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Service & SoftwareGlobal Education Gamification Market Size, Status and Forecast 2025

  • RnM2315754
  • |
  • 8 August, 2018
  • |
  • Global
  • |
  • 97 pages
  • |
  • QYResearch
  • |
  • Service & Software

Global Education Gamification Market Size, Status and Forecast 2025

Table of Contents

    Global Education Gamification Market Size, Status and Forecast 2025

      1 Industry Overview of Education Gamification

      • 1.1 Education Gamification Market Overview
        • 1.1.1 Education Gamification Product Scope
        • 1.1.2 Market Status and Outlook
      • 1.2 Global Education Gamification Market Size and Analysis by Regions (2013-2018)
        • 1.2.1 United States
        • 1.2.2 Europe
        • 1.2.3 China
        • 1.2.4 Japan
        • 1.2.5 Southeast Asia
        • 1.2.6 India
      • 1.3 Education Gamification Market by Type
        • 1.3.1 Augmented reality (AR) types
        • 1.3.2 Virtual reality (VR) types
        • 1.3.3 Other types
      • 1.4 Education Gamification Market by End Users/Application
        • 1.4.1 K-12 education
        • 1.4.2 Higher education

      2 Global Education Gamification Competition Analysis by Players

      • 2.1 Education Gamification Market Size (Value) by Players (2013-2018)
      • 2.2 Competitive Status and Trend
        • 2.2.1 Market Concentration Rate
        • 2.2.2 Product/Service Differences
        • 2.2.3 New Entrants
        • 2.2.4 The Technology Trends in Future

      3 Company (Top Players) Profiles

      • 3.1 Badgeville
        • 3.1.1 Company Profile
        • 3.1.2 Main Business/Business Overview
        • 3.1.3 Products, Services and Solutions
        • 3.1.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.2 Bunchball
        • 3.2.1 Company Profile
        • 3.2.2 Main Business/Business Overview
        • 3.2.3 Products, Services and Solutions
        • 3.2.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.3 Classcraft Studios
        • 3.3.1 Company Profile
        • 3.3.2 Main Business/Business Overview
        • 3.3.3 Products, Services and Solutions
        • 3.3.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.4 GoGo Labs
        • 3.4.1 Company Profile
        • 3.4.2 Main Business/Business Overview
        • 3.4.3 Products, Services and Solutions
        • 3.4.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.5 6waves
        • 3.5.1 Company Profile
        • 3.5.2 Main Business/Business Overview
        • 3.5.3 Products, Services and Solutions
        • 3.5.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.6 Recurrence
        • 3.6.1 Company Profile
        • 3.6.2 Main Business/Business Overview
        • 3.6.3 Products, Services and Solutions
        • 3.6.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.7 Fundamentor
        • 3.7.1 Company Profile
        • 3.7.2 Main Business/Business Overview
        • 3.7.3 Products, Services and Solutions
        • 3.7.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.8 Gametize
        • 3.8.1 Company Profile
        • 3.8.2 Main Business/Business Overview
        • 3.8.3 Products, Services and Solutions
        • 3.8.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.9 GradeCraft
        • 3.9.1 Company Profile
        • 3.9.2 Main Business/Business Overview
        • 3.9.3 Products, Services and Solutions
        • 3.9.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.10 Kuato Studios
        • 3.10.1 Company Profile
        • 3.10.2 Main Business/Business Overview
        • 3.10.3 Products, Services and Solutions
        • 3.10.4 Education Gamification Revenue (Million USD) (2013-2018)
      • 3.11 Kungfu-Math

      4 Global Education Gamification Market Size by Type and Application (2013-2018)

      • 4.1 Global Education Gamification Market Size by Type (2013-2018)
      • 4.2 Global Education Gamification Market Size by Application (2013-2018)
      • 4.3 Potential Application of Education Gamification in Future
      • 4.4 Top Consumer/End Users of Education Gamification

      5 United States Education Gamification Development Status and Outlook

      • 5.1 United States Education Gamification Market Size (2013-2018)
      • 5.2 United States Education Gamification Market Size and Market Share by Players (2013-2018)
      • 5.3 United States Education Gamification Market Size by Application (2013-2018)

      6 Europe Education Gamification Development Status and Outlook

      • 6.1 Europe Education Gamification Market Size (2013-2018)
      • 6.2 Europe Education Gamification Market Size and Market Share by Players (2013-2018)
      • 6.3 Europe Education Gamification Market Size by Application (2013-2018)

      7 China Education Gamification Development Status and Outlook

      • 7.1 China Education Gamification Market Size (2013-2018)
      • 7.2 China Education Gamification Market Size and Market Share by Players (2013-2018)
      • 7.3 China Education Gamification Market Size by Application (2013-2018)

      8 Japan Education Gamification Development Status and Outlook

      • 8.1 Japan Education Gamification Market Size (2013-2018)
      • 8.2 Japan Education Gamification Market Size and Market Share by Players (2013-2018)
      • 8.3 Japan Education Gamification Market Size by Application (2013-2018)

      9 Southeast Asia Education Gamification Development Status and Outlook

      • 9.1 Southeast Asia Education Gamification Market Size (2013-2018)
      • 9.2 Southeast Asia Education Gamification Market Size and Market Share by Players (2013-2018)
      • 9.3 Southeast Asia Education Gamification Market Size by Application (2013-2018)

      10 India Education Gamification Development Status and Outlook

      • 10.1 India Education Gamification Market Size (2013-2018)
      • 10.2 India Education Gamification Market Size and Market Share by Players (2013-2018)
      • 10.3 India Education Gamification Market Size by Application (2013-2018)

      11 Market Forecast by Regions, Type and Application (2018-2025)

      • 11.1 Global Education Gamification Market Size (Value) by Regions (2018-2025)
        • 11.1.1 United States Education Gamification Revenue and Growth Rate (2018-2025)
        • 11.1.2 Europe Education Gamification Revenue and Growth Rate (2018-2025)
        • 11.1.3 China Education Gamification Revenue and Growth Rate (2018-2025)
        • 11.1.4 Japan Education Gamification Revenue and Growth Rate (2018-2025)
        • 11.1.5 Southeast Asia Education Gamification Revenue and Growth Rate (2018-2025)
        • 11.1.6 India Education Gamification Revenue and Growth Rate (2018-2025)
      • 11.2 Global Education Gamification Market Size (Value) by Type (2018-2025)
      • 11.3 Global Education Gamification Market Size by Application (2018-2025)

      12 Education Gamification Market Dynamics

      • 12.1 Education Gamification Market Opportunities
      • 12.2 Education Gamification Challenge and Risk
        • 12.2.1 Competition from Opponents
        • 12.2.2 Downside Risks of Economy
      • 12.3 Education Gamification Market Constraints and Threat
        • 12.3.1 Threat from Substitute
        • 12.3.2 Government Policy
        • 12.3.3 Technology Risks
      • 12.4 Education Gamification Market Driving Force
        • 12.4.1 Growing Demand from Emerging Markets
        • 12.4.2 Potential Application

      13 Market Effect Factors Analysis

      • 13.1 Technology Progress/Risk
        • 13.1.1 Substitutes
        • 13.1.2 Technology Progress in Related Industry
      • 13.2 Consumer Needs Trend/Customer Preference
      • 13.3 External Environmental Change
        • 13.3.1 Economic Fluctuations
        • 13.3.2 Other Risk Factors

      14 Research Finding/Conclusion

        15 Appendix

          Methodology

            Analyst Introduction

              Data Source

              This report studies the global Education Gamification market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Education Gamification market by companies, region, type and end-use industry.

              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 2017, 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 2018-2025.

              This report focuses on the global top players, covered
              Badgeville
              Bunchball
              Classcraft Studios
              GoGo Labs
              6waves
              Recurrence
              Fundamentor
              Gametize
              GradeCraft
              Kuato Studios
              Kungfu-Math

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

              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

              The study objectives of this report are:
              To study and forecast the market size of Education Gamification in global market.
              To analyze the global key players, SWOT analysis, value and global market share for top players.
              To define, describe and forecast the market by type, end use and region.
              To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
              To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
              To identify significant trends and factors driving or inhibiting the market growth.
              To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
              To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
              To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
              To strategically profile the key players and comprehensively analyze their growth strategies.

              In this study, the years considered to estimate the market size of Education Gamification are as follows:
              History Year: 2013-2017
              Base Year: 2017
              Estimated Year: 2018
              Forecast Year 2018 to 2025
              For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

              Key Stakeholders
              Education Gamification Manufacturers
              Education Gamification Distributors/Traders/Wholesalers
              Education Gamification Subcomponent Manufacturers
              Industry Association
              Downstream Vendors

              Available Customizations
              With the given market data, QYResearch offers customizations according to the company's specific needs. The following customization options are available for the report:
              Regional and country-level analysis of the Education Gamification market, by end-use.
              Detailed analysis and profiles of additional market players.




              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 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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