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