gamification-in-education-market

Gamification In Education Market By Solution (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Deployment Model (Cloud-Based Gamification, On-Premise Gamification) - Growth, Future Prospects & Competitive Analysis, 2024 – 2032

13 Mar 2019 Format PDF icon PPT icon XLS icon Request Sample

"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 2023 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 2022 to 2032 considering 2023 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2024 to 2032.

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.

ATTRIBUTE DETAILS
Research Period  2022-2032
Base Year 2023
Forecast Period  2024-2032
Historical Year  2022
Unit  USD Million
Segmentation
Solution
  • Consumer-driven Gamification
  • Enterprise-driven Gamification

Deployment Model
  • Cloud-based Gamification
  • On-premise Gamification

 Region Segment (2022-2032; 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

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 2032.
  • 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?
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