Report Detail

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

  • RnM3719685
  • |
  • 03 September, 2019
  • |
  • Global
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  • 139 Pages
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  • GIR (Global Info Research)
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  • Service & Software

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


Table of Contents

    1 Gamification in Education Market Overview

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

    2 Manufacturers Profiles

    • 2.1 Bunchball (US)
      • 2.1.1 Business Overview
      • 2.1.2 Gamification in Education Type and Applications
        • 2.1.2.1 Product A
        • 2.1.2.2 Product B
      • 2.1.3 Bunchball (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.2 NIIT (India)
      • 2.2.1 Business Overview
      • 2.2.2 Gamification in Education Type and Applications
        • 2.2.2.1 Product A
        • 2.2.2.2 Product B
      • 2.2.3 NIIT (India) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.3 MPS Interactive (India)
      • 2.3.1 Business Overview
      • 2.3.2 Gamification in Education Type and Applications
        • 2.3.2.1 Product A
        • 2.3.2.2 Product B
      • 2.3.3 MPS Interactive (India) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.4 Microsoft (US)
      • 2.4.1 Business Overview
      • 2.4.2 Gamification in Education Type and Applications
        • 2.4.2.1 Product A
        • 2.4.2.2 Product B
      • 2.4.3 Microsoft (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.5 D2L (Canada)
      • 2.5.1 Business Overview
      • 2.5.2 Gamification in Education Type and Applications
        • 2.5.2.1 Product A
        • 2.5.2.2 Product B
      • 2.5.3 D2L (Canada) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.6 Top Hat (Canada)
      • 2.6.1 Business Overview
      • 2.6.2 Gamification in Education Type and Applications
        • 2.6.2.1 Product A
        • 2.6.2.2 Product B
      • 2.6.3 Top Hat (Canada) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.7 Classcraft Studios (Canada)
      • 2.7.1 Business Overview
      • 2.7.2 Gamification in Education Type and Applications
        • 2.7.2.1 Product A
        • 2.7.2.2 Product B
      • 2.7.3 Classcraft Studios (Canada) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.8 Recurrence (US)
      • 2.8.1 Business Overview
      • 2.8.2 Gamification in Education Type and Applications
        • 2.8.2.1 Product A
        • 2.8.2.2 Product B
      • 2.8.3 Recurrence (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.9 Fundamentor (India)
      • 2.9.1 Business Overview
      • 2.9.2 Gamification in Education Type and Applications
        • 2.9.2.1 Product A
        • 2.9.2.2 Product B
      • 2.9.3 Fundamentor (India) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.10 Cognizant (US)
      • 2.10.1 Business Overview
      • 2.10.2 Gamification in Education Type and Applications
        • 2.10.2.1 Product A
        • 2.10.2.2 Product B
      • 2.10.3 Cognizant (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.11 BLUErabbit (Mexico)
      • 2.11.1 Business Overview
      • 2.11.2 Gamification in Education Type and Applications
        • 2.11.2.1 Product A
        • 2.11.2.2 Product B
      • 2.11.3 BLUErabbit (Mexico) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.12 Google (Grasshopper) (US)
      • 2.12.1 Business Overview
      • 2.12.2 Gamification in Education Type and Applications
        • 2.12.2.1 Product A
        • 2.12.2.2 Product B
      • 2.12.3 Google (Grasshopper) (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.13 Kahoot (Norway)
      • 2.13.1 Business Overview
      • 2.13.2 Gamification in Education Type and Applications
        • 2.13.2.1 Product A
        • 2.13.2.2 Product B
      • 2.13.3 Kahoot (Norway) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.14 CK-12 (US)
      • 2.14.1 Business Overview
      • 2.14.2 Gamification in Education Type and Applications
        • 2.14.2.1 Product A
        • 2.14.2.2 Product B
      • 2.14.3 CK-12 (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)
    • 2.15 Kuato Studios (US)
      • 2.15.1 Business Overview
      • 2.15.2 Gamification in Education Type and Applications
        • 2.15.2.1 Product A
        • 2.15.2.2 Product B
      • 2.15.3 Kuato Studios (US) Gamification in Education Revenue, Gross Margin and Market Share (2017-2018)

    3 Global Gamification in Education Market Competition, by Players

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

    4 Global Gamification in Education Market Size by Regions

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

    5 North America Gamification in Education Revenue by Countries

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

    6 Europe Gamification in Education Revenue by Countries

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

    7 Asia-Pacific Gamification in Education Revenue by Countries

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

    8 South America Gamification in Education Revenue by Countries

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

    9 Middle East and Africa Revenue Gamification in Education by Countries

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

    10 Global Gamification in Education Market Segment by Type

    • 10.1 Global Gamification in Education Revenue and Market Share by Type (2014-2019)
    • 10.2 Global Gamification in Education Market Forecast by Type (2019-2024)
    • 10.3 Software Revenue Growth Rate (2014-2024)
    • 10.4 Services Revenue Growth Rate (2014-2024)

    11 Global Gamification in Education Market Segment by Application

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

    12 Global Gamification in Education Market Size Forecast (2019-2024)

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

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Methodology

      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.

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