Report Detail

Service & Software Global Gamification of Learning Market 2019 by Company, Regions, Type and Application, Forecast to 2024

  • RnM3713557
  • |
  • 30 August, 2019
  • |
  • Global
  • |
  • 120 Pages
  • |
  • GIR (Global Info Research)
  • |
  • Service & Software

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.

Scope of the Report:
The global Gamification of Learning market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Gamification of Learning.
Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
This report studies the Gamification of Learning market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Gamification of Learning market by product type and applications/end industries.

Market Segment by Companies, this report covers
Microsoft
MPS Interactive Systems
Bunchball
NIIT
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence

Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers
Cloud
On-premises

Market Segment by Applications, can be divided into
Academic
Corporate Training


Table of Contents

    1 Gamification of Learning Market Overview

    • 1.1 Product Overview and Scope of Gamification of Learning
    • 1.2 Classification of Gamification of Learning by Types
      • 1.2.1 Global Gamification of Learning Revenue Comparison by Types (2019-2024)
      • 1.2.2 Global Gamification of Learning Revenue Market Share by Types in 2018
      • 1.2.3 Cloud
      • 1.2.4 On-premises
    • 1.3 Global Gamification of Learning Market by Application
      • 1.3.1 Global Gamification of Learning Market Size and Market Share Comparison by Applications (2014-2024)
      • 1.3.2 Academic
      • 1.3.3 Corporate Training
    • 1.4 Global Gamification of Learning Market by Regions
      • 1.4.1 Global Gamification of Learning Market Size (Million USD) Comparison by Regions (2014-2024)
      • 1.4.1 North America (USA, Canada and Mexico) Gamification of Learning Status and Prospect (2014-2024)
      • 1.4.2 Europe (Germany, France, UK, Russia and Italy) Gamification of Learning Status and Prospect (2014-2024)
      • 1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Gamification of Learning Status and Prospect (2014-2024)
      • 1.4.4 South America (Brazil, Argentina, Colombia) Gamification of Learning Status and Prospect (2014-2024)
      • 1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Gamification of Learning Status and Prospect (2014-2024)
    • 1.5 Global Market Size of Gamification of Learning (2014-2024)

    2 Manufacturers Profiles

    • 2.1 Microsoft
      • 2.1.1 Business Overview
      • 2.1.2 Gamification of Learning Type and Applications
        • 2.1.2.1 Product A
        • 2.1.2.2 Product B
      • 2.1.3 Microsoft Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.2 MPS Interactive Systems
      • 2.2.1 Business Overview
      • 2.2.2 Gamification of Learning Type and Applications
        • 2.2.2.1 Product A
        • 2.2.2.2 Product B
      • 2.2.3 MPS Interactive Systems Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.3 Bunchball
      • 2.3.1 Business Overview
      • 2.3.2 Gamification of Learning Type and Applications
        • 2.3.2.1 Product A
        • 2.3.2.2 Product B
      • 2.3.3 Bunchball Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.4 NIIT
      • 2.4.1 Business Overview
      • 2.4.2 Gamification of Learning Type and Applications
        • 2.4.2.1 Product A
        • 2.4.2.2 Product B
      • 2.4.3 NIIT Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.5 D2L Corporation
      • 2.5.1 Business Overview
      • 2.5.2 Gamification of Learning Type and Applications
        • 2.5.2.1 Product A
        • 2.5.2.2 Product B
      • 2.5.3 D2L Corporation Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.6 Cognizant
      • 2.6.1 Business Overview
      • 2.6.2 Gamification of Learning Type and Applications
        • 2.6.2.1 Product A
        • 2.6.2.2 Product B
      • 2.6.3 Cognizant Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.7 Fundamentor
      • 2.7.1 Business Overview
      • 2.7.2 Gamification of Learning Type and Applications
        • 2.7.2.1 Product A
        • 2.7.2.2 Product B
      • 2.7.3 Fundamentor Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.8 Top Hat
      • 2.8.1 Business Overview
      • 2.8.2 Gamification of Learning Type and Applications
        • 2.8.2.1 Product A
        • 2.8.2.2 Product B
      • 2.8.3 Top Hat Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.9 Classcraft Studios
      • 2.9.1 Business Overview
      • 2.9.2 Gamification of Learning Type and Applications
        • 2.9.2.1 Product A
        • 2.9.2.2 Product B
      • 2.9.3 Classcraft Studios Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)
    • 2.10 Recurrence
      • 2.10.1 Business Overview
      • 2.10.2 Gamification of Learning Type and Applications
        • 2.10.2.1 Product A
        • 2.10.2.2 Product B
      • 2.10.3 Recurrence Gamification of Learning Revenue, Gross Margin and Market Share (2017-2018)

    3 Global Gamification of Learning Market Competition, by Players

    • 3.1 Global Gamification of Learning Revenue and Share by Players (2014-2019)
    • 3.2 Market Concentration Rate
      • 3.2.1 Top 5 Gamification of Learning Players Market Share
      • 3.2.2 Top 10 Gamification of Learning Players Market Share
    • 3.3 Market Competition Trend

    4 Global Gamification of Learning Market Size by Regions

    • 4.1 Global Gamification of Learning Revenue and Market Share by Regions
    • 4.2 North America Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 4.3 Europe Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 4.4 Asia-Pacific Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 4.5 South America Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 4.6 Middle East and Africa Gamification of Learning Revenue and Growth Rate (2014-2019)

    5 North America Gamification of Learning Revenue by Countries

    • 5.1 North America Gamification of Learning Revenue by Countries (2014-2019)
    • 5.2 USA Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 5.3 Canada Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 5.4 Mexico Gamification of Learning Revenue and Growth Rate (2014-2019)

    6 Europe Gamification of Learning Revenue by Countries

    • 6.1 Europe Gamification of Learning Revenue by Countries (2014-2019)
    • 6.2 Germany Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 6.3 UK Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 6.4 France Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 6.5 Russia Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 6.6 Italy Gamification of Learning Revenue and Growth Rate (2014-2019)

    7 Asia-Pacific Gamification of Learning Revenue by Countries

    • 7.1 Asia-Pacific Gamification of Learning Revenue by Countries (2014-2019)
    • 7.2 China Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 7.3 Japan Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 7.4 Korea Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 7.5 India Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 7.6 Southeast Asia Gamification of Learning Revenue and Growth Rate (2014-2019)

    8 South America Gamification of Learning Revenue by Countries

    • 8.1 South America Gamification of Learning Revenue by Countries (2014-2019)
    • 8.2 Brazil Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 8.3 Argentina Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 8.4 Colombia Gamification of Learning Revenue and Growth Rate (2014-2019)

    9 Middle East and Africa Revenue Gamification of Learning by Countries

    • 9.1 Middle East and Africa Gamification of Learning Revenue by Countries (2014-2019)
    • 9.2 Saudi Arabia Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 9.3 UAE Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 9.4 Egypt Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 9.5 Nigeria Gamification of Learning Revenue and Growth Rate (2014-2019)
    • 9.6 South Africa Gamification of Learning Revenue and Growth Rate (2014-2019)

    10 Global Gamification of Learning Market Segment by Type

    • 10.1 Global Gamification of Learning Revenue and Market Share by Type (2014-2019)
    • 10.2 Global Gamification of Learning Market Forecast by Type (2019-2024)
    • 10.3 Cloud Revenue Growth Rate (2014-2024)
    • 10.4 On-premises Revenue Growth Rate (2014-2024)

    11 Global Gamification of Learning Market Segment by Application

    • 11.1 Global Gamification of Learning Revenue Market Share by Application (2014-2019)
    • 11.2 Gamification of Learning Market Forecast by Application (2019-2024)
    • 11.3 Academic Revenue Growth (2014-2019)
    • 11.4 Corporate Training Revenue Growth (2014-2019)

    12 Global Gamification of Learning Market Size Forecast (2019-2024)

    • 12.1 Global Gamification of Learning Market Size Forecast (2019-2024)
    • 12.2 Global Gamification of Learning Market Forecast by Regions (2019-2024)
    • 12.3 North America Gamification of Learning Revenue Market Forecast (2019-2024)
    • 12.4 Europe Gamification of Learning Revenue Market Forecast (2019-2024)
    • 12.5 Asia-Pacific Gamification of Learning Revenue Market Forecast (2019-2024)
    • 12.6 South America Gamification of Learning Revenue Market Forecast (2019-2024)
    • 12.7 Middle East and Africa Gamification of Learning Revenue Market Forecast (2019-2024)

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Methodology

      Summary:
      Get latest Market Research Reports on Gamification of Learning. Industry analysis & Market Report on Gamification of Learning is a syndicated market report, published as Global Gamification of Learning Market 2019 by Company, Regions, Type and Application, Forecast to 2024. It is complete Research Study and Industry Analysis of Gamification of Learning market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

      Last updated on

      REPORT YOU MIGHT BE INTERESTED

      Purchase this Report

      $3,480.00
      $5,220.00
      $6,960.00
      2,780.52
      4,170.78
      5,561.04
      3,246.84
      4,870.26
      6,493.68
      541,314.00
      811,971.00
      1,082,628.00
      289,988.40
      434,982.60
      579,976.80
      Credit card Logo

      Related Reports


      Reason to Buy

      Request for Sample of this report