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.
Scope of the Report:
The global Gamification in Education 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 in Education.
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 in Education 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 in Education market by product type and applications/end industries.
Market Segment by Companies, this report covers
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 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
Software
Services
Market Segment by Applications, can be divided into
Academic
Corporate Training
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 2019 by Company, Regions, Type and Application, Forecast to 2024. It is complete Research Study and Industry Analysis of Gamification in Education market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.