Report Detail

Service & Software Global Education Gamification Market Size, Status and Forecast 2019-2025

  • RnM3463376
  • |
  • 12 July, 2019
  • |
  • Global
  • |
  • 97 pages
  • |
  • QYResearch
  • |
  • Service & Software

Global Education Gamification Market Size, Status and Forecast 2019-2025

Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Education Gamification Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Augmented reality (AR) types
      • 1.4.3 Virtual reality (VR) types
      • 1.4.4 Other types
    • 1.5 Market by Application
      • 1.5.1 Global Education Gamification Market Share by Application (2014-2025)
      • 1.5.2 K-12 education
      • 1.5.3 Higher education
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Education Gamification Market Size
    • 2.2 Education Gamification Growth Trends by Regions
      • 2.2.1 Education Gamification Market Size by Regions (2014-2025)
      • 2.2.2 Education Gamification Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Education Gamification Market Size by Manufacturers
      • 3.1.1 Global Education Gamification Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Education Gamification Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Education Gamification Market Concentration Ratio (CR5 and HHI)
    • 3.2 Education Gamification Key Players Head office and Area Served
    • 3.3 Key Players Education Gamification Product/Solution/Service
    • 3.4 Date of Enter into Education Gamification Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Education Gamification Market Size by Type (2014-2019)
    • 4.2 Global Education Gamification Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Education Gamification Market Size (2014-2019)
    • 5.2 Education Gamification Key Players in United States
    • 5.3 United States Education Gamification Market Size by Type
    • 5.4 United States Education Gamification Market Size by Application

    6 Europe

    • 6.1 Europe Education Gamification Market Size (2014-2019)
    • 6.2 Education Gamification Key Players in Europe
    • 6.3 Europe Education Gamification Market Size by Type
    • 6.4 Europe Education Gamification Market Size by Application

    7 China

    • 7.1 China Education Gamification Market Size (2014-2019)
    • 7.2 Education Gamification Key Players in China
    • 7.3 China Education Gamification Market Size by Type
    • 7.4 China Education Gamification Market Size by Application

    8 Japan

    • 8.1 Japan Education Gamification Market Size (2014-2019)
    • 8.2 Education Gamification Key Players in Japan
    • 8.3 Japan Education Gamification Market Size by Type
    • 8.4 Japan Education Gamification Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Education Gamification Market Size (2014-2019)
    • 9.2 Education Gamification Key Players in Southeast Asia
    • 9.3 Southeast Asia Education Gamification Market Size by Type
    • 9.4 Southeast Asia Education Gamification Market Size by Application

    10 India

    • 10.1 India Education Gamification Market Size (2014-2019)
    • 10.2 Education Gamification Key Players in India
    • 10.3 India Education Gamification Market Size by Type
    • 10.4 India Education Gamification Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Education Gamification Market Size (2014-2019)
    • 11.2 Education Gamification Key Players in Central & South America
    • 11.3 Central & South America Education Gamification Market Size by Type
    • 11.4 Central & South America Education Gamification Market Size by Application

    12 International Players Profiles

    • 12.1 Badgeville
      • 12.1.1 Badgeville Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Education Gamification Introduction
      • 12.1.4 Badgeville Revenue in Education Gamification Business (2014-2019)
      • 12.1.5 Badgeville Recent Development
    • 12.2 Bunchball
      • 12.2.1 Bunchball Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Education Gamification Introduction
      • 12.2.4 Bunchball Revenue in Education Gamification Business (2014-2019)
      • 12.2.5 Bunchball Recent Development
    • 12.3 Classcraft Studios
      • 12.3.1 Classcraft Studios Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Education Gamification Introduction
      • 12.3.4 Classcraft Studios Revenue in Education Gamification Business (2014-2019)
      • 12.3.5 Classcraft Studios Recent Development
    • 12.4 GoGo Labs
      • 12.4.1 GoGo Labs Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Education Gamification Introduction
      • 12.4.4 GoGo Labs Revenue in Education Gamification Business (2014-2019)
      • 12.4.5 GoGo Labs Recent Development
    • 12.5 6waves
      • 12.5.1 6waves Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Education Gamification Introduction
      • 12.5.4 6waves Revenue in Education Gamification Business (2014-2019)
      • 12.5.5 6waves Recent Development
    • 12.6 Recurrence
      • 12.6.1 Recurrence Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Education Gamification Introduction
      • 12.6.4 Recurrence Revenue in Education Gamification Business (2014-2019)
      • 12.6.5 Recurrence Recent Development
    • 12.7 Fundamentor
      • 12.7.1 Fundamentor Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Education Gamification Introduction
      • 12.7.4 Fundamentor Revenue in Education Gamification Business (2014-2019)
      • 12.7.5 Fundamentor Recent Development
    • 12.8 Gametize
      • 12.8.1 Gametize Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Education Gamification Introduction
      • 12.8.4 Gametize Revenue in Education Gamification Business (2014-2019)
      • 12.8.5 Gametize Recent Development
    • 12.9 GradeCraft
      • 12.9.1 GradeCraft Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Education Gamification Introduction
      • 12.9.4 GradeCraft Revenue in Education Gamification Business (2014-2019)
      • 12.9.5 GradeCraft Recent Development
    • 12.10 Kuato Studios
      • 12.10.1 Kuato Studios Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Education Gamification Introduction
      • 12.10.4 Kuato Studios Revenue in Education Gamification Business (2014-2019)
      • 12.10.5 Kuato Studios Recent Development
    • 12.11 Kungfu-Math

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      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
      Badgeville
      Bunchball
      Classcraft Studios
      GoGo Labs
      6waves
      Recurrence
      Fundamentor
      Gametize
      GradeCraft
      Kuato Studios
      Kungfu-Math

      Market segment by Type, the product can be split into
      Augmented reality (AR) types
      Virtual reality (VR) types
      Other types

      Market segment by Application, split into
      K-12 education
      Higher education

      Market segment by Regions/Countries, this report covers
      United States
      Europe
      China
      Japan
      Southeast Asia
      India
      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.


      Summary:
      Get latest Market Research Reports on Education Gamification . Industry analysis & Market Report on Education Gamification is a syndicated market report, published as Global Education Gamification Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of Education Gamification market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.


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