Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The purpose of the game engine is to develop games, which are developed using advanced technologies that target mobile, online, and desktop platforms. Also, since game engines provide a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also provide core functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Furthermore, with the evolving game design engines, the vendors in the education gamification market obtains advanced tools to incorporate more functionalities and graphics into both serious and simulation games. For instance, the Unity 3D and Unreal Development Kit engines are used to for building games with better quality in features. Moreover, the increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.
The demand for gamification solutions is increasing because it provides an enhanced learning process. Since developed countries have numerous educational institutions equipped with the infrastructure and potential student population who are willing to spend on gamification solutions, the market demand for these solutions increases. Additionally, vendors in the market have an opportunity to improve K-12 and higher education by introducing new gamification products and program implementations.
In 2018, the global Education Gamification market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
This report focuses on the global Education Gamification status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Education Gamification development in United States, Europe and China.
The key players covered in this study
Market segment by Type, the product can be split into
Augmented reality (AR) types
Virtual reality (VR) types
Market segment by Application, split into
Market segment by Regions/Countries, this report covers
Central & South America
The study objectives of this report are:
To analyze global Education Gamification status, future forecast, growth opportunity, key market and key players.
To present the Education Gamification development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Education Gamification are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.