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Dynamics in Post-pandemic Global Gamification in Education Industry: Supply and Demand, Markets and Prices 2021-2027

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Table of Contents

    1 Product Introduction and Overview

    • 1.1 Product Definition
    • 1.2 Product Specification
    • 1.3 Global Market Overview
      • 1.3.1 Global Gamification in Education Market Status and Forecast (2016-2027)
      • 1.3.2 Global Gamification in Education Sales Value CAGR by Region
    • 1.4 Market Drivers, Inhibitors
      • 1.4.1 Market Drivers
      • 1.4.2 Market Inhibitors
      • 1.4.3 COVID-19 Impact Analysis

    2 Global Gamification in Education Supply by Company

    • 2.1 Global Gamification in Education Sales Value by Company
    • 2.2 Gamification in Education Sales Area of Main Manufacturers
    • 2.3 Trend of Concentration Rate

    3 Global and Regional Gamification in Education Market Status by Category

    • 3.1 Gamification in Education Category Introduction
      • 3.1.1 Cloud Based
      • 3.1.2 On-Premises Based
    • 3.2 Global Gamification in Education Market by Category
    • 3.3 North America: by Category
    • 3.4 Europe: by Category
    • 3.5 Asia Pacific: by Category
    • 3.6 Central & South America: by Category
    • 3.7 Middle East & Africa: by Category

    4 Global and Regional Gamification in Education Market Status by End User/Segment

    • 4.1 Gamification in Education Segment by End User/Segment
      • 4.1.1 Academic
      • 4.1.2 Corporate Training
      • 4.1.3 Others
    • 4.2 Global Gamification in Education Market by End User/Segment
    • 4.3 North America: by End User/Segment
    • 4.4 Europe: by End User/Segment
    • 4.5 Asia Pacific: by End User/Segment
    • 4.6 Central & South America: by End User/Segment
    • 4.7 Middle East & Africa: by End User/Segment

    5 Global Gamification in Education Market Status by Region

    • 5.1 Global Gamification in Education Market by Region
    • 5.2 North America Gamification in Education Market Status
    • 5.3 Europe Gamification in Education Market Status
    • 5.4 Asia Pacific Gamification in Education Market Status
    • 5.5 Central & South America Gamification in Education Market Status
    • 5.6 Middle East & Africa Gamification in Education Market Status

    6 North America Gamification in Education Market Status

    • 6.1 North America Gamification in Education Market by Country
    • 6.2 United States
    • 6.3 Canada
    • 6.4 Mexico

    7 Europe Gamification in Education Market Status

    • 7.1 Europe Gamification in Education Market by Country
    • 7.2 Germany
    • 7.3 France
    • 7.4 UK
    • 7.5 Italy
    • 7.6 Russia
    • 7.7 Spain

    8 Asia Pacific Gamification in Education Market Status

    • 8.1 Asia Pacific Gamification in Education Market by Country
    • 8.2 China
    • 8.3 Japan
    • 8.4 Korea
    • 8.5 Southeast Asia
    • 8.6 India
    • 8.7 Australasia

    9 Central & South America Gamification in Education Market Status

    • 9.1 Central & South America Gamification in Education Market by Country
    • 9.2 Brazil
    • 9.3 Argentina
    • 9.4 Colombia

    10 Middle East & Africa Gamification in Education Market Status

    • 10.1 Middle East & Africa Gamification in Education Market by Country
    • 10.2 Iran
    • 10.3 Israel
    • 10.4 Turkey
    • 10.5 South Africa
    • 10.8 Saudi Arabia

    11 Major Downstream Customers Analysis

    • 11.1 Customer One Analysis
    • 11.2 Customer Two Analysis
    • 11.3 Customer Three Analysis
    • 11.4 Customer Four Analysis

    12 Global Gamification in Education Market Forecast by Category and by End User/Segment

    • 12.1 Global Gamification in Education Sales Value Forecast (2022-2027)
    • 12.2 Global Gamification in Education Forecast by Category
    • 12.3 Global Gamification in Education Forecast by End User/Segment

    13 Global Gamification in Education Market Forecast by Region/Country

    • 13.1 Global Gamification in Education Market Forecast by Region (2022-2027)
    • 13.2 North America Market Forecast
    • 13.3 Europe Market Forecast
    • 13.4 Asia Pacific Market Forecast
    • 13.5 Central & South America Market Forecast
    • 13.6 Middle East & Africa Market Forecast

    14 Key Participants Company Information

    • 14.1 Top Hat
      • 14.1.1 Company Information
      • 14.1.2 Gamification in Education Product Introduction
      • 14.1.3 Top Hat Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.1.4 SWOT Analysis
    • 14.2 Recurrence
      • 14.2.1 Company Information
      • 14.2.2 Gamification in Education Product Introduction
      • 14.2.3 Recurrence Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.2.4 SWOT Analysis
    • 14.3 NIIT
      • 14.3.1 Company Information
      • 14.3.2 Gamification in Education Product Introduction
      • 14.3.3 NIIT Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.3.4 SWOT Analysis
    • 14.4 MPS Interactive
      • 14.4.1 Company Information
      • 14.4.2 Gamification in Education Product Introduction
      • 14.4.3 MPS Interactive Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.4.4 SWOT Analysis
    • 14.5 Microsoft
      • 14.5.1 Company Information
      • 14.5.2 Gamification in Education Product Introduction
      • 14.5.3 Microsoft Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.5.4 SWOT Analysis
    • 14.6 Kuato Studios
      • 14.6.1 Company Information
      • 14.6.2 Gamification in Education Product Introduction
      • 14.6.3 Kuato Studios Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.6.4 SWOT Analysis
    • 14.7 Kahoot
      • 14.7.1 Company Information
      • 14.7.2 Gamification in Education Product Introduction
      • 14.7.3 Kahoot Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.7.4 SWOT Analysis
    • 14.8 Google
      • 14.8.1 Company Information
      • 14.8.2 Gamification in Education Product Introduction
      • 14.8.3 Google Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.8.4 SWOT Analysis
    • 14.9 Fundamentor
      • 14.9.1 Company Information
      • 14.9.2 Gamification in Education Product Introduction
      • 14.9.3 Fundamentor Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.9.4 SWOT Analysis
    • 14.10 D2L
      • 14.10.1 Company Information
      • 14.10.2 Gamification in Education Product Introduction
      • 14.10.3 D2L Gamification in Education Sales Value, Gross Margin and Global Share (2019-2021)
      • 14.10.4 SWOT Analysis
    • 14.11 Cognizant
    • 14.12 Classcraft Studios
    • 14.13 CK-12
    • 14.14 Bunchball
    • 14.15 BLUErabbit

    15 Conclusion

      16 Methodology

      Covid-19 has impacted the supply and demand status for many industries along the supply chain. In this report a comprehensive analysis of current global Gamification in Education market in terms of demand and supply environment is provided, as well as price trend currently and in the next few years. Global leading players are profiled with their revenue, market share, profit margin, major product portfolio and SWOT analysis. This report also includes global and regional market size and forecast, major product development trend and typical downstream segment scenario, under the context of market drivers and inhibitors analysis. According to this survey, the global Gamification in Education market is estimated to have reached $ xx million in 2020, and projected to grow at a CAGR of xx% to $ xx million in 2027.

      Segmented by Category
      Cloud Based
      On-Premises Based

      Segmented by End User/Segment
      Academic
      Corporate Training
      Others

      Segmented by Country
      North America
      United States
      Canada
      Mexico
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Spain
      Asia Pacific
      China
      Japan
      Korea
      Southeast Asia
      India
      Australasia
      Central & South America
      Brazil
      Argentina
      Colombia
      Middle East & Africa
      Iran
      Israel
      Turkey
      South Africa
      Saudi Arabia

      Key manufacturers included in this survey
      Top Hat
      Recurrence
      NIIT
      MPS Interactive
      Microsoft
      Kuato Studios
      Kahoot
      Google
      Fundamentor
      D2L
      Cognizant
      Classcraft Studios
      CK-12
      Bunchball
      BLUErabbit

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