Gamification in Education Market - Global Professional Analysis and Forecast to 2026

Oct 16, 2019  |  208 PAGES  |  REPORT CODE: CMM213065
  • REPORT SUMMARY
  • TABLE OF CONTENTS
  • INDUSTRY COVERAGE

The worldwide Gamification in Education market was valued at XX.0 Million US$ in 2018 and is projected to reach XX.0 Million US$ by 2026, at a CAGR (Compound Annual Growth Rate) of 5.5% during the forecast period.

This report presents the market size and development trends by detailing the Gamification in Education market revenue, market share and growth rate from 2015-2026, and it gives a thorough analysis by various product types, applications, regions, and main participants. The market conditions (2015-2019), corporate competition pattern, corporate SWOT analysis are elaborated, and other qualitative analyses like market dynamics, market penetration, market business environment analyses, the regional regulatory scenario in the Gamification in Education market will be shown in this report. In short, this report will comprehensively reveal the characteristics of Gamification in Education industry and will help you to build a panoramic view of the industrial development.

Gamification in Education Market, By Type:

  • Software

  • Services

Gamification in Education Market, By Application:

  • Academic

  • Corporate Training

Some of the leading players are as follows:

  • Classcraft Studios

  • Recurrenceinc

  • Gametize

  • Kuato Studios

  • Fundamentor

  • BLUErabbit

  • Bunchball

  • Kahoot

  • Fundamentor

  • Microsoft

  • NIIT

  • D2L

  • MPS Interactive

  • GoGo Labs

  • GradeCraft

  • CK-12

  • Top Hat

  • Kungfu-Math

  • Cognizant

  • Google (Grasshopper)

Geographically, Major regions are analyzed in details are as follows:

  • North America

  • Europe

  • Asia Pacific

  • Latin America

  • Middle East & Africa

Table of Contents

1 Methodology and Scope

  • 1.1 Market Segmentation & Scope

    • 1.1.1 Technology Type

    • 1.1.2 Product

    • 1.1.3 Application

    • 1.1.4 Regional scope

    • 1.1.5 Estimates and forecast timeline

  • 1.2 Research Methodology

  • 1.3 Information Procurement

    • 1.3.1 Purchased database

    • 1.3.2 Internal database

    • 1.3.3 Secondary sources

    • 1.3.4 Primary research

    • 1.3.5 Details of primary research

  • 1.4 Information or Data Analysis

    • 1.4.1 Data analysis models

  • 1.5 Market Formulation & Validation

  • 1.6 Model Details

    • 1.6.1 Commodity flow analysis

    • 1.6.2 Volume price analysis

  • 1.7 List of Secondary Sources

  • 1.8 List of Abbreviations

2 Executive Summary

  • 2.1 Market Outlook

  • 2.2 Segment Outlook

3 Market Variables, Trends, & Scope

  • 3.1 Market Lineage Outlook

  • 3.1.1 Parent market outlook

    • 3.1.2 Ancillary market outlook

  • 3.2 Market Segmentation

    • 3.2.1 Analysis

  • 3.3 Market Dynamics

    • 3.3.1 Market driver analysis

    • 3.3.2 Market restraint analysis

    • 3.3.3 Industry opportunities

  • 3.4 Penetration & Growth Prospect Mapping

    • 3.4.1 Penetration & growth prospect mapping analysis

  • 3.5 Business Environment Analysis Tools

    • 3.5.1 Porter's five forces analysis

    • 3.5.2 PESTLE analysis

    • 3.5.3 Major deals & strategic alliances analysis

4 Gamification in Education Market: Technology Type Analysis

  • 4.1 Gamification in Education Technology Type Market Share Analysis, 2018 & 2026

  • 4.2 Gamification in Education Technology Type Market: Segment Dashboard

  • 4.3 Market Size & Forecasts and Trend Analyses, 2015 to 2026 for the Technology Type Segment

    • 4.3.1 Software

    • 4.3.2 Services

5 Gamification in Education Market: Product Analysis

  • 5.1 Gamification in Education Product Market Share Analysis, 2018 & 2026

  • 5.2 Gamification in Education Product Market: Segment Dashboard

  • 5.3 Market Size & Forecasts and Trend Analyses, 2015 to 2026 for the Product Segment

6 Gamification in Education Market: Application Analysis

  • 6.1 Gamification in Education Application Market Share Analysis, 2018 & 2026

  • 6.2 Gamification in Education Application Market: Segment Dashboard

  • 6.3 Market Size & Forecasts and Trend Analyses, 2015 to 2026 for the Application Segment

    • 6.3.1 Academic

    • 6.3.2 Corporate Training

7 Gamification in Education Market: Regional Analysis

  • 7.1 Gamification in Education Regional Market Share Analysis, 2018 & 2026

  • 7.2 Gamification in Education Regional Market: Segment Dashboard

  • 7.3 Regional Market Snapshot (Market Size, CAGR, Top Countries)

  • 7.4 List of Players at Regional Level

    • 7.4.1 North America

    • 7.4.2 Europe

    • 7.4.3 Asia Pacific

  • 7.5 SWOT Analysis, by Factor (Political & Legal, Economic and Technological)

    • 7.5.1 North America

    • 7.5.2 Europe

    • 7.5.3 Asia Pacific

    • 7.5.4 Latin America

    • 7.5.5 MEA

  • 7.6 Market Size & Forecasts, and Trend Analysis, 2015 to 2026

    • 7.6.1 North America

    • 7.6.2 Europe

    • 7.6.3 Asia Pacific

    • 7.6.4 Latin America

    • 7.6.5 Middle East & Africa

8 Competitive Analysis

  • 8.1 Recent Developments & Impact Analysis, by Key Market Participants

  • 8.2 Strategic Framework/Competition Categorization (Key innovators, Market leaders, Emerging players)

  • 8.3 Vendor Landscape

    • 8.3.1 Company market position analysis (Geographic presence, service portfolio, strategic initiatives)

9 Company Profiles

  • 9.1 Classcraft Studios

    • 9.1.1 Classcraft Studios Company overview

    • 9.1.2 Financial performance

    • 9.1.3 Product benchmarking

    • 9.1.4 Strategic initiatives

    • 9.1.5 SWOT analysis

  • 9.2 Recurrenceinc

    • 9.2.1 Recurrenceinc Company overview

    • 9.2.2 Financial performance

    • 9.2.3 Product benchmarking

    • 9.2.4 Strategic initiatives

    • 9.2.5 SWOT analysis

  • 9.3 Gametize

    • 9.3.1 Gametize Company overview

    • 9.3.2 Financial performance

    • 9.3.3 Product benchmarking

    • 9.3.4 Strategic initiatives

    • 9.3.5 SWOT analysis

  • 9.4 Kuato Studios

    • 9.4.1 Kuato Studios Company overview

    • 9.4.2 Financial performance

    • 9.4.3 Product benchmarking

    • 9.4.4 Strategic initiatives

    • 9.4.5 SWOT analysis

  • 9.5 Fundamentor

    • 9.5.1 Fundamentor Company overview

    • 9.5.2 Financial performance

    • 9.5.3 Product benchmarking

    • 9.5.4 Strategic initiatives

    • 9.5.5 SWOT analysis

  • 9.6 BLUErabbit

    • 9.6.1 BLUErabbit Company overview

    • 9.6.2 Financial performance

    • 9.6.3 Product benchmarking

    • 9.6.4 Strategic initiatives

    • 9.6.5 SWOT analysis

  • 9.7 Bunchball

    • 9.7.1 Bunchball Company overview

    • 9.7.2 Financial performance

    • 9.7.3 Product benchmarking

    • 9.7.4 Strategic initiatives

    • 9.7.5 SWOT analysis

  • 9.8 Kahoot

    • 9.8.1 Kahoot Company overview

    • 9.8.2 Financial performance

    • 9.8.3 Product benchmarking

    • 9.8.4 Strategic initiatives

    • 9.8.5 SWOT analysis

  • 9.9 Fundamentor

    • 9.9.1 Fundamentor Company overview

    • 9.9.2 Financial performance

    • 9.9.3 Product benchmarking

    • 9.9.4 Strategic initiatives

    • 9.9.5 SWOT analysis

  • 9.10 Microsoft

    • 9.10.1 Microsoft Company overview

    • 9.10.2 Financial performance

    • 9.10.3 Product benchmarking

    • 9.10.4 Strategic initiatives

    • 9.10.5 SWOT analysis

  • 9.11 NIIT

    • 9.11.1 NIIT Company overview

    • 9.11.2 Financial performance

    • 9.11.3 Product benchmarking

    • 9.11.4 Strategic initiatives

    • 9.11.5 SWOT analysis

  • 9.12 D2L

    • 9.12.1 D2L Company overview

    • 9.12.2 Financial performance

    • 9.12.3 Product benchmarking

    • 9.12.4 Strategic initiatives

    • 9.12.5 SWOT analysis

  • 9.13 MPS Interactive

    • 9.13.1 MPS Interactive Company overview

    • 9.13.2 Financial performance

    • 9.13.3 Product benchmarking

    • 9.13.4 Strategic initiatives

    • 9.13.5 SWOT analysis

  • 9.14 GoGo Labs

    • 9.14.1 GoGo Labs Company overview

    • 9.14.2 Financial performance

    • 9.14.3 Product benchmarking

    • 9.14.4 Strategic initiatives

    • 9.14.5 SWOT analysis

  • 9.15 GradeCraft

    • 9.15.1 GradeCraft Company overview

    • 9.15.2 Financial performance

    • 9.15.3 Product benchmarking

    • 9.15.4 Strategic initiatives

    • 9.15.5 SWOT analysis

  • 9.16 CK-12

    • 9.16.1 CK-12 Company overview

    • 9.16.2 Financial performance

    • 9.16.3 Product benchmarking

    • 9.16.4 Strategic initiatives

    • 9.16.5 SWOT analysis

  • 9.17 Top Hat

    • 9.17.1 Top Hat Company overview

    • 9.17.2 Financial performance

    • 9.17.3 Product benchmarking

    • 9.17.4 Strategic initiatives

    • 9.17.5 SWOT analysis

  • 9.18 Kungfu-Math

    • 9.18.1 Kungfu-Math Company overview

    • 9.18.2 Financial performance

    • 9.18.3 Product benchmarking

    • 9.18.4 Strategic initiatives

    • 9.18.5 SWOT analysis

  • 9.19 Cognizant

    • 9.19.1 Cognizant Company overview

    • 9.19.2 Financial performance

    • 9.19.3 Product benchmarking

    • 9.19.4 Strategic initiatives

    • 9.19.5 SWOT analysis

  • 9.20 Google (Grasshopper)

    • 9.20.1 Google (Grasshopper) Company overview

    • 9.20.2 Financial performance

    • 9.20.3 Product benchmarking

    • 9.20.4 Strategic initiatives

    • 9.20.5 SWOT analysis

 

The List of Tables and Figures (Totals 105 Figures and 127 Tables)

  • Figure Software Gamification in Education market, 2015 - 2026 (USD Million)

  • Figure Services Gamification in Education market, 2015 - 2026 (USD Million)

  • Figure Academic market, 2015 - 2026 (USD Million)

  • Figure Corporate Training market, 2015 - 2026 (USD Million)

  • Table List of players in North America

  • Table List of players in Europe

  • Table List of players in Asia Pacific

  • Table SWOT analysis

  • Table North America Gamification in Education market, by country, 2015 - 2026 (USD Million)

  • Table North America Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table North America Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table North America Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table U.S. Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table U.S. Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table U.S. Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Canada Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Canada Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Canada Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Europe Gamification in Education market, by country, 2015 - 2026 (USD Million)

  • Table Europe Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Europe Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Europe Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table U.K. Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table U.K. Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table U.K. Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Germany Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Germany Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Germany Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table France Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table France Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table France Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Italy Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Italy Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Italy Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Spain Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Spain Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Spain Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Asia Pacific Gamification in Education market, by country, 2015 - 2026 (USD Million)

  • Table Asia Pacific Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Asia Pacific Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Asia Pacific Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table China Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table China Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table China Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Japan Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Japan Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Japan Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table India Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table India Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table India Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Latin America Gamification in Education market, by country, 2015 - 2026 (USD Million)

  • Table Latin America Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Latin America Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Latin America Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Brazil Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Brazil Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Brazil Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Mexico Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Mexico Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Mexico Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Argentina Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Argentina Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Argentina Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table MEA Gamification in Education market, by country, 2015 - 2026 (USD Million)

  • Table MEA Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table MEA Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table MEA Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table South Africa Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table South Africa Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table South Africa Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Regulatory scenario

  • Table Nigeria Gamification in Education market, by type, 2015 - 2026 (USD Million)

  • Table Nigeria Gamification in Education market, by product, 2015 - 2026 (USD Million)

  • Table Nigeria Gamification in Education market, by application, 2015 - 2026 (USD Million)

  • Table Recent Developments & Impact Analysis, by Key Market Participants

  • Table Recent Developments & Impact Analysis, by Key Market Participants

  • Table Company market position analysis

  • Table Company Profiles

  • Table Classcraft Studios Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Recurrenceinc Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Gametize Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Kuato Studios Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Fundamentor Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table BLUErabbit Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Bunchball Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Kahoot Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Fundamentor Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Microsoft Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table NIIT Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table D2L Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table MPS Interactive Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table GoGo Labs Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table GradeCraft Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table CK-12 Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Top Hat Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Kungfu-Math Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Cognizant Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

  • Table Company Profiles

  • Table Google (Grasshopper) Production, Value, Price, Gross Margin 2014-2019

  • Table Product benchmarking

  • Table Strategic initiatives

  • Table SWOT analysis

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