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PUBLISHER: Acute Market Insights Private Limited | PRODUCT CODE: 1162499

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PUBLISHER: Acute Market Insights Private Limited | PRODUCT CODE: 1162499

Gamification In Education Market - Growth, Future Prospects and Competitive Analysis, 2022 - 2030

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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 2022 to 2030, 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 2021, 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 study report represents analysis of each segment from 2020 to 2030 considering 2021 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2030.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of Gamification In Education market are as follows:

  • Research and development budgets of manufacturers and government spending
  • Revenues of key companies in the market segment
  • Number of end users and consumption volume, price and value.

Geographical revenues generate by countries considered in the report:

Micro and macro environment factors that are currently influencing the Gamification In Education market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

Market Segmentation

Solution

  • Consumer-driven Gamification
  • Enterprise-driven Gamification

Deployment Model

  • Cloud-based Gamification
  • On-premise Gamification

Region Segment (2020-2030; US$ Million)

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • UK and European Union
    • UK
    • Germany
    • Spain
    • Italy
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • GCC
    • Africa
    • Rest of Middle East and Africa

Global Impact of COVID-19 Segment (2020-2021; US$ Million )

  • Pre COVID-19 situation
  • Post COVID-19 situation

Key questions answered in this report:

  • What are the key micro and macro environmental factors that are impacting the growth of Gamification In Education market?
  • What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
  • Estimated forecast and market projections up to 2030.
  • Which segment accounts for the fastest CAGR during the forecast period?
  • Which market segment holds a larger market share and why?
  • Are low and middle-income economies investing in the Gamification In Education market?
  • Which is the largest regional market for Gamification In Education market?
  • What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
  • Which are the key trends driving Gamification In Education market growth?
  • Who are the key competitors and what are their key strategies to enhance their market presence in the Gamification In Education market worldwide?
Product Code: 138637-08-22

Table of Contents

1. Preface

  • 1.1. Report Description
    • 1.1.1. Purpose of the Report
    • 1.1.2. Target Audience
    • 1.1.3. Key Offerings
  • 1.2. Market Segmentation
  • 1.3. Research Methodology
    • 1.3.1. Phase I - Secondary Research
    • 1.3.2. Phase II - Primary Research
    • 1.3.3. Phase III - Expert Panel Review
    • 1.3.4. Assumptions
    • 1.3.5. Approach Adopted

2. Executive Summary

  • 2.1. Market Snapshot: Global Gamification In Education Market
  • 2.2. Global Gamification In Education Market, By Solution, 2021 (US$ Million)
  • 2.3. Global Gamification In Education Market, By Deployment Model, 2021 (US$ Million)
  • 2.4. Global Gamification In Education Market, By Geography, 2021 (US$ Million)
  • 2.5. Impact of Covid 19
  • 2.6. Attractive Investment Proposition by Geography, 2021
  • 2.7. Competitive Analysis
    • 2.7.1. Market Positioning of Key Gamification In Education Market Vendors
    • 2.7.2. Strategies Adopted by Gamification In Education Market Vendors
    • 2.7.3. Key Industry Strategies

3. Gamification In Education Market: Business Outlook & Market Dynamics

  • 3.1. Introduction
  • 3.2. Global Gamification In Education Market Value, 2020 - 2030, (US$ Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers
    • 3.3.2. Market Restraints
    • 3.3.3. Key Challenges
    • 3.3.4. Key Opportunities
  • 3.4. Impact Analysis of Drivers and Restraints
  • 3.5. See-Saw Analysis
  • 3.6. Porter's Five Force Model
    • 3.6.1. Supplier Power
    • 3.6.2. Buyer Power
    • 3.6.3. Threat Of Substitutes
    • 3.6.4. Threat Of New Entrants
    • 3.6.5. Competitive Rivalry
  • 3.7. PESTEL Analysis
    • 3.7.1. Political Landscape
    • 3.7.2. Economic Landscape
    • 3.7.3. Technology Landscape
    • 3.7.4. Legal Landscape
    • 3.7.5. Social Landscape

4. Gamification In Education Market: By Solution, 2020-2030, USD (Million)

  • 4.1. Market Overview
  • 4.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 4.3. Market Segmentation
    • 4.3.1. Consumer-driven Gamification
    • 4.3.2. Enterprise-driven Gamification

5. Gamification In Education Market: By Deployment Model, 2020-2030, USD (Million)

  • 5.1. Market Overview
  • 5.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 5.3. Market Segmentation
    • 5.3.1. Cloud-based Gamification
    • 5.3.2. On-premise Gamification

6. North America Gamification In Education Market, 2020-2030, USD (Million)

  • 6.1. Market Overview
  • 6.2. Gamification In Education Market: By Solution, 2020-2030, USD (Million)
  • 6.3. Gamification In Education Market: By Deployment Model, 2020-2030, USD (Million)
  • 6.4.Gamification In Education Market: By Region, 2020-2030, USD (Million)
    • 6.4.1.North America
      • 6.4.1.1. U.S.
      • 6.4.1.2. Canada
      • 6.4.1.3. Rest of North America

7. UK and European Union Gamification In Education Market, 2020-2030, USD (Million)

  • 7.1. Market Overview
  • 7.2. Gamification In Education Market: By Solution, 2020-2030, USD (Million)
  • 7.3. Gamification In Education Market: By Deployment Model, 2020-2030, USD (Million)
  • 7.4.Gamification In Education Market: By Region, 2020-2030, USD (Million)
    • 7.4.1.UK and European Union
      • 7.4.1.1. UK
      • 7.4.1.2. Germany
      • 7.4.1.3. Spain
      • 7.4.1.4. Italy
      • 7.4.1.5. France
      • 7.4.1.6. Rest of Europe

8. Asia Pacific Gamification In Education Market, 2020-2030, USD (Million)

  • 8.1. Market Overview
  • 8.2. Gamification In Education Market: By Solution, 2020-2030, USD (Million)
  • 8.3. Gamification In Education Market: By Deployment Model, 2020-2030, USD (Million)
  • 8.4.Gamification In Education Market: By Region, 2020-2030, USD (Million)
    • 8.4.1.Asia Pacific
      • 8.4.1.1. China
      • 8.4.1.2. Japan
      • 8.4.1.3. India
      • 8.4.1.4. Australia
      • 8.4.1.5. South Korea
      • 8.4.1.6. Rest of Asia Pacific

9. Latin America Gamification In Education Market, 2020-2030, USD (Million)

  • 9.1. Market Overview
  • 9.2. Gamification In Education Market: By Solution, 2020-2030, USD (Million)
  • 9.3. Gamification In Education Market: By Deployment Model, 2020-2030, USD (Million)
  • 9.4.Gamification In Education Market: By Region, 2020-2030, USD (Million)
    • 9.4.1.Latin America
      • 9.4.1.1. Brazil
      • 9.4.1.2. Mexico
      • 9.4.1.3. Rest of Latin America

10. Middle East and Africa Gamification In Education Market, 2020-2030, USD (Million)

  • 10.1. Market Overview
  • 10.2. Gamification In Education Market: By Solution, 2020-2030, USD (Million)
  • 10.3. Gamification In Education Market: By Deployment Model, 2020-2030, USD (Million)
  • 10.4.Gamification In Education Market: By Region, 2020-2030, USD (Million)
    • 10.4.1.Middle East and Africa
      • 10.4.1.1. GCC
      • 10.4.1.2. Africa
      • 10.4.1.3. Rest of Middle East and Africa

11. Company Profile

  • 11.1. Microsoft Corporation
    • 11.1.1. Company Overview
    • 11.1.2. Financial Performance
    • 11.1.3. Product Portfolio
    • 11.1.4. Strategic Initiatives
  • 11.2. Salesforce.com, Inc.
    • 11.2.1. Company Overview
    • 11.2.2. Financial Performance
    • 11.2.3. Product Portfolio
    • 11.2.4. Strategic Initiatives
  • 11.3. Bunchball, Inc.
    • 11.3.1. Company Overview
    • 11.3.2. Financial Performance
    • 11.3.3. Product Portfolio
    • 11.3.4. Strategic Initiatives
  • 11.4. GamEffective
    • 11.4.1. Company Overview
    • 11.4.2. Financial Performance
    • 11.4.3. Product Portfolio
    • 11.4.4. Strategic Initiatives
  • 11.5. Tata Interactive Systems
    • 11.5.1. Company Overview
    • 11.5.2. Financial Performance
    • 11.5.3. Product Portfolio
    • 11.5.4. Strategic Initiatives
  • 11.6. Institute of Play
    • 11.6.1. Company Overview
    • 11.6.2. Financial Performance
    • 11.6.3. Product Portfolio
    • 11.6.4. Strategic Initiatives
  • 11.7. Smart Game Systems
    • 11.7.1. Company Overview
    • 11.7.2. Financial Performance
    • 11.7.3. Product Portfolio
    • 11.7.4. Strategic Initiatives
Product Code: 138637-08-22

List of Tables

  • TABLE 1 Global Gamification In Education Market By Solution, 2020-2030, USD (Million)
  • TABLE 2 Global Gamification In Education Market By Deployment Model, 2020-2030, USD (Million)
  • TABLE 3 North America Gamification In Education Market By Solution, 2020-2030, USD (Million)
  • TABLE 4 North America Gamification In Education Market By Deployment Model, 2020-2030, USD (Million)
  • TABLE 5 UK and European Union Gamification In Education Market By Solution, 2020-2030, USD (Million)
  • TABLE 6 UK and European Union Gamification In Education Market By Deployment Model, 2020-2030, USD (Million)
  • TABLE 7 Asia Pacific Gamification In Education Market By Solution, 2020-2030, USD (Million)
  • TABLE 8 Asia Pacific Gamification In Education Market By Deployment Model, 2020-2030, USD (Million)
  • TABLE 9 Latin America Gamification In Education Market By Solution, 2020-2030, USD (Million)
  • TABLE 10 Latin America Gamification In Education Market By Deployment Model, 2020-2030, USD (Million)
  • TABLE 11 Middle East and Africa Gamification In Education Market By Solution, 2020-2030, USD (Million)
  • TABLE 12 Middle East and Africa Gamification In Education Market By Deployment Model, 2020-2030, USD (Million)

List of Figures

  • FIG. 1 Global Gamification In Education Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global Gamification In Education Market: Quality Assurance
  • FIG. 5 Global Gamification In Education Market, By Solution, 2021
  • FIG. 6 Global Gamification In Education Market, By Deployment Model, 2021
  • FIG. 7 Global Gamification In Education Market, By Geography, 2021
  • FIG. 8 Global Gamification In Education Market, By Solution, 2021 Vs 2030, %
  • FIG. 9 Global Gamification In Education Market, By Deployment Model, 2021 Vs 2030, %
  • FIG. 10 U.S. Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 11 Canada Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 12 Rest of North America Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 13 UK Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 14 Germany Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 15 Spain Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 16 Italy Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 17 France Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 18 Rest of Europe Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 19 China Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 20 Japan Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 21 India Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 22 Australia Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 23 South Korea Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 24 Rest of Asia Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 25 Brazil Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 26 Mexico Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 27 Rest of Latin America Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 28 GCC Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 29 Africa Gamification In Education Market (US$ Million), 2020 - 2030
  • FIG. 30 Rest of Middle East and Africa Gamification In Education Market (US$ Million), 2020 - 2030
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Christine Sirois

Manager - Americas

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