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.