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The market size for global gamification in education is anticipated to reach USD 7,200 Million By 2028. The factors such as digitalization and adoption of digitalization have led to the growth of the market. Government initiatives of the adoption of gamification and the rise in the adoption of cloud-based organizations motivate learners to adopt gamification solutions.
Additionally, the increase in internet penetration in developing countries and the adoption of digital learning in countries such as India, China, and others, are highly responsible for the growth of the market.
The demand for gamification in the education market is likely to surge on account of the surge in demand for digital learning and the growing use of AR and VR in gamification. It helps learners understand the basics through method games which are easy to adapt. Besides, it gives the added benefit of security, low cost, easy deployment, ease of maintenance, course. Factors such as virtual learning, technological advancements have influenced the market for growth in the COVID-19 pandemic situation. Major learning is adopting this mode of learning across regions.
Key Segments of the Global Gamification in Education Market
Component Overview, 2018-2028 ((USD Million))
Deployment Overview, 2018-2028 ((USD Million))
Application Overview, 2018-2028 ((USD Million))
Regional Overview, 2018-2028 ((USD Million))
Reasons for the study
What does the report include?
Who should buy this report?
With the rise in digital learning across regions and high adoption of AR/VR technologies have influenced the growth market. In the current scenario of the global pandemic, learners are adopting new ways of education and they are adapting to it with the help of devices such as smartphones, laptops, and other connecting devices which has further influenced the market for growth in schools, colleges, and organizations.
Major institutions have started e-learning as compared to the traditional learning process. Students have a secure learning process that is easily adaptable. moreover, gamification in education has become a trend in recent years with the influence of e-commerce trends. It has further influenced the students to learn in different languages and they can access vast subjects such as maths, science, and many more.
Component Segment
The Global Gamification in the Education market is segmented into software and solution. The Software segmented is expected to grow with the highest market size in the coming years with the availability of cloud computing, Big Data Analytics, Socia Media, and many more.
Deployment Segment
Based on the deployment segment, the market is divided into the cloud and on-premises. The cloud segmented is expected to grow with the largest market size in the coming years with the adoption of cloud-based technologies across organizations across the globe.
Application Segment
Based on the application, the market is segmented into Academic and Corporate Training. Corporate Training will have the highest CAGR in the coming years with the adoption of new learning methods across corporates which are implementing these processes for continuous training and learning purposes.
The Gamification in Education market is divided into North America, Europe, APAC, South America, and the Middle East & Africa. North America is considered to have the highest market size in 2019 with the availability of technologies and investors investing in new technologies for continuous economic growth.APAC will have the highest CAGR in the coming years as gaming is increasing with the adoption of advanced learning techniques.
The major players of the Gamification in the Education market are Microsoft, D2L, Top Hat, Cognizant, Google, and more. The gamification in the education market is bifurcated into global and domestic players
The market size for global gamification in education is anticipated to reach USD 7,200 Million By 2028. The factors such as digitalization and adoption of digitalization have led to the growth of the market. Government initiatives of the adoption of gamification and the rise in the adoption of cloud-based organizations motivate learners to adopt gamification solutions.
Additionally, the increase in internet penetration in developing countries and the adoption of digital learning in countries such as India, China, and others, are highly responsible for the growth of the market.
The demand for gamification in the education market is likely to surge on account of the surge in demand for digital learning and the growing use of AR and VR in gamification. It helps learners understand the basics through method games which are easy to adapt. Besides, it gives the added benefit of security, low cost, easy deployment, ease of maintenance, course. Factors such as virtual learning, technological advancements have influenced the market for growth in the COVID-19 pandemic situation. Major learning is adopting this mode of learning across regions.
Key Segments of the Global Gamification in Education Market
Component Overview, 2018-2028 ((USD Million))
Deployment Overview, 2018-2028 ((USD Million))
Application Overview, 2018-2028 ((USD Million))
Regional Overview, 2018-2028 ((USD Million))
Reasons for the study
What does the report include?
Who should buy this report?
Chapter 1 Introduction
1.1 Introduction to the Study
1.2 Market Definition and Scope
1.3 Units, Currency, Conversions, and Years Considered
1.4 Key Stakeholders
1.5 Key Questions Answered
Chapter 2 Research Methodology
2.1 Introduction
2.2 Data Capture Sources
2.2.1 Primary Sources
2.2.2 Secondary Sources
2.3 Market Size Estimation
2.4 Market Forecast
2.5 Data Triangulation
2.6 Assumptions and Limitations
Chapter 3 Executive Summary
Chapter 4 Market Outlook
4.1 Introduction
4.2 Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Increasing Adoption of Gamification and Digital Learning
4.3.1.2 Extensive Government Initiatives for Growth of E-Learning and Learning Management Systems
4.3.2 Restraints
4.3.2.1 Low Motivation and Engagement in the Adoption of Gamification Solutions
4.3.3 Opportunities
4.3.1 Growing Use of AR and VR in Gamification
4.4 PEST Analysis
4.5 COVID-19 Impact Analysis
Chapter 5 Gamification in Education Market By Component
5.1 Introduction
5.1.1 Software
5.1.2 Services
Chapter 6 Gamification in Education Market By Deployment
6.1 Introduction
6.1.1 Cloud
6.1.2 On-premises
Chapter 7 Gamification in Education Market By Application
7.1 Introduction
7.1.1 Academic
7.1.2 Corporate Training
Chapter 8 Gamification in Education Market By Region
8.1 Introduction
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.3 Europe
8.3.1 Germany
8.3.2 France
8.3.3 UK
8.3.4 Rest of Europe
8.4 Asia Pacific
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 Rest of Asia Pacific
8.5 Middle East & Africa
8.5.1 UAE
8.5.2 South Africa
8.5.3 Rest of Middle East & Africa
8.6 South America
8.6.1 Brazil
8.6.2 Rest of South America
Chapter 9 Competitive Landscape
9.1 Overview
9.2 Strategic Initiatives
9.2.1 Mergers & Acquisitions
9.2.2 New Product Launch
9.2.3 Investments
9.2.4 Expansion
9.2.5 Others
Chapter 10 Company Profiles
10.1 Microsoft
10.1.1 Overview
10.1.2 Products and Services Portfolio
10.1.3 Recent Initiatives
10.1.4 Company Financials
10.1.5 SWOT
10.2 MPS Interactive Systems
10.2.1 Overview
10.2.2 Products and Services Portfolio
10.2.3 Recent Initiatives
10.2.4 Company Financials
10.2.5 SWOT
10.3 Bunchball
10.3.1 Overview
10.3.2 Products and Services Portfolio
10.3.3 Recent Initiatives
10.3.4 Company Financials
10.3.5 SWOT
10.4 NIIT Ltd
10.4.1 Overview
10.4.2 Products and Services Portfolio
10.4.3 Recent Initiatives
10.4.4 Company Financials
10.4.5 SWOT
10.5 D2L Corporations
10.5.1 Overview
10.5.2 Products and Services Portfolio
10.5.3 Recent Initiatives
10.5.4 Company Financials
10.5.5 SWOT
10.6 Cognizant
10.6.1 Overview
10.6.2 Products and Services Portfolio
10.6.3 Recent Initiatives
10.6.4 Company Financials
10.6.5 SWOT
10.7 Fundamentor
10.7.1 Overview
10.7.2 Products and Services Portfolio
10.7.3 Recent Initiatives
10.7.4 Company Financials
10.7.5 SWOT
10.8 Top Hat
10.8.1 Overview
10.8.2 Products and Services Portfolio
10.8.3 Recent Initiatives
10.8.4 Company Financials
10.8.5 SWOT
10.9 Classcraft Studios
10.9.1 Overview
10.9.2 Products and Services Portfolio
10.9.3 Recent Initiatives
10.9.4 Company Financials
10.9.5 SWOT
10.10 Recurrence Inc
10.10.1 Overview
10.10.2Products and Services Portfolio
10.10.3Recent Initiatives
10.10.4Company Financials
10.10.5 SWOT
10.11 Other Companies