cognizant Company Details
    • 11.9.2 Cognizant Business Overview
    • 11.9.3 Cognizant E-Learning Gamification Introduction
    • 11.9.4 Cognizant Revenue in E-Learning Gamification Business (2015-2020)
    • 11.9.5 Cognizant Recent Development
  • 11.10 Recurrence Inc.
    • 11.10.1 Recurrence Inc. Company Details
    • 11.10.2 Recurrence Inc. Business Overview
    • 11.10.3 Recurrence Inc. E-Learning Gamification Introduction
    • 11.10.4 Recurrence Inc. Revenue in E-Learning Gamification Business (2015-2020)
    • 11.10.5 Recurrence Inc. Recent Development
  • 11.11 Fundamentor
    • 10.11.1 Fundamentor Company Details
    • 10.11.2 Fundamentor Business Overview
    • 10.11.3 Fundamentor E-Learning Gamification Introduction
    • 10.11.4 Fundamentor Revenue in E-Learning Gamification Business (2015-2020)
    • 10.11.5 Fundamentor Recent Development
  • 11.12 Gametize
    • 10.12.1 Gametize Company Details
    • 10.12.2 Gametize Business Overview
    • 10.12.3 Gametize E-Learning Gamification Introduction
    • 10.12.4 Gametize Revenue in E-Learning Gamification Business (2015-2020)
    • 10.12.5 Gametize Recent Development
  • 11.13 GradeCraft
    • 10.13.1 GradeCraft Company Details
    • 10.13.2 GradeCraft Business Overview
    • 10.13.3 GradeCraft E-Learning Gamification Introduction
    • 10.13.4 GradeCraft Revenue in E-Learning Gamification Business (2015-2020)
    • 10.13.5 GradeCraft Recent Development
  • 11.14 Kuato Studios
    • 10.14.1 Kuato Studios Company Details
    • 10.14.2 Kuato Studios Business Overview
    • 10.14.3 Kuato Studios E-Learning Gamification Introduction
    • 10.14.4 Kuato Studios Revenue in E-Learning Gamification Business (2015-2020)
    • 10.14.5 Kuato Studios Recent Development
  • 11.15 Kungfu-Math
    • 10.15.1 Kungfu-Math Company Details
    • 10.15.2 Kungfu-Math Business Overview
    • 10.15.3 Kungfu-Math E-Learning Gamification Introduction
    • 10.15.4 Kungfu-Math Revenue in E-Learning Gamification Business (2015-2020)
    • 10.15.5 Kungfu-Math Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

    E-Learning Gamification market is segmented by company, region (country), by Type, and by Application. Players, stakeholders, and other participants in the global E-Learning Gamification market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast and in terms of revenue and forecast for the period 2015-2026.

    Market segment , the product can be split into
    Cloud Based
    On-Premise

    Market segment , split into
    K-12 education
    Higher education

    Based on regional and country-level analysis, the E-Learning Gamification market has been segmented as follows:
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Nordic
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Latin America
    Mexico
    Brazil
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE

    In the competitive analysis section of the report, leading as well as prominent players of the global E-Learning Gamification market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    The key players covered in this study
    Badgeville
    BI WORLDWIDE
    Classcraft Studios
    Microsoft
    SAP
    MPS Interactive Systems
    D2L Corporation
    Top Hat
    Cognizant
    Recurrence Inc.
    Fundamentor
    Gametize
    GradeCraft
    Kuato Studios

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