Picture
SEARCH
What are you looking for?
Need help finding what you are looking for? Contact Us
Compare

PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1833362

Cover Image

PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1833362

Global Gamification in Education Market Size study & Forecast, by Offering (Software and Services), Deployment Mode (Cloud and On-premises), End-User (Academic and Corporate Training) and Regional Forecasts 2025-2035

PUBLISHED:
PAGES: 285 Pages
DELIVERY TIME: 2-3 business days
SELECT AN OPTION
Unprintable PDF (Single User License)
USD 4950
Printable PDF (Enterprise License)
USD 6250

Add to Cart

The Global Gamification in Education Market is valued at approximately USD 1.9 billion in 2024 and is expected to grow at an impressive CAGR of 37.96% during the forecast period 2025-2035. Gamification in education refers to the strategic integration of game-based mechanics, design, and principles into learning environments to boost student engagement, knowledge retention, and motivation. This practice leverages features such as point scoring, challenges, competition, and rewards to create immersive and interactive learning experiences. Its significance is rapidly increasing as institutions and enterprises recognize that traditional learning models no longer suffice in engaging digitally native learners. The overall market is largely driven by the proliferation of e-learning platforms, the expanding adoption of digital technologies in classrooms, and the growing emphasis on personalized and adaptive learning solutions.

The remarkable rise in gamification adoption across academic and corporate training settings is fueled by its ability to transform passive learning into an interactive journey. Learners are more likely to stay engaged and achieve measurable outcomes when tasks resemble challenges they enjoy completing in gaming environments. Studies have demonstrated that gamification techniques enhance participation rates, reinforce collaboration, and increase overall learning satisfaction. Moreover, the market benefits from organizations seeking to upskill employees efficiently, particularly in industries undergoing digital transformation. While the growth trajectory is highly promising, challenges such as high costs of platform development and uneven access to digital infrastructure in developing regions may restrain adoption to some extent.

The detailed segments and sub-segments included in the report are:

By Offering

  • Software
  • Services

By Deployment Mode

  • Cloud
  • On-Premises

By End-User

  • Academic
  • Corporate Training

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa
  • Cloud deployment is expected to dominate the Gamification in Education Market throughout the forecast period. The scalability, accessibility, and cost-effectiveness of cloud-based platforms make them the preferred choice for both academic institutions and corporate trainers. Cloud deployment enables educators and trainers to roll out gamified learning solutions quickly, update content seamlessly, and provide learners with access across devices and geographies. With growing investments in cloud infrastructure and the shift toward SaaS-based education tools, the cloud segment is positioned as the long-term growth leader, while on-premises deployment retains relevance in institutions with strict data control requirements.
  • From a revenue perspective, software remains the leading contributor to the Gamification in Education Market. Platforms and applications that facilitate gamified experiences-ranging from customized learning modules to immersive simulations-command the lion's share of spending. Institutions and corporations alike are investing heavily in software solutions that provide advanced analytics, adaptive pathways, and user-friendly interfaces. However, services are witnessing rapid expansion, as demand rises for consulting, integration, and training services that ensure the smooth implementation of gamified learning strategies. Together, software leads the market in revenue terms, while services emerge as the fastest-growing segment.
  • The key regions considered for the Global Gamification in Education Market study include North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. North America held the dominant market share in 2025, supported by advanced educational technology infrastructure, early adoption of digital learning tools, and strong demand for corporate upskilling programs in the U.S. and Canada. The region benefits from significant investments in EdTech startups and collaboration between academic institutions and technology providers. Asia Pacific, however, is projected to witness the fastest growth during the forecast period. Surging student populations, rising internet penetration, and government-led initiatives to digitize education in countries like China and India are accelerating adoption. Europe also demonstrates robust growth, supported by favorable policies, innovative pedagogy models, and increasing emphasis on lifelong learning.

Major market players included in this report are:

  • Microsoft Corporation
  • Google LLC
  • Adobe Inc.
  • IBM Corporation
  • Classcraft Studios Inc.
  • Kahoot! AS
  • Dominknow Learning Systems Inc.
  • Top Hat Monocle Inc.
  • NIIT Limited
  • SAP SE
  • Cognizant Technology Solutions
  • MindTickle Inc.
  • Smart Sparrow Pty Ltd.
  • Spinify Inc.
  • Educaplay

Global Gamification in Education Market Report Scope:

  • Historical Data - 2023, 2024
  • Base Year for Estimation - 2024
  • Forecast period - 2025-2035
  • Report Coverage - Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Regional Scope - North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope - Free report customization (equivalent to up to 8 analysts' working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values for the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within the countries involved in the study. The report also provides detailed information about crucial aspects, such as driving factors and challenges, which will define the future growth of the market. Additionally, it incorporates potential opportunities in micro-markets for stakeholders to invest, along with a detailed analysis of the competitive landscape and product offerings of key players. The detailed segments and sub-segments of the market are explained below:

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2025 to 2035.
  • Annualized revenues and regional-level analysis for each market segment.
  • Detailed analysis of the geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of the competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Gamification in Education Market Report Scope & Methodology

  • 1.1. Research Objective
  • 1.2. Research Methodology
    • 1.2.1. Forecast Model
    • 1.2.2. Desk Research
    • 1.2.3. Top Down and Bottom-Up Approach
  • 1.3. Research Attributes
  • 1.4. Scope of the Study
    • 1.4.1. Market Definition
    • 1.4.2. Market Segmentation
  • 1.5. Research Assumption
    • 1.5.1. Inclusion & Exclusion
    • 1.5.2. Limitations
    • 1.5.3. Years Considered for the Study

Chapter 2. Executive Summary

  • 2.1. CEO/CXO Standpoint
  • 2.2. Strategic Insights
  • 2.3. ESG Analysis
  • 2.4. key Findings

Chapter 3. Global Gamification in Education Market Forces Analysis

  • 3.1. Market Forces Shaping The Global Gamification in Education Market (2024-2035)
  • 3.2. Drivers
    • 3.2.1. proliferation of e-learning platforms
    • 3.2.2. expanding adoption of digital technologies in classrooms
  • 3.3. Restraints
    • 3.3.1. high costs of platform development
  • 3.4. Opportunities
    • 3.4.1. growing emphasis on personalized and adaptive learning solutions

Chapter 4. Global Gamification in Education Industry Analysis

  • 4.1. Porter's 5 Forces Model
    • 4.1.1. Bargaining Power of Buyer
    • 4.1.2. Bargaining Power of Supplier
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Forecast Model (2024-2035)
  • 4.3. PESTEL Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top Investment Opportunities
  • 4.5. Top Winning Strategies (2025)
  • 4.6. Market Share Analysis (2024-2025)
  • 4.7. Global Pricing Analysis And Trends 2025
  • 4.8. Analyst Recommendation & Conclusion

Chapter 5. Global Gamification in Education Market Size & Forecasts by Offering 2025-2035

  • 5.1. Market Overview
  • 5.2. Global Gamification in Education Market Performance - Potential Analysis (2025)
  • 5.3. Software
    • 5.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.3.2. Market size analysis, by region, 2025-2035
  • 5.4. Services
    • 5.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 5.4.2. Market size analysis, by region, 2025-2035

Chapter 6. Global Gamification in Education Market Size & Forecasts by Deployment mode 2025-2035

  • 6.1. Market Overview
  • 6.2. Global Gamification in Education Market Performance - Potential Analysis (2025)
  • 6.3. Cloud
    • 6.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.3.2. Market size analysis, by region, 2025-2035
  • 6.4. On premises
    • 6.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 6.4.2. Market size analysis, by region, 2025-2035

Chapter 7. Global Gamification in Education Market Size & Forecasts by End User 2025-2035

  • 7.1. Market Overview
  • 7.2. Global Gamification in Education Market Performance - Potential Analysis (2025)
  • 7.3. Academic
    • 7.3.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.3.2. Market size analysis, by region, 2025-2035
  • 7.4. Corporate Training
    • 7.4.1. Top Countries Breakdown Estimates & Forecasts, 2024-2035
    • 7.4.2. Market size analysis, by region, 2025-2035

Chapter 8. Global Gamification in Education Market Size & Forecasts by Region 2025-2035

  • 8.1. Growth Gamification in Education Market, Regional Market Snapshot
  • 8.2. Top Leading & Emerging Countries
  • 8.3. North America Gamification in Education Market
    • 8.3.1. U.S. Gamification in Education Market
      • 8.3.1.1. Offering breakdown size & forecasts, 2025-2035
      • 8.3.1.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.3.1.3. End User breakdown size & forecasts, 2025-2035
    • 8.3.2. Canada Gamification in Education Market
      • 8.3.2.1. Offering breakdown size & forecasts, 2025-2035
      • 8.3.2.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.3.2.3. End User breakdown size & forecasts, 2025-2035
  • 8.4. Europe Gamification in Education Market
    • 8.4.1. UK Gamification in Education Market
      • 8.4.1.1. Offering breakdown size & forecasts, 2025-2035
      • 8.4.1.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.4.1.3. End User breakdown size & forecasts, 2025-2035
    • 8.4.2. Germany Gamification in Education Market
      • 8.4.2.1. Offering breakdown size & forecasts, 2025-2035
      • 8.4.2.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.4.2.3. End User breakdown size & forecasts, 2025-2035
    • 8.4.3. France Gamification in Education Market
      • 8.4.3.1. Offering breakdown size & forecasts, 2025-2035
      • 8.4.3.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.4.3.3. End User breakdown size & forecasts, 2025-2035
    • 8.4.4. Spain Gamification in Education Market
      • 8.4.4.1. Offering breakdown size & forecasts, 2025-2035
      • 8.4.4.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.4.4.3. End User breakdown size & forecasts, 2025-2035
    • 8.4.5. Italy Gamification in Education Market
      • 8.4.5.1. Offering breakdown size & forecasts, 2025-2035
      • 8.4.5.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.4.5.3. End User breakdown size & forecasts, 2025-2035
    • 8.4.6. Rest of Europe Gamification in Education Market
      • 8.4.6.1. Offering breakdown size & forecasts, 2025-2035
      • 8.4.6.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.4.6.3. End User breakdown size & forecasts, 2025-2035
  • 8.5. Asia Pacific Gamification in Education Market
    • 8.5.1. China Gamification in Education Market
      • 8.5.1.1. Offering breakdown size & forecasts, 2025-2035
      • 8.5.1.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.5.1.3. End User breakdown size & forecasts, 2025-2035
    • 8.5.2. India Gamification in Education Market
      • 8.5.2.1. Offering breakdown size & forecasts, 2025-2035
      • 8.5.2.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.5.2.3. End User breakdown size & forecasts, 2025-2035
    • 8.5.3. Japan Gamification in Education Market
      • 8.5.3.1. Offering breakdown size & forecasts, 2025-2035
      • 8.5.3.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.5.3.3. End User breakdown size & forecasts, 2025-2035
    • 8.5.4. Australia Gamification in Education Market
      • 8.5.4.1. Offering breakdown size & forecasts, 2025-2035
      • 8.5.4.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.5.4.3. End User breakdown size & forecasts, 2025-2035
    • 8.5.5. South Korea Gamification in Education Market
      • 8.5.5.1. Offering breakdown size & forecasts, 2025-2035
      • 8.5.5.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.5.5.3. End User breakdown size & forecasts, 2025-2035
    • 8.5.6. Rest of APAC Gamification in Education Market
      • 8.5.6.1. Offering breakdown size & forecasts, 2025-2035
      • 8.5.6.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.5.6.3. End User breakdown size & forecasts, 2025-2035
  • 8.6. Latin America Gamification in Education Market
    • 8.6.1. Brazil Gamification in Education Market
      • 8.6.1.1. Offering breakdown size & forecasts, 2025-2035
      • 8.6.1.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.6.1.3. End User breakdown size & forecasts, 2025-2035
    • 8.6.2. Mexico Gamification in Education Market
      • 8.6.2.1. Offering breakdown size & forecasts, 2025-2035
      • 8.6.2.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.6.2.3. End User breakdown size & forecasts, 2025-2035
  • 8.7. Middle East and Africa Gamification in Education Market
    • 8.7.1. UAE Gamification in Education Market
      • 8.7.1.1. Offering breakdown size & forecasts, 2025-2035
      • 8.7.1.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.7.1.3. End User breakdown size & forecasts, 2025-2035
    • 8.7.2. Saudi Arabia (KSA) Gamification in Education Market
      • 8.7.2.1. Offering breakdown size & forecasts, 2025-2035
      • 8.7.2.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.7.2.3. End User breakdown size & forecasts, 2025-2035
    • 8.7.3. South Africa Gamification in Education Market
      • 8.7.3.1. Offering breakdown size & forecasts, 2025-2035
      • 8.7.3.2. Deployment mode breakdown size & forecasts, 2025-2035
      • 8.7.3.3. End User breakdown size & forecasts, 2025-2035

Chapter 9. Competitive Intelligence

  • 9.1. Top Market Strategies
  • 9.2. Microsoft Corporation
    • 9.2.1. Company Overview
    • 9.2.2. Key Executives
    • 9.2.3. Company Snapshot
    • 9.2.4. Financial Performance (Subject to Data Availability)
    • 9.2.5. Product/Services Port
    • 9.2.6. Recent Development
    • 9.2.7. Market Strategies
    • 9.2.8. SWOT Analysis
  • 9.3. Google LLC
  • 9.4. Adobe Inc.
  • 9.5. IBM Corporation
  • 9.6. Classcraft Studios Inc.
  • 9.7. Kahoot! AS
  • 9.8. Dominknow Learning Systems Inc.
  • 9.9. Top Hat Monocle Inc.
  • 9.10. NIIT Limited
  • 9.11. SAP SE
  • 9.12. Cognizant Technology Solutions
  • 9.13. MindTickle Inc.
  • 9.14. Smart Sparrow Pty Ltd.
  • 9.15. Spinify Inc.
  • 9.16. Educaplay
Have a question?
Picture

Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

Picture

Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
Hi, how can we help?
Contact us!