Gamification in Education Market 2027 by Types, Application, Technology, Opportunities, End Users and Regions | The Insight Partners

Gamification in Education Market to 2027 - Global Analysis and Forecasts by Deployment Mode  (Cloud, On-Premises); Offering (Software, Services); By End User 1 (Academic, Corporate Training) and Geography

Report Code: TIPRE00004280 | No. of Pages: 150 | Category: Technology, Media and Telecommunications | Status: Upcoming
MARKET INTRODUCTION

The gamification in learning is an educational approach which helps learners to motivate to learn using video game design and elements in learning environments. The purpose is enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification in education helps learners to master the skill or information, as they put them to competition or challenges.

MARKET DYNAMICS

The gamification in education market is heavily influenced by driving factors such as increasing adoption of gamification and digital learning, extensive government initiatives for growth of E-learning and learning management systems, rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions and increasing importance of continuous learning in corporate setups boosts the market growth. However, the low motivation and engagement in the adoption of gamification solutions is impacting negatively on the growth of this market in the current market scenario.

MARKET SCOPE

The "Global gamification in education market analysis to 2027" is a specialized and in-depth study of the technology, media and telecommunications industry with a special focus on the global gamification in education market trend analysis. The report aims to provide an overview of the gamification in education market with detailed market segmentation by deployment mode, offering and end user. The global gamification in education market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading gamification in education market players and offers key trends and opportunities in the gamification in education market.

MARKET SEGMENTATION

The global gamification in education market is segmented on the deployment mode, offering and end user. Based on deployment mode the market is segmented as cloud and on-premises. Based on the offering the market is segmented as software and services. On the basis of end user the market is segmented as academic and corporate training. Further the academic is segmented as K-12 and higher education. Based on corporate training the market is segmented as small, medium and large-Sized enterprises.
    
 
REGIONAL FRAMEWORK

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global gamification in education market based on various segments. It also provides market size and forecast estimates from year 2017 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The gamification in education market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting gamification in education market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South & Central America after evaluating political, economic, social and technological factors effecting the gamification in education market in these regions.


MARKET PLAYERS


The reports cover key developments in the gamification in education market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for expansion of business and customer base of market players. The market payers from gamification in education market are anticipated to lucrative growth opportunities in the future with the rising demand for gamification in education in the global market. Below mentioned is the list of few companies engaged in the gamification in education market.

The report also includes the profiles of key gamification in education companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, products and services offered, financial information of last 3 years, key development in past five years.
  •  Bluerabbit Edu
  •  Bunchball Inc.
  •  Classcraft Studios Inc.
  •  Cognizant
  •  D2L Corporation
  •  Kahoot!
  •  MPS Interactive Systems Limited
  •  NIIT
  •  Paratus Knowledge Ventures Pvt Ltd
  •  Tophatmonocle Corp
The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
TABLE OF CONTENTS

1.   INTRODUCTION
1.1.   SCOPE OF THE STUDY
1.2.   THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3.   MARKET SEGMENTATION
1.3.1   Gamification In Education Market - By Deployment Mode 
1.3.2   Gamification In Education Market - By Offering
1.3.3   Gamification In Education Market - By By End User 1
1.3.4   Gamification In Education Market - By Region
1.3.4.1   By Country

2.   KEY TAKEWAYS

3.   RESEARCH METHODOLOGY

4.   GAMIFICATION IN EDUCATION MARKET LANDSCAPE
4.1.   OVERVIEW
4.2.   PEST ANALYSIS
4.2.1   North America - Pest Analysis
4.2.2   Europe - Pest Analysis
4.2.3   Asia-Pacific - Pest Analysis
4.2.4   Middle East and Africa - Pest Analysis
4.2.5   South and Central America - Pest Analysis
4.3.   ECOSYSTEM ANALYSIS
4.4.   EXPERT OPINIONS

5.   GAMIFICATION IN EDUCATION MARKET - KEY MARKET DYNAMICS
5.1.   KEY MARKET DRIVERS
5.2.   KEY MARKET RESTRAINTS
5.3.   KEY MARKET OPPORTUNITIES
5.4.   FUTURE TRENDS
5.5.   IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS

6.   GAMIFICATION IN EDUCATION MARKET - GLOBAL MARKET ANALYSIS
6.1.   GAMIFICATION IN EDUCATION - GLOBAL MARKET OVERVIEW
6.2.   GAMIFICATION IN EDUCATION - GLOBAL MARKET AND FORECAST TO 2027
6.3.   MARKET POSITIONING/MARKET SHARE

7.   GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - DEPLOYMENT MODE 
7.1.   OVERVIEW
7.2.   DEPLOYMENT MODE  MARKET FORECASTS AND ANALYSIS
7.3.   CLOUD
7.3.1.   Overview
7.3.2.   Cloud Market Forecast and Analysis
7.4.   ON-PREMISES
7.4.1.   Overview
7.4.2.   On-Premises Market Forecast and Analysis
8.   GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - OFFERING
8.1.   OVERVIEW
8.2.   OFFERING MARKET FORECASTS AND ANALYSIS
8.3.   SOFTWARE
8.3.1.   Overview
8.3.2.   Software Market Forecast and Analysis
8.4.   SERVICES
8.4.1.   Overview
8.4.2.   Services Market Forecast and Analysis
8.5.   
8.5.1.   Overview
8.5.2.    Market Forecast and Analysis
9.   GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - BY END USER 1
9.1.   OVERVIEW
9.2.   BY END USER 1 MARKET FORECASTS AND ANALYSIS
9.3.   ACADEMIC
9.3.1.   Overview
9.3.2.   Academic Market Forecast and Analysis
9.3.3.   K-12 Market
9.3.3.1.   Overview
9.3.3.2.   K-12 Market Forecast and Analysis
9.3.4.   Higher Education Market
9.3.4.1.   Overview
9.3.4.2.   Higher Education Market Forecast and Analysis
9.4.   CORPORATE TRAINING
9.4.1.   Overview
9.4.2.   Corporate Training Market Forecast and Analysis
9.4.3.   Small and Medium-Sized Enterprises Market
9.4.3.1.   Overview
9.4.3.2.   Small and Medium-Sized Enterprises Market Forecast and Analysis
9.4.4.   Large Enterprises Market
9.4.4.1.   Overview
9.4.4.2.   Large Enterprises Market Forecast and Analysis

10.   GAMIFICATION IN EDUCATION MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
10.1.   NORTH AMERICA
10.1.1   North America Gamification In Education Market Overview
10.1.2   North America Gamification In Education Market Forecasts and Analysis
10.1.3   North America Gamification In Education Market Forecasts and Analysis - By Deployment Mode 
10.1.4   North America Gamification In Education Market Forecasts and Analysis - By Offering
10.1.5   North America Gamification In Education Market Forecasts and Analysis - By By End User 1
10.1.6   North America Gamification In Education Market Forecasts and Analysis - By Countries
10.1.6.1   United States Gamification In Education Market
10.1.6.1.1   United States Gamification In Education Market by Deployment Mode 
10.1.6.1.2   United States Gamification In Education Market by Offering
10.1.6.1.3   United States Gamification In Education Market by By End User 1
10.1.6.2   Canada Gamification In Education Market
10.1.6.2.1   Canada Gamification In Education Market by Deployment Mode 
10.1.6.2.2   Canada Gamification In Education Market by Offering
10.1.6.2.3   Canada Gamification In Education Market by By End User 1
10.1.6.3   Mexico Gamification In Education Market
10.1.6.3.1   Mexico Gamification In Education Market by Deployment Mode 
10.1.6.3.2   Mexico Gamification In Education Market by Offering
10.1.6.3.3   Mexico Gamification In Education Market by By End User 1
10.2.   EUROPE
10.2.1   Europe Gamification In Education Market Overview
10.2.2   Europe Gamification In Education Market Forecasts and Analysis
10.2.3   Europe Gamification In Education Market Forecasts and Analysis - By Deployment Mode 
10.2.4   Europe Gamification In Education Market Forecasts and Analysis - By Offering
10.2.5   Europe Gamification In Education Market Forecasts and Analysis - By By End User 1
10.2.6   Europe Gamification In Education Market Forecasts and Analysis - By Countries
10.2.6.1   Germany Gamification In Education Market
10.2.6.1.1   Germany Gamification In Education Market by Deployment Mode 
10.2.6.1.2   Germany Gamification In Education Market by Offering
10.2.6.1.3   Germany Gamification In Education Market by By End User 1
10.2.6.2   France Gamification In Education Market
10.2.6.2.1   France Gamification In Education Market by Deployment Mode 
10.2.6.2.2   France Gamification In Education Market by Offering
10.2.6.2.3   France Gamification In Education Market by By End User 1
10.2.6.3   Italy Gamification In Education Market
10.2.6.3.1   Italy Gamification In Education Market by Deployment Mode 
10.2.6.3.2   Italy Gamification In Education Market by Offering
10.2.6.3.3   Italy Gamification In Education Market by By End User 1
10.2.6.4   United Kingdom Gamification In Education Market
10.2.6.4.1   United Kingdom Gamification In Education Market by Deployment Mode 
10.2.6.4.2   United Kingdom Gamification In Education Market by Offering
10.2.6.4.3   United Kingdom Gamification In Education Market by By End User 1
10.2.6.5   Russia Gamification In Education Market
10.2.6.5.1   Russia Gamification In Education Market by Deployment Mode 
10.2.6.5.2   Russia Gamification In Education Market by Offering
10.2.6.5.3   Russia Gamification In Education Market by By End User 1
10.2.6.6   Rest of Europe Gamification In Education Market
10.2.6.6.1   Rest of Europe Gamification In Education Market by Deployment Mode 
10.2.6.6.2   Rest of Europe Gamification In Education Market by Offering
10.2.6.6.3   Rest of Europe Gamification In Education Market by By End User 1
10.3.   ASIA-PACIFIC
10.3.1   Asia-Pacific Gamification In Education Market Overview
10.3.2   Asia-Pacific Gamification In Education Market Forecasts and Analysis
10.3.3   Asia-Pacific Gamification In Education Market Forecasts and Analysis - By Deployment Mode 
10.3.4   Asia-Pacific Gamification In Education Market Forecasts and Analysis - By Offering
10.3.5   Asia-Pacific Gamification In Education Market Forecasts and Analysis - By By End User 1
10.3.6   Asia-Pacific Gamification In Education Market Forecasts and Analysis - By Countries
10.3.6.1   Australia Gamification In Education Market
10.3.6.1.1   Australia Gamification In Education Market by Deployment Mode 
10.3.6.1.2   Australia Gamification In Education Market by Offering
10.3.6.1.3   Australia Gamification In Education Market by By End User 1
10.3.6.2   China Gamification In Education Market
10.3.6.2.1   China Gamification In Education Market by Deployment Mode 
10.3.6.2.2   China Gamification In Education Market by Offering
10.3.6.2.3   China Gamification In Education Market by By End User 1
10.3.6.3   India Gamification In Education Market
10.3.6.3.1   India Gamification In Education Market by Deployment Mode 
10.3.6.3.2   India Gamification In Education Market by Offering
10.3.6.3.3   India Gamification In Education Market by By End User 1
10.3.6.4   Japan Gamification In Education Market
10.3.6.4.1   Japan Gamification In Education Market by Deployment Mode 
10.3.6.4.2   Japan Gamification In Education Market by Offering
10.3.6.4.3   Japan Gamification In Education Market by By End User 1
10.3.6.5   South Korea Gamification In Education Market
10.3.6.5.1   South Korea Gamification In Education Market by Deployment Mode 
10.3.6.5.2   South Korea Gamification In Education Market by Offering
10.3.6.5.3   South Korea Gamification In Education Market by By End User 1
10.3.6.6   Rest of Asia-Pacific Gamification In Education Market
10.3.6.6.1   Rest of Asia-Pacific Gamification In Education Market by Deployment Mode 
10.3.6.6.2   Rest of Asia-Pacific Gamification In Education Market by Offering
10.3.6.6.3   Rest of Asia-Pacific Gamification In Education Market by By End User 1
10.4.   MIDDLE EAST AND AFRICA
10.4.1   Middle East and Africa Gamification In Education Market Overview
10.4.2   Middle East and Africa Gamification In Education Market Forecasts and Analysis
10.4.3   Middle East and Africa Gamification In Education Market Forecasts and Analysis - By Deployment Mode 
10.4.4   Middle East and Africa Gamification In Education Market Forecasts and Analysis - By Offering
10.4.5   Middle East and Africa Gamification In Education Market Forecasts and Analysis - By By End User 1
10.4.6   Middle East and Africa Gamification In Education Market Forecasts and Analysis - By Countries
10.4.6.1   South Africa Gamification In Education Market
10.4.6.1.1   South Africa Gamification In Education Market by Deployment Mode 
10.4.6.1.2   South Africa Gamification In Education Market by Offering
10.4.6.1.3   South Africa Gamification In Education Market by By End User 1
10.4.6.2   Saudi Arabia Gamification In Education Market
10.4.6.2.1   Saudi Arabia Gamification In Education Market by Deployment Mode 
10.4.6.2.2   Saudi Arabia Gamification In Education Market by Offering
10.4.6.2.3   Saudi Arabia Gamification In Education Market by By End User 1
10.4.6.3   U.A.E Gamification In Education Market
10.4.6.3.1   U.A.E Gamification In Education Market by Deployment Mode 
10.4.6.3.2   U.A.E Gamification In Education Market by Offering
10.4.6.3.3   U.A.E Gamification In Education Market by By End User 1
10.4.6.4   Rest of Middle East and Africa Gamification In Education Market
10.4.6.4.1   Rest of Middle East and Africa Gamification In Education Market by Deployment Mode 
10.4.6.4.2   Rest of Middle East and Africa Gamification In Education Market by Offering
10.4.6.4.3   Rest of Middle East and Africa Gamification In Education Market by By End User 1
10.5.   SOUTH AND CENTRAL AMERICA
10.5.1   South and Central America Gamification In Education Market Overview
10.5.2   South and Central America Gamification In Education Market Forecasts and Analysis
10.5.3   South and Central America Gamification In Education Market Forecasts and Analysis - By Deployment Mode 
10.5.4   South and Central America Gamification In Education Market Forecasts and Analysis - By Offering
10.5.5   South and Central America Gamification In Education Market Forecasts and Analysis - By By End User 1
10.5.6   South and Central America Gamification In Education Market Forecasts and Analysis - By Countries
10.5.6.1   Brazil Gamification In Education Market
10.5.6.1.1   Brazil Gamification In Education Market by Deployment Mode 
10.5.6.1.2   Brazil Gamification In Education Market by Offering
10.5.6.1.3   Brazil Gamification In Education Market by By End User 1
10.5.6.2   Argentina Gamification In Education Market
10.5.6.2.1   Argentina Gamification In Education Market by Deployment Mode 
10.5.6.2.2   Argentina Gamification In Education Market by Offering
10.5.6.2.3   Argentina Gamification In Education Market by By End User 1
10.5.6.3   Rest of South and Central America Gamification In Education Market
10.5.6.3.1   Rest of South and Central America Gamification In Education Market by Deployment Mode 
10.5.6.3.2   Rest of South and Central America Gamification In Education Market by Offering
10.5.6.3.3   Rest of South and Central America Gamification In Education Market by By End User 1

11.   INDUSTRY LANDSCAPE
11.1.   MERGERS AND ACQUISITIONS
11.2.   AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
11.3.   NEW PRODUCT LAUNCHES
11.4.   EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS

12.   GAMIFICATION IN EDUCATION MARKET, KEY COMPANY PROFILES
12.1.   BLUERABBIT EDU
12.1.1.   Key Facts
12.1.2.   Business Description
12.1.3.   Products and Services
12.1.4.   Financial Overview
12.1.5.   SWOT Analysis
12.1.6.   Key Developments
12.2.   BUNCHBALL INC.
12.2.1.   Key Facts
12.2.2.   Business Description
12.2.3.   Products and Services
12.2.4.   Financial Overview
12.2.5.   SWOT Analysis
12.2.6.   Key Developments
12.3.   CLASSCRAFT STUDIOS INC.
12.3.1.   Key Facts
12.3.2.   Business Description
12.3.3.   Products and Services
12.3.4.   Financial Overview
12.3.5.   SWOT Analysis
12.3.6.   Key Developments
12.4.   COGNIZANT
12.4.1.   Key Facts
12.4.2.   Business Description
12.4.3.   Products and Services
12.4.4.   Financial Overview
12.4.5.   SWOT Analysis
12.4.6.   Key Developments
12.5.   D2L CORPORATION
12.5.1.   Key Facts
12.5.2.   Business Description
12.5.3.   Products and Services
12.5.4.   Financial Overview
12.5.5.   SWOT Analysis
12.5.6.   Key Developments
12.6.   KAHOOT!
12.6.1.   Key Facts
12.6.2.   Business Description
12.6.3.   Products and Services
12.6.4.   Financial Overview
12.6.5.   SWOT Analysis
12.6.6.   Key Developments
12.7.   MPS INTERACTIVE SYSTEMS LIMITED
12.7.1.   Key Facts
12.7.2.   Business Description
12.7.3.   Products and Services
12.7.4.   Financial Overview
12.7.5.   SWOT Analysis
12.7.6.   Key Developments
12.8.   NIIT
12.8.1.   Key Facts
12.8.2.   Business Description
12.8.3.   Products and Services
12.8.4.   Financial Overview
12.8.5.   SWOT Analysis
12.8.6.   Key Developments
12.9.   PARATUS KNOWLEDGE VENTURES PVT LTD
12.9.1.   Key Facts
12.9.2.   Business Description
12.9.3.   Products and Services
12.9.4.   Financial Overview
12.9.5.   SWOT Analysis
12.9.6.   Key Developments
12.10.   TOPHATMONOCLE CORP
12.10.1.   Key Facts
12.10.2.   Business Description
12.10.3.   Products and Services
12.10.4.   Financial Overview
12.10.5.   SWOT Analysis
12.10.6.   Key Developments

13.   APPENDIX
13.1.   ABOUT THE INSIGHT PARTNERS
13.2.   GLOSSARY OF TERMS
The List of Companies

1.Bluerabbit Edu
2.Bunchball inc.
3.Classcraft Studios Inc.
4.Cognizant
5.D2L Corporation
6.Kahoot!
7.MPS Interactive Systems Limited
8.NIIT
9.Paratus Knowledge Ventures Pvt Ltd
10.Tophatmonocle Corp