Insights into the Industry

The gamification in education industry has been witnessing optimal growth in recent years and is likely to continue even in upcoming years. The growth of gamification in education ’s industry size can be attributed to rising investments in research & development activities, entry of new players, product innovation, technological breakthroughs, effective allocation of resources, and growing competition among business rivals to expand its regional as well as customer base. Supportive government policies and incentives, as well as favorable laws, are projected to determine the growth of the gamification in education market in foreseeable future. An increase in the spending capacity of customers with the rise in disposable income will further contribute towards gamification in education 's market proceeds.

This market research report is a comprehensive overview of the events taking place in the gamification in education industry and impacting its growth. Our report divides the gamification in education market into various segments or categories based on products, applications, region, etc.  Additionally, our research analysts have listed the key players of the global gamification in education market and compared them based on metrics such as market revenue, Y-O-Y sales, shipments volume, historical data, and successful implementation of business strategies such as strategic alliances, mergers & acquisitions, joint ventures, product development, and partnerships & collaborations.

Market Research Store (MRS) published a brand new report titled “Gamification in Education Market research report which is segmented by Products (Software, Services), by Applications (Academic, Corporate Training), by Key Players/Companies Classcraft Studios, Recurrenceinc, Microsoft, Kahoot, MPS Interactive, BLUErabbit, Google (Grasshopper), Kungfu-Math, Gametize, Kuato Studios, GoGo Labs, CK-12, Cognizant, D2L, Top Hat, Fundamentor, GradeCraft, NIIT, Bunchball, Fundamentor”. In 2020, the global gamification in education market value was registered at XX (USD Million/Billion) and is predicted to reach XX (USD Million/Billion) at a CAGR of XX% by 2028.

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Scope of the report

Report Attributes Report Details
Report Title Gamification in Education Market Research Report
By Products Software, Services
By Applications Academic, Corporate Training
By Key Players Classcraft Studios, Recurrenceinc, Microsoft, Kahoot, MPS Interactive, BLUErabbit, Google (Grasshopper), Kungfu-Math, Gametize, Kuato Studios, GoGo Labs, CK-12, Cognizant, D2L, Top Hat, Fundamentor, GradeCraft, NIIT, Bunchball, Fundamentor
Regions Covered North America, Europe, Asia Pacific (APAC), Latin America, Middle East And Africa (MEA)
Countries Covered North America : U.S and Canada
Europe : U.K, Spain, Germany, Italy, Russia, France, Rest of Europe
APAC : Japan, India, China, Australia, South Korea, South East Asia, Rest of Asia Pacific
Latin America : Mexico, Brazil
The Middle East And Africa : South Africa, UAE, Saudi Arab, Rest of MEA
Base Year 2020
Historical Year 2016to 2020 (Depending on availability, data from 2010 can be offered)
Forecast Year 2028
Number of Pages 119
Customization Available Yes, the report can be tailored to meet your specific requirements.

Based on these findings, the global gamification in education industry study suggests strategies to existing market participants as to how they can improve & reinforce their market position. In addition to this, the study also recommends successful market penetrating strategies for new entrants. Furthermore, gamification in education industry study report has included all major manufacturers and distributors operating in the gamification in education market across all major regions.

Gamification in Education Market Strategic Analysis

Various analytical methods such as Porter’s Five Force Analysis, SWOT analysis, Market Share Analysis, Competitive Analysis, PESTEL Analysis, Market Attractiveness Analysis, and Value Chain Analysis have been used to analyze the market in the research report. These assessments help users of the report in examining and evaluating gamification in education market on the basis of different metrics such as switching costs, economies of scale, current sales, brand loyalty, brand equity, capital investments, production rights, research & development activities, copyrights & patents, legislations, effects of promotional activities, and consumer preferences.

Global Gamification in Education  Market Y-O-Y Forecast 2016 - 2028Request Free Sample

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The information provided in our market research report is anticipated to help the industry stakeholders in the effective decision-making process and successful business outcomes. Moreover, we have been using Ansoff Matrix to help firms analyze and plan their business growth strategies.

Additionally, our report contains a growth-share matrix that aids firms’ business decisions for prioritizing their myriad businesses. We have also included GE Nine Cell Matrix that is helpful in making strategic planning and can help firms in determining their position in the market along with analyzing their growth strategies.

Our researchers also make use of the perceptual map to demonstrate how to target consumers feel about a given brand and form perception about it. We have also included the Customer-Based Brand Equity (CBBE) Model for helping firms effectively position their brands.

Gamification in Education Market Key Trends Analysis

The key factors influencing the growth of the gamification in education market have been assessed in the report. Factors having a huge influence on market demand and restraining factors that impact the development of the market are both addressed rigorously & in-depth in our global market research report.

Furthermore, trends that play a key role in market’s growth are discussed comprehensively in the report. Moreover, a large number of qualitative factors or measurements are included in the report and this includes operating risks and major obstacles encountered by players in the industry.

Gamification in Education Market Key Segment Analysis

The report delivers a critical assessment on the gamification in education market by segmenting it based on Products, Applications, and region. All the segments and categories of the gamification in education market have been evaluated based on past, present and future trends and are key parameters determining & defining the growth of the market.

The data for the market and its segments and categories are provided from 2016 to 2028. The report has identified the key segments and categories contributing substantially towards overall market growth in terms of revenue & volume.

Based on Products, the global gamification in education market is segmented into Software, Services. Comprehensive qualitative and quantitative this segment analysis will be provided in the report from 2016 to 2028.

Based on Applications, market is divided into Academic, Corporate Training. A slew of business growth opportunities and dynamics affecting the different segments are analyzed and discussed in the report.

Impact Assessment of COVID-19

The COVID-19 outbreak has wreaked havoc on worldwide economic and social systems. The disease has entered several industries' value and supply chains, including the gamification in education market. The government imposed lockdowns in various locations. We will examine the impact of the COVID-19 pandemic on the global market, looking at both demand and supply.

The COVID-19 pandemic's short- and long-term impacts would be explored to provide a summary. This would help build business plans for all market participants, including manufacturers, vendors, suppliers, distributors, and end-users, during and after the epidemic.

Gamification in Education Market Regional Trends and Market Player’s Analysis

On the basis of region, the market is segregated into North America, Latin America, Asia Pacific, Europe, and the Middle East & Africa.

The major players holding a huge chunk of market share in the global gamification in education market and impacting market profitability are evaluated after considering their product & services revenue, sales, business plans, innovations, and growth rate. The final position of a player in the market depends on market events or market happenings, new product launches, mergers & acquisitions, benchmarking, regional expansions, and technical innovations.

Global Gamification in Education  Market Regional SegmentationRequest Free Sample

INQUIRY_TEXT

For all the key stakeholders of the market, value chain and technology ecosystem, as well as the information provided in this market research report, will prove beneficial. The study offers an outline of the company’s market share and an extensive summary of the major players in the gamification in education market.

Some of the leading players profiled in the global gamification in education market are,

  • Classcraft Studios
  • Recurrenceinc
  • Microsoft
  • Kahoot
  • MPS Interactive
  • BLUErabbit
  • Google (Grasshopper)
  • Kungfu-Math
  • Gametize
  • Kuato Studios
  • GoGo Labs
  • CK-12
  • Cognizant
  • D2L
  • Top Hat
  • Fundamentor
  • GradeCraft
  • NIIT
  • Bunchball
  • Fundamentor

The Key Audiences for Gamification in Education Market Report

  • Research Institutes & consulting firms
  • Industry Leaders, as well as companies, aspiring to enter the gamification in education market
  • Student and universities
  • Solution Providers, product providers, service providers, and other players in the industry
  • Associated private firms and government bodies
  • Individuals interested to learn about market

The report segments of the global gamification in education market are as follows:

Global Gamification in Education Market: By Products

  • Software
  • Services

Global Gamification in Education Market: By Applications

  • Academic
  • Corporate Training

The Most Important Research Methodologies

Primary sources include industry experts from management corporations, processing organizations, and analytical service providers who serve businesses across the sector's value chain. We interviewed key sources to acquire qualitative and quantitative data and analyse future prospects.

Primary research undertaken for this report comprised interviews with industry professionals such as CEOs, Vice Presidents, Marketing Directors and Technology Directors of strong core organizations and institutions in major gamification in education . We interviewed them to get qualitative and quantitative data.

The following are the justifications for purchasing the global Gamification in Education market report:

  • Statistical data is well-referenced, and the source is a significant resource for directing interested companies.
  • Market development trends and marketing channels that are cutting-edge are discussed.
  • The feasibility and growth rate of the market as a whole over the foreseeable future are determined.
  • The competitive landscape and demographic research provide a clear picture of the current state of the market on an international scale.
  • A thorough examination of development policies and plans, manufacturing processes, and costing provides a more accurate picture of import/export consumption, supply and demand, pricing, revenue, and gross margins, among other things.
  • Customization is possible based on the client's requirements.

Frequently Asked Questions

These dominant industry players use well planned strategies to occupied highest market share in this market. Some of the top players in Gamification in Education business includes.
  • Classcraft Studios
  • Recurrenceinc
  • Microsoft
  • Kahoot
  • MPS Interactive
  • BLUErabbit
  • Google (Grasshopper)
  • Kungfu-Math
  • Gametize
  • Kuato Studios
  • GoGo Labs
  • CK-12
  • Cognizant
  • D2L
  • Top Hat
  • Fundamentor
  • GradeCraft
  • NIIT
  • Bunchball
  • Fundamentor
As per Gamification in Education market analysis, North America is forecasted to occupied major share in the Gamification in Education market.
The statistical data of the dominant industry player of Gamification in Education market can be acquired from the company profile segment described in the report. This segment come up with analysis of major player’s in the Gamification in Education market, also their last five-year revenue, segmental, product offerings, key strategies adopted and geographical revenue produced.
The report come up with a segment of the Gamification in Education market based on Type, Region, and Application, Also offer a determined view on the Gamification in Education market.
The report offers a nitty-gritty estimation of the market by providing data on various viewpoints that incorporate, restraints, drivers, and opportunities threats. This data can help in making suitable decisions for stakeholders before investing.
The sample report for Gamification in Education market can be received after the apply from the website.

Table Of Content

Table of Content

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Regulatory Scenario by Region/Country
1.4 Market Investment Scenario Strategic
1.5 Market Analysis by Type
1.5.1 Global Gamification in Education Market Share by Type (2020-2026)
1.5.2 Software
1.5.3 Services
1.6 Market by Application
1.6.1 Global Gamification in Education Market Share by Application (2020-2026)
1.6.2 Academic
1.6.3 Corporate Training
1.7 Gamification in Education Industry Development Trends under COVID-19 Outbreak
1.7.1 Global COVID-19 Status Overview
1.7.2 Influence of COVID-19 Outbreak on Gamification in Education Industry Development

2. Global Market Growth Trends
2.1 Industry Trends
2.1.1 SWOT Analysis
2.1.2 Porter’s Five Forces Analysis
2.2 Potential Market and Growth Potential Analysis
2.3 Industry News and Policies by Regions
2.3.1 Industry News
2.3.2 Industry Policies
2.4 Industry Trends Under COVID-19

3 Value Chain of Gamification in Education Market
3.1 Value Chain Status
3.2 Gamification in Education Manufacturing Cost Structure Analysis
3.2.1 Production Process Analysis
3.2.2 Manufacturing Cost Structure of Gamification in Education
3.2.3 Labor Cost of Gamification in Education
3.2.3.1 Labor Cost of Gamification in Education Under COVID-19
3.3 Sales and Marketing Model Analysis
3.4 Downstream Major Customer Analysis (by Region)
3.5 Value Chain Status Under COVID-19

4 Players Profiles
4.1 Classcraft Studios
4.1.1 Classcraft Studios Basic Information
4.1.2 Gamification in Education Product Profiles, Application and Specification
4.1.3 Classcraft Studios Gamification in Education Market Performance (2015-2020)
4.1.4 Classcraft Studios Business Overview
4.2 Recurrenceinc
4.2.1 Recurrenceinc Basic Information
4.2.2 Gamification in Education Product Profiles, Application and Specification
4.2.3 Recurrenceinc Gamification in Education Market Performance (2015-2020)
4.2.4 Recurrenceinc Business Overview
4.3 Microsoft
4.3.1 Microsoft Basic Information
4.3.2 Gamification in Education Product Profiles, Application and Specification
4.3.3 Microsoft Gamification in Education Market Performance (2015-2020)
4.3.4 Microsoft Business Overview
4.4 Kahoot
4.4.1 Kahoot Basic Information
4.4.2 Gamification in Education Product Profiles, Application and Specification
4.4.3 Kahoot Gamification in Education Market Performance (2015-2020)
4.4.4 Kahoot Business Overview
4.5 MPS Interactive
4.5.1 MPS Interactive Basic Information
4.5.2 Gamification in Education Product Profiles, Application and Specification
4.5.3 MPS Interactive Gamification in Education Market Performance (2015-2020)
4.5.4 MPS Interactive Business Overview
4.6 BLUErabbit
4.6.1 BLUErabbit Basic Information
4.6.2 Gamification in Education Product Profiles, Application and Specification
4.6.3 BLUErabbit Gamification in Education Market Performance (2015-2020)
4.6.4 BLUErabbit Business Overview
4.7 Google (Grasshopper)
4.7.1 Google (Grasshopper) Basic Information
4.7.2 Gamification in Education Product Profiles, Application and Specification
4.7.3 Google (Grasshopper) Gamification in Education Market Performance (2015-2020)
4.7.4 Google (Grasshopper) Business Overview
4.8 Kungfu-Math
4.8.1 Kungfu-Math Basic Information
4.8.2 Gamification in Education Product Profiles, Application and Specification
4.8.3 Kungfu-Math Gamification in Education Market Performance (2015-2020)
4.8.4 Kungfu-Math Business Overview
4.9 Gametize
4.9.1 Gametize Basic Information
4.9.2 Gamification in Education Product Profiles, Application and Specification
4.9.3 Gametize Gamification in Education Market Performance (2015-2020)
4.9.4 Gametize Business Overview
4.10 Kuato Studios
4.10.1 Kuato Studios Basic Information
4.10.2 Gamification in Education Product Profiles, Application and Specification
4.10.3 Kuato Studios Gamification in Education Market Performance (2015-2020)
4.10.4 Kuato Studios Business Overview
4.11 GoGo Labs
4.11.1 GoGo Labs Basic Information
4.11.2 Gamification in Education Product Profiles, Application and Specification
4.11.3 GoGo Labs Gamification in Education Market Performance (2015-2020)
4.11.4 GoGo Labs Business Overview
4.12 CK-12
4.12.1 CK-12 Basic Information
4.12.2 Gamification in Education Product Profiles, Application and Specification
4.12.3 CK-12 Gamification in Education Market Performance (2015-2020)
4.12.4 CK-12 Business Overview
4.13 Cognizant
4.13.1 Cognizant Basic Information
4.13.2 Gamification in Education Product Profiles, Application and Specification
4.13.3 Cognizant Gamification in Education Market Performance (2015-2020)
4.13.4 Cognizant Business Overview
4.14 D2L
4.14.1 D2L Basic Information
4.14.2 Gamification in Education Product Profiles, Application and Specification
4.14.3 D2L Gamification in Education Market Performance (2015-2020)
4.14.4 D2L Business Overview
4.15 Top Hat
4.15.1 Top Hat Basic Information
4.15.2 Gamification in Education Product Profiles, Application and Specification
4.15.3 Top Hat Gamification in Education Market Performance (2015-2020)
4.15.4 Top Hat Business Overview
4.16 Fundamentor
4.16.1 Fundamentor Basic Information
4.16.2 Gamification in Education Product Profiles, Application and Specification
4.16.3 Fundamentor Gamification in Education Market Performance (2015-2020)
4.16.4 Fundamentor Business Overview
4.17 GradeCraft
4.17.1 GradeCraft Basic Information
4.17.2 Gamification in Education Product Profiles, Application and Specification
4.17.3 GradeCraft Gamification in Education Market Performance (2015-2020)
4.17.4 GradeCraft Business Overview
4.18 NIIT
4.18.1 NIIT Basic Information
4.18.2 Gamification in Education Product Profiles, Application and Specification
4.18.3 NIIT Gamification in Education Market Performance (2015-2020)
4.18.4 NIIT Business Overview
4.19 Bunchball
4.19.1 Bunchball Basic Information
4.19.2 Gamification in Education Product Profiles, Application and Specification
4.19.3 Bunchball Gamification in Education Market Performance (2015-2020)
4.19.4 Bunchball Business Overview
4.20 Fundamentor
4.20.1 Fundamentor Basic Information
4.20.2 Gamification in Education Product Profiles, Application and Specification
4.20.3 Fundamentor Gamification in Education Market Performance (2015-2020)
4.20.4 Fundamentor Business Overview

5 Global Gamification in Education Market Analysis by Regions
5.1 Global Gamification in Education Sales, Revenue and Market Share by Regions
5.1.1 Global Gamification in Education Sales by Regions (2015-2020)
5.1.2 Global Gamification in Education Revenue by Regions (2015-2020)
5.2 North America Gamification in Education Sales and Growth Rate (2015-2020)
5.3 Europe Gamification in Education Sales and Growth Rate (2015-2020)
5.4 Asia-Pacific Gamification in Education Sales and Growth Rate (2015-2020)
5.5 Middle East and Africa Gamification in Education Sales and Growth Rate (2015-2020)
5.6 South America Gamification in Education Sales and Growth Rate (2015-2020)

6 North America Gamification in Education Market Analysis by Countries
6.1 North America Gamification in Education Sales, Revenue and Market Share by Countries
6.1.1 North America Gamification in Education Sales by Countries (2015-2020)
6.1.2 North America Gamification in Education Revenue by Countries (2015-2020)
6.1.3 North America Gamification in Education Market Under COVID-19
6.2 United States Gamification in Education Sales and Growth Rate (2015-2020)
6.2.1 United States Gamification in Education Market Under COVID-19
6.3 Canada Gamification in Education Sales and Growth Rate (2015-2020)
6.4 Mexico Gamification in Education Sales and Growth Rate (2015-2020)

7 Europe Gamification in Education Market Analysis by Countries
7.1 Europe Gamification in Education Sales, Revenue and Market Share by Countries
7.1.1 Europe Gamification in Education Sales by Countries (2015-2020)
7.1.2 Europe Gamification in Education Revenue by Countries (2015-2020)
7.1.3 Europe Gamification in Education Market Under COVID-19
7.2 Germany Gamification in Education Sales and Growth Rate (2015-2020)
7.2.1 Germany Gamification in Education Market Under COVID-19
7.3 UK Gamification in Education Sales and Growth Rate (2015-2020)
7.3.1 UK Gamification in Education Market Under COVID-19
7.4 France Gamification in Education Sales and Growth Rate (2015-2020)
7.4.1 France Gamification in Education Market Under COVID-19
7.5 Italy Gamification in Education Sales and Growth Rate (2015-2020)
7.5.1 Italy Gamification in Education Market Under COVID-19
7.6 Spain Gamification in Education Sales and Growth Rate (2015-2020)
7.6.1 Spain Gamification in Education Market Under COVID-19
7.7 Russia Gamification in Education Sales and Growth Rate (2015-2020)
7.7.1 Russia Gamification in Education Market Under COVID-19

8 Asia-Pacific Gamification in Education Market Analysis by Countries
8.1 Asia-Pacific Gamification in Education Sales, Revenue and Market Share by Countries
8.1.1 Asia-Pacific Gamification in Education Sales by Countries (2015-2020)
8.1.2 Asia-Pacific Gamification in Education Revenue by Countries (2015-2020)
8.1.3 Asia-Pacific Gamification in Education Market Under COVID-19
8.2 China Gamification in Education Sales and Growth Rate (2015-2020)
8.2.1 China Gamification in Education Market Under COVID-19
8.3 Japan Gamification in Education Sales and Growth Rate (2015-2020)
8.3.1 Japan Gamification in Education Market Under COVID-19
8.4 South Korea Gamification in Education Sales and Growth Rate (2015-2020)
8.4.1 South Korea Gamification in Education Market Under COVID-19
8.5 Australia Gamification in Education Sales and Growth Rate (2015-2020)
8.6 India Gamification in Education Sales and Growth Rate (2015-2020)
8.6.1 India Gamification in Education Market Under COVID-19
8.7 Southeast Asia Gamification in Education Sales and Growth Rate (2015-2020)
8.7.1 Southeast Asia Gamification in Education Market Under COVID-19

9 Middle East and Africa Gamification in Education Market Analysis by Countries
9.1 Middle East and Africa Gamification in Education Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Gamification in Education Sales by Countries (2015-2020)
9.1.2 Middle East and Africa Gamification in Education Revenue by Countries (2015-2020)
9.1.3 Middle East and Africa Gamification in Education Market Under COVID-19
9.2 Saudi Arabia Gamification in Education Sales and Growth Rate (2015-2020)
9.3 UAE Gamification in Education Sales and Growth Rate (2015-2020)
9.4 Egypt Gamification in Education Sales and Growth Rate (2015-2020)
9.5 Nigeria Gamification in Education Sales and Growth Rate (2015-2020)
9.6 South Africa Gamification in Education Sales and Growth Rate (2015-2020)

10 South America Gamification in Education Market Analysis by Countries
10.1 South America Gamification in Education Sales, Revenue and Market Share by Countries
10.1.1 South America Gamification in Education Sales by Countries (2015-2020)
10.1.2 South America Gamification in Education Revenue by Countries (2015-2020)
10.1.3 South America Gamification in Education Market Under COVID-19
10.2 Brazil Gamification in Education Sales and Growth Rate (2015-2020)
10.2.1 Brazil Gamification in Education Market Under COVID-19
10.3 Argentina Gamification in Education Sales and Growth Rate (2015-2020)
10.4 Columbia Gamification in Education Sales and Growth Rate (2015-2020)
10.5 Chile Gamification in Education Sales and Growth Rate (2015-2020)

11 Global Gamification in Education Market Segment by Types
11.1 Global Gamification in Education Sales, Revenue and Market Share by Types (2015-2020)
11.1.1 Global Gamification in Education Sales and Market Share by Types (2015-2020)
11.1.2 Global Gamification in Education Revenue and Market Share by Types (2015-2020)
11.2 Software Sales and Price (2015-2020)
11.3 Services Sales and Price (2015-2020)

12 Global Gamification in Education Market Segment by Applications
12.1 Global Gamification in Education Sales, Revenue and Market Share by Applications (2015-2020)
12.1.1 Global Gamification in Education Sales and Market Share by Applications (2015-2020)
12.1.2 Global Gamification in Education Revenue and Market Share by Applications (2015-2020)
12.2 Academic Sales, Revenue and Growth Rate (2015-2020)
12.3 Corporate Training Sales, Revenue and Growth Rate (2015-2020)

13 Gamification in Education Market Forecast by Regions (2020-2026)
13.1 Global Gamification in Education Sales, Revenue and Growth Rate (2020-2026)
13.2 Gamification in Education Market Forecast by Regions (2020-2026)
13.2.1 North America Gamification in Education Market Forecast (2020-2026)
13.2.2 Europe Gamification in Education Market Forecast (2020-2026)
13.2.3 Asia-Pacific Gamification in Education Market Forecast (2020-2026)
13.2.4 Middle East and Africa Gamification in Education Market Forecast (2020-2026)
13.2.5 South America Gamification in Education Market Forecast (2020-2026)
13.3 Gamification in Education Market Forecast by Types (2020-2026)
13.4 Gamification in Education Market Forecast by Applications (2020-2026)
13.5 Gamification in Education Market Forecast Under COVID-19

14 Appendix
14.1 Methodology
14.2 Research Data Source

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