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COVID-19 Impact on Global Gamification of Learning Market Size, Status and Forecast 2020-2026

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1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Gamification of Learning Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Gamification of Learning Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Cloud
    • 1.4.3 On-premises
  • 1.5 Market by Application
    • 1.5.1 Global Gamification of Learning Market Share by Application: 2020 VS 2026
    • 1.5.2 Academic
    • 1.5.3 Corporate Training
  • 1.6 Coronavirus Disease 2019 (Covid-19): Gamification of Learning Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Gamification of Learning Industry
      • 1.6.1.1 Gamification of Learning Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Gamification of Learning Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Gamification of Learning Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Gamification of Learning Market Perspective (2015-2026)
  • 2.2 Gamification of Learning Growth Trends by Regions
    • 2.2.1 Gamification of Learning Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Gamification of Learning Historic Market Share by Regions (2015-2020)
    • 2.2.3 Gamification of Learning Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Gamification of Learning Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Gamification of Learning Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Gamification of Learning Players by Market Size
    • 3.1.1 Global Top Gamification of Learning Players by Revenue (2015-2020)
    • 3.1.2 Global Gamification of Learning Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Gamification of Learning Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Gamification of Learning Market Concentration Ratio
    • 3.2.1 Global Gamification of Learning Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Gamification of Learning Revenue in 2019
  • 3.3 Gamification of Learning Key Players Head office and Area Served
  • 3.4 Key Players Gamification of Learning Product Solution and Service
  • 3.5 Date of Enter into Gamification of Learning Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Gamification of Learning Historic Market Size by Type (2015-2020)
  • 4.2 Global Gamification of Learning Forecasted Market Size by Type (2021-2026)

5 Gamification of Learning Breakdown Data by Application (2015-2026)

  • 5.1 Global Gamification of Learning Market Size by Application (2015-2020)
  • 5.2 Global Gamification of Learning Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Gamification of Learning Market Size (2015-2020)
  • 6.2 Gamification of Learning Key Players in North America (2019-2020)
  • 6.3 North America Gamification of Learning Market Size by Type (2015-2020)
  • 6.4 North America Gamification of Learning Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Gamification of Learning Market Size (2015-2020)
  • 7.2 Gamification of Learning Key Players in Europe (2019-2020)
  • 7.3 Europe Gamification of Learning Market Size by Type (2015-2020)
  • 7.4 Europe Gamification of Learning Market Size by Application (2015-2020)

8 China

  • 8.1 China Gamification of Learning Market Size (2015-2020)
  • 8.2 Gamification of Learning Key Players in China (2019-2020)
  • 8.3 China Gamification of Learning Market Size by Type (2015-2020)
  • 8.4 China Gamification of Learning Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Gamification of Learning Market Size (2015-2020)
  • 9.2 Gamification of Learning Key Players in Japan (2019-2020)
  • 9.3 Japan Gamification of Learning Market Size by Type (2015-2020)
  • 9.4 Japan Gamification of Learning Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Gamification of Learning Market Size (2015-2020)
  • 10.2 Gamification of Learning Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Gamification of Learning Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Gamification of Learning Market Size by Application (2015-2020)

11 India

  • 11.1 India Gamification of Learning Market Size (2015-2020)
  • 11.2 Gamification of Learning Key Players in India (2019-2020)
  • 11.3 India Gamification of Learning Market Size by Type (2015-2020)
  • 11.4 India Gamification of Learning Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Gamification of Learning Market Size (2015-2020)
  • 12.2 Gamification of Learning Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Gamification of Learning Market Size by Type (2015-2020)
  • 12.4 Central & South America Gamification of Learning Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Microsoft
    • 13.1.1 Microsoft Company Details
    • 13.1.2 Microsoft Business Overview and Its Total Revenue
    • 13.1.3 Microsoft Gamification of Learning Introduction
    • 13.1.4 Microsoft Revenue in Gamification of Learning Business (2015-2020))
    • 13.1.5 Microsoft Recent Development
  • 13.2 MPS Interactive Systems
    • 13.2.1 MPS Interactive Systems Company Details
    • 13.2.2 MPS Interactive Systems Business Overview and Its Total Revenue
    • 13.2.3 MPS Interactive Systems Gamification of Learning Introduction
    • 13.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2015-2020)
    • 13.2.5 MPS Interactive Systems Recent Development
  • 13.3 Bunchball
    • 13.3.1 Bunchball Company Details
    • 13.3.2 Bunchball Business Overview and Its Total Revenue
    • 13.3.3 Bunchball Gamification of Learning Introduction
    • 13.3.4 Bunchball Revenue in Gamification of Learning Business (2015-2020)
    • 13.3.5 Bunchball Recent Development
  • 13.4 NIIT
    • 13.4.1 NIIT Company Details
    • 13.4.2 NIIT Business Overview and Its Total Revenue
    • 13.4.3 NIIT Gamification of Learning Introduction
    • 13.4.4 NIIT Revenue in Gamification of Learning Business (2015-2020)
    • 13.4.5 NIIT Recent Development
  • 13.5 D2L Corporation
    • 13.5.1 D2L Corporation Company Details
    • 13.5.2 D2L Corporation Business Overview and Its Total Revenue
    • 13.5.3 D2L Corporation Gamification of Learning Introduction
    • 13.5.4 D2L Corporation Revenue in Gamification of Learning Business (2015-2020)
    • 13.5.5 D2L Corporation Recent Development
  • 13.6 Cognizant
    • 13.6.1 Cognizant Company Details
    • 13.6.2 Cognizant Business Overview and Its Total Revenue
    • 13.6.3 Cognizant Gamification of Learning Introduction
    • 13.6.4 Cognizant Revenue in Gamification of Learning Business (2015-2020)
    • 13.6.5 Cognizant Recent Development
  • 13.7 Fundamentor
    • 13.7.1 Fundamentor Company Details
    • 13.7.2 Fundamentor Business Overview and Its Total Revenue
    • 13.7.3 Fundamentor Gamification of Learning Introduction
    • 13.7.4 Fundamentor Revenue in Gamification of Learning Business (2015-2020)
    • 13.7.5 Fundamentor Recent Development
  • 13.8 Top Hat
    • 13.8.1 Top Hat Company Details
    • 13.8.2 Top Hat Business Overview and Its Total Revenue
    • 13.8.3 Top Hat Gamification of Learning Introduction
    • 13.8.4 Top Hat Revenue in Gamification of Learning Business (2015-2020)
    • 13.8.5 Top Hat Recent Development
  • 13.9 Classcraft Studios
    • 13.9.1 Classcraft Studios Company Details
    • 13.9.2 Classcraft Studios Business Overview and Its Total Revenue
    • 13.9.3 Classcraft Studios Gamification of Learning Introduction
    • 13.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2015-2020)
    • 13.9.5 Classcraft Studios Recent Development
  • 13.10 Recurrence
    • 13.10.1 Recurrence Company Details
    • 13.10.2 Recurrence Business Overview and Its Total Revenue
    • 13.10.3 Recurrence Gamification of Learning Introduction
    • 13.10.4 Recurrence Revenue in Gamification of Learning Business (2015-2020)
    • 13.10.5 Recurrence Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    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.
    Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Gamification of Learning market in 2020.
    COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.
    The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
    This report also analyses the impact of Coronavirus COVID-19 on the Gamification of Learning industry.
    Based on our recent survey, we have several different scenarios about the Gamification of Learning YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Gamification of Learning will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.
    With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Gamification of Learning market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Gamification of Learning market in terms of revenue.
    Players, stakeholders, and other participants in the global Gamification of Learning market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.
    Regional and Country-level Analysis
    The report offers an exhaustive geographical analysis of the global Gamification of Learning market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
    The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.
    Competition Analysis
    In the competitive analysis section of the report, leading as well as prominent players of the global Gamification of Learning market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Gamification of Learning market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Gamification of Learning market.
    The following players are covered in this report:
    Microsoft
    MPS Interactive Systems
    Bunchball
    NIIT
    D2L Corporation
    Cognizant
    Fundamentor
    Top Hat
    Classcraft Studios
    Recurrence
    Gamification of Learning Breakdown Data by Type
    Cloud
    On-premises
    Gamification of Learning Breakdown Data by Application
    Academic
    Corporate Training

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