Report Detail

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

  • RnM3131094
  • |
  • 15 March, 2019
  • |
  • Global
  • |
  • 107 pages
  • |
  • QYResearch
  • |
  • Service & Software

Global Gamification in Education 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 Gamification in Education Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Software
      • 1.4.3 Services
    • 1.5 Market by Application
      • 1.5.1 Global Gamification in Education Market Share by Application (2014-2025)
      • 1.5.2 Academic
      • 1.5.3 Corporate Training
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Gamification in Education Market Size
    • 2.2 Gamification in Education Growth Trends by Regions
      • 2.2.1 Gamification in Education Market Size by Regions (2014-2025)
      • 2.2.2 Gamification in Education 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 Gamification in Education Market Size by Manufacturers
      • 3.1.1 Global Gamification in Education Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Gamification in Education Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
    • 3.2 Gamification in Education Key Players Head office and Area Served
    • 3.3 Key Players Gamification in Education Product/Solution/Service
    • 3.4 Date of Enter into Gamification in Education Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

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

    5 United States

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

    6 Europe

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

    7 China

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

    8 Japan

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

    9 Southeast Asia

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

    10 India

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

    11 Central & South America

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

    12 International Players Profiles

    • 12.1 Bunchball (US)
      • 12.1.1 Bunchball (US) Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Gamification in Education Introduction
      • 12.1.4 Bunchball (US) Revenue in Gamification in Education Business (2014-2019)
      • 12.1.5 Bunchball (US) Recent Development
    • 12.2 NIIT (India)
      • 12.2.1 NIIT (India) Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Gamification in Education Introduction
      • 12.2.4 NIIT (India) Revenue in Gamification in Education Business (2014-2019)
      • 12.2.5 NIIT (India) Recent Development
    • 12.3 MPS Interactive (India)
      • 12.3.1 MPS Interactive (India) Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Gamification in Education Introduction
      • 12.3.4 MPS Interactive (India) Revenue in Gamification in Education Business (2014-2019)
      • 12.3.5 MPS Interactive (India) Recent Development
    • 12.4 Microsoft (US)
      • 12.4.1 Microsoft (US) Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Gamification in Education Introduction
      • 12.4.4 Microsoft (US) Revenue in Gamification in Education Business (2014-2019)
      • 12.4.5 Microsoft (US) Recent Development
    • 12.5 D2L (Canada)
      • 12.5.1 D2L (Canada) Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Gamification in Education Introduction
      • 12.5.4 D2L (Canada) Revenue in Gamification in Education Business (2014-2019)
      • 12.5.5 D2L (Canada) Recent Development
    • 12.6 Top Hat (Canada)
      • 12.6.1 Top Hat (Canada) Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Gamification in Education Introduction
      • 12.6.4 Top Hat (Canada) Revenue in Gamification in Education Business (2014-2019)
      • 12.6.5 Top Hat (Canada) Recent Development
    • 12.7 Classcraft Studios (Canada)
      • 12.7.1 Classcraft Studios (Canada) Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Gamification in Education Introduction
      • 12.7.4 Classcraft Studios (Canada) Revenue in Gamification in Education Business (2014-2019)
      • 12.7.5 Classcraft Studios (Canada) Recent Development
    • 12.8 Recurrence (US)
      • 12.8.1 Recurrence (US) Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Gamification in Education Introduction
      • 12.8.4 Recurrence (US) Revenue in Gamification in Education Business (2014-2019)
      • 12.8.5 Recurrence (US) Recent Development
    • 12.9 Fundamentor (India)
      • 12.9.1 Fundamentor (India) Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Gamification in Education Introduction
      • 12.9.4 Fundamentor (India) Revenue in Gamification in Education Business (2014-2019)
      • 12.9.5 Fundamentor (India) Recent Development
    • 12.10 Cognizant (US)
      • 12.10.1 Cognizant (US) Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Gamification in Education Introduction
      • 12.10.4 Cognizant (US) Revenue in Gamification in Education Business (2014-2019)
      • 12.10.5 Cognizant (US) Recent Development
    • 12.11 BLUErabbit (Mexico)
    • 12.12 Google (Grasshopper) (US)
    • 12.13 Kahoot (Norway)
    • 12.14 CK-12 (US)
    • 12.15 Kuato Studios (US)

    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

      The North American region is expected to lead the gamification in education market with respect to market size in 2018, due to the presence of a large number of prominent educational institutes and their focus on interactive ways for education, which is leading to the growth of the market in the region. APAC is leading the market with respect to CAGR among all regions. Gamification is rapidly gaining traction due to the increase in smart learning solutions. The market is further growing due to the rapid adoption of learning solutions and gamification by early adopters in the APAC. Growing number of students and government policies that have made it compulsory for organizations to develop skillsets among their employees can be attributed to the rapid growth of the gamification in education market in APAC.
      In 2018, the global Gamification in Education 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 Gamification in Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification in Education development in United States, Europe and China.

      The key players covered in this study
      Bunchball (US)
      NIIT (India)
      MPS Interactive (India)
      Microsoft (US)
      D2L (Canada)
      Top Hat (Canada)
      Classcraft Studios (Canada)
      Recurrence (US)
      Fundamentor (India)
      Cognizant (US)
      BLUErabbit (Mexico)
      Google (Grasshopper) (US)
      Kahoot (Norway)
      CK-12 (US)
      Kuato Studios (US)

      Market segment by Type, the product can be split into
      Software
      Services

      Market segment by Application, split into
      Academic
      Corporate Training

      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 Gamification in Education status, future forecast, growth opportunity, key market and key players.
      To present the Gamification in Education 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 Gamification in Education 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 Gamification in Education . Industry analysis & Market Report on Gamification in Education is a syndicated market report, published as Global Gamification in Education Market Size, Status and Forecast 2019-2025. It is complete Research Study and Industry Analysis of Gamification in Education market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.


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