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Global Gamification of Learning Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Gamification of Learning Market Size Growth Rate by Type (2014-2025)
      • 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 (2014-2025)
      • 1.5.2 Academic
      • 1.5.3 Corporate Training
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Gamification of Learning Market Size
    • 2.2 Gamification of Learning Growth Trends by Regions
      • 2.2.1 Gamification of Learning Market Size by Regions (2014-2025)
      • 2.2.2 Gamification of Learning Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Opportunities

    3 Market Share by Key Players

    • 3.1 Gamification of Learning Market Size by Manufacturers
      • 3.1.1 Global Gamification of Learning Revenue by Manufacturers (2014-2019)
      • 3.1.2 Global Gamification of Learning Revenue Market Share by Manufacturers (2014-2019)
      • 3.1.3 Global Gamification of Learning Market Concentration Ratio (CR5 and HHI)
    • 3.2 Gamification of Learning Key Players Head office and Area Served
    • 3.3 Key Players Gamification of Learning Product/Solution/Service
    • 3.4 Date of Enter into Gamification of Learning Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Gamification of Learning Market Size by Type (2014-2019)
    • 4.2 Global Gamification of Learning Market Size by Application (2014-2019)

    5 United States

    • 5.1 United States Gamification of Learning Market Size (2014-2019)
    • 5.2 Gamification of Learning Key Players in United States
    • 5.3 United States Gamification of Learning Market Size by Type
    • 5.4 United States Gamification of Learning Market Size by Application

    6 Europe

    • 6.1 Europe Gamification of Learning Market Size (2014-2019)
    • 6.2 Gamification of Learning Key Players in Europe
    • 6.3 Europe Gamification of Learning Market Size by Type
    • 6.4 Europe Gamification of Learning Market Size by Application

    7 China

    • 7.1 China Gamification of Learning Market Size (2014-2019)
    • 7.2 Gamification of Learning Key Players in China
    • 7.3 China Gamification of Learning Market Size by Type
    • 7.4 China Gamification of Learning Market Size by Application

    8 Japan

    • 8.1 Japan Gamification of Learning Market Size (2014-2019)
    • 8.2 Gamification of Learning Key Players in Japan
    • 8.3 Japan Gamification of Learning Market Size by Type
    • 8.4 Japan Gamification of Learning Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Gamification of Learning Market Size (2014-2019)
    • 9.2 Gamification of Learning Key Players in Southeast Asia
    • 9.3 Southeast Asia Gamification of Learning Market Size by Type
    • 9.4 Southeast Asia Gamification of Learning Market Size by Application

    10 India

    • 10.1 India Gamification of Learning Market Size (2014-2019)
    • 10.2 Gamification of Learning Key Players in India
    • 10.3 India Gamification of Learning Market Size by Type
    • 10.4 India Gamification of Learning Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Gamification of Learning Market Size (2014-2019)
    • 11.2 Gamification of Learning Key Players in Central & South America
    • 11.3 Central & South America Gamification of Learning Market Size by Type
    • 11.4 Central & South America Gamification of Learning Market Size by Application

    12 International Players Profiles

    • 12.1 Microsoft
      • 12.1.1 Microsoft Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Gamification of Learning Introduction
      • 12.1.4 Microsoft Revenue in Gamification of Learning Business (2014-2019)
      • 12.1.5 Microsoft Recent Development
    • 12.2 MPS Interactive Systems
      • 12.2.1 MPS Interactive Systems Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Gamification of Learning Introduction
      • 12.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2014-2019)
      • 12.2.5 MPS Interactive Systems Recent Development
    • 12.3 Bunchball
      • 12.3.1 Bunchball Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Gamification of Learning Introduction
      • 12.3.4 Bunchball Revenue in Gamification of Learning Business (2014-2019)
      • 12.3.5 Bunchball Recent Development
    • 12.4 NIIT
      • 12.4.1 NIIT Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Gamification of Learning Introduction
      • 12.4.4 NIIT Revenue in Gamification of Learning Business (2014-2019)
      • 12.4.5 NIIT Recent Development
    • 12.5 D2L Corporation
      • 12.5.1 D2L Corporation Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Gamification of Learning Introduction
      • 12.5.4 D2L Corporation Revenue in Gamification of Learning Business (2014-2019)
      • 12.5.5 D2L Corporation Recent Development
    • 12.6 Cognizant
      • 12.6.1 Cognizant Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Gamification of Learning Introduction
      • 12.6.4 Cognizant Revenue in Gamification of Learning Business (2014-2019)
      • 12.6.5 Cognizant Recent Development
    • 12.7 Fundamentor
      • 12.7.1 Fundamentor Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Gamification of Learning Introduction
      • 12.7.4 Fundamentor Revenue in Gamification of Learning Business (2014-2019)
      • 12.7.5 Fundamentor Recent Development
    • 12.8 Top Hat
      • 12.8.1 Top Hat Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Gamification of Learning Introduction
      • 12.8.4 Top Hat Revenue in Gamification of Learning Business (2014-2019)
      • 12.8.5 Top Hat Recent Development
    • 12.9 Classcraft Studios
      • 12.9.1 Classcraft Studios Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Gamification of Learning Introduction
      • 12.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2014-2019)
      • 12.9.5 Classcraft Studios Recent Development
    • 12.10 Recurrence
      • 12.10.1 Recurrence Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Gamification of Learning Introduction
      • 12.10.4 Recurrence Revenue in Gamification of Learning Business (2014-2019)
      • 12.10.5 Recurrence Recent Development

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Regions
    • 13.2 United States
    • 13.3 Europe
    • 13.4 China
    • 13.5 Japan
    • 13.6 Southeast Asia
    • 13.7 India
    • 13.8 Central & South America
    • 13.9 Market Size Forecast by Product (2019-2025)
    • 13.10 Market Size Forecast by Application (2019-2025)

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 12.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 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.
      In 2018, the global Gamification of Learning 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 of Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification of Learning development in United States, Europe and China.

      The key players covered in this study
      Microsoft
      MPS Interactive Systems
      Bunchball
      NIIT
      D2L Corporation
      Cognizant
      Fundamentor
      Top Hat
      Classcraft Studios
      Recurrence

      Market segment by Type, the product can be split into
      Cloud
      On-premises

      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 of Learning status, future forecast, growth opportunity, key market and key players.
      To present the Gamification of Learning 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 of Learning 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.

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