PUBLISHER: The Business Research Company | PRODUCT CODE: 1751004
PUBLISHER: The Business Research Company | PRODUCT CODE: 1751004
Gamification in education involves applying game elements and principles such as points, badges, challenges, and leaderboards to boost student engagement, motivation, and learning outcomes. By integrating these game mechanics into the learning environment, educators aim to make education more interactive, enjoyable, and rewarding, motivating students to participate actively, set goals, and gain a sense of achievement.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The primary components of gamification in education include software and services. Software offers gamified and interactive learning experiences via digital platforms that enable personalized education through assessments and analytics. Common gamification elements include points, badges, leaderboards, interactive quizzes and challenges, simulation-based learning, and storytelling or narrative techniques. These elements are supported by a range of technologies, including traditional learning tools, online learning management systems (LMS), mobile learning apps, and augmented and virtual reality. Gamification is applied across various settings, such as K-12 education, higher education, and corporate training, and serves multiple user groups, including students, educators, parents, and educational institutions.
The gamification in education market research report is one of a series of new reports from The Business Research Company that provides gamification in education market statistics, including the gamification in education industry global market size, regional shares, competitors with the gamification in education market share, detailed gamification in education market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification in education industry. This gamification in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The gamification in education market size has grown exponentially in recent years. It will grow from$1.97 billion in 2024 to $2.52 billion in 2025 at a compound annual growth rate (CAGR) of 28.0%. The growth during the historic period can be attributed to the increased use of e-learning, the adoption of digital learning platforms, a rise in student engagement, the incorporation of interactive content, and the growing demand for more engaging learning environments.
The gamification in education market size is expected to see exponential growth in the next few years. It will grow to$6.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to the rising demand for personalized learning, the expansion of remote education and online learning, the growing use of artificial intelligence in education, the increasing adoption of virtual and augmented reality in learning, and government investments in educational technology. Key trends expected during the forecast period include technological advancements in gamification tools, innovations in adaptive learning technologies, progress in immersive learning experiences, increased research and development of gamified educational apps, and a stronger emphasis on student-centric learning solutions.
The increasing use of e-learning platforms is expected to drive the growth of gamification in the education market. E-learning platforms are digital tools or websites that offer educational content and courses online, allowing users to learn at their convenience, from any location. The surge in e-learning adoption is fueled by improved internet access, supporting flexible, on-demand learning for a broader audience. These platforms enhance gamification in education by incorporating game-like elements into digital learning environments, making lessons more engaging and interactive. They facilitate personalized and scalable learning experiences that boost student motivation and academic performance. For example, in January 2024, Eurostat, a Luxembourg-based government agency, reported that 30% of European Union internet users aged 16 to 74 participated in an online course or accessed online learning resources within the first three months of 2023-a 2-percentage-point increase compared to 2022. As a result, the rising adoption of e-learning platforms is contributing to the expansion of gamification in education.
Leading companies in the gamification in education market are developing innovative solutions such as AI-driven personalized education to enhance learning outcomes by catering to individual student needs. AI-based personalized education utilizes artificial intelligence to tailor learning content, pacing, and methods based on a student's performance and progress. It creates adaptive learning experiences using real-time data analysis and customized feedback. For instance, in November 2024, EON Reality, a U.S.-based provider of augmented and virtual reality solutions for industry and education, introduced Adaptive Gamified Learning Paths. This new solution offers personalized and engaging educational experiences, using AI to evaluate individual learner performance and preferences. It adjusts content dynamically and includes game mechanics such as points and challenges to boost motivation and learning outcomes. The system also provides immediate feedback, data analytics for educators, and scalability for various learning contexts.
In June 2022, Animoca Brands, a Hong Kong-based company focused on advancing digital property rights for gaming and the metaverse, acquired TinyTap for $38.875 million. With this acquisition, Animoca Brands aims to strengthen its footprint in the educational technology sector by incorporating TinyTap's platform for user-generated educational games. This platform empowers educators to create, distribute, and monetize interactive learning content. Additionally, by integrating blockchain technology, the acquisition is set to improve accessibility, learner engagement, and revenue potential for both teachers and students globally. TinyTap is an Israel-based company specializing in educational games.
Major players in the gamification in education market are Microsoft Corporation, Cognizant Technology Solutions Corporation, D2L Corporation, NIIT Limited, Kahoot! ASA, ELB Learning, Quizlet Inc., Top Hat Studios Inc, HigherEchelon Inc., Program-Ace LLC, Osmo, Filament Games LLC, Indusgeeks Solutions Pvt. Ltd., CodeCombat Inc., Triseum LLC, Serious Games Interactive ApS, Fundamentor, StudioKrew, Pok Pok, Zcooly AB.
North America was the largest region in the gamification in education market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in gamification in education report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the gamification in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The gamification in education market consists of revenues earned by entities by providing services such as interactive learning experiences, progress tracking and feedback, and collaborative learning. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in education market includes sales of computers and laptops, smartphones, smartboards, and virtual reality (VR) headsets. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Gamification In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on gamification in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for gamification in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification in education market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.