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Gamification In Education Market By Solution Type (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Deployment Model (Cloud-Based Gamification, On-Premise Gamification) - Growth, Future Prospects & Competitive Analysis, 2018 – 2026

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Credence Research Inc

date

2 years ago

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1 business day

"Enhanced Learning Experience to Ensure High Demand for Gamification in Educational Sector"

The gamification in education market worldwide is expected to grow with a double digit CAGR during the forecast period from 2018 to 2026, starting from US$ 130.0 Mn in 2017. Gamification is one of the most prominent educational approaches designed to increase engagement and motivation of learners. Gamification uses gaming mechanics including badges, levels and points/leaderboards. This simplifies key concepts and helps improving learner’s motivation. In addition, gamified design reduces fear to failure, thereby encouraging learners to face various challenges and goals. Considering the overall growing adoption of gamification across different applications, educational gamification market is set to register high growth in the following years. Consumer-driven education gamification segment is expected to register the most promising growth over the forecast period.

 

"North America to Continue Dominance throughout the Forecast Period"

In 2017, the gamification in education market was led by North America accounting for over 40% of the total market revenue generated worldwide. The market here is governed by strong adoption of gamification across various sectors. Numerous educational institutes have turned towards gamified education in order to ensure effective learning experience and engagement. Additionally, the region has robust penetration of consumer-driven gamified education, further supporting the market growth. In the following years, Asia Pacific is expected to demonstrate the fastest growth in the market. This can be attributed to growing digitization (such as internet, laptops, tablets etc.) in the education sector.

 

"Continual Enhancement in Gamification Platforms to Remain the Key Strategy"

Educational gamification market is highly competitive in nature due to constant need for innovative designs. Due to diverse nature of learning across different institutions, gamification vendors emphasize on creating personalized gamification apps. Some of the prominent players operating in the gamification in education market include Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., GamEffective, Tata Interactive Systems, Institute of Play and Smart Game Systems among others.

 

Historical & Forecast Period

This research report presents the analysis of each segment from 2016 to 2026 considering 2017 as the base year for the research. Compounded Annual Growth Rate (CAGR) for each respective segments calculated for the forecast period from 2018 to 2026.

 

Report Scope by Segments

The gamification in education market report provides market size and estimates based on market dynamics and key trends observed in the industry. The report provides a holistic view of global gamification in education market based on solution type, deployment model and geography. Key segments covered in the report are as follows:

 

Key questions answered in this report

  • What was the market size of gamification solutions (specific to educational sector) in 2017 and forecast up to 2026?
  • Which is the largest regional market for educational gamification?
  • What are the major trends followed in overall education gamification across different regions?
  • Who are the key gamification companies leading the market?
  • What are the key strategies adopted by the leading gamification companies in market?
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Unique data points of this report

  • Recent trends across different regions in terms of adoption of gamification across different sectors
  • Notable developments going on in gamification industry
  • Attractive investment proposition for solution type, deployment model segment as well as geography
  • Comparative scenario for all the segments for years 2017 (actual) and 2026 (forecast)

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