Global Education Gamification Market 2016-2020

Global Education Gamification Market 2016-2020

Nov 2016 Technavio Education58 Pages Price :
$ 2500
About Education Gamification

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.

Technavios analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
Badgeville
Bunchball
Classcraft Studios
GoGo Labs

Other prominent vendors
6waves
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Recurrence

Market driver
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report

Market challenge
Stronger focus on experiential and inquiry-based learning.
For a full, detailed list, view our report

Market trend
Increased awareness among teachers due to professional development.
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.




Table of Contents
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Top-vendor offerings
Other prominent vendors
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Five forces analysis
PART 06: Market segmentation by end-user
Global education gamification market segmentation by end-users
Global K-12 education gamification market
Global higher education gamification market
PART 07: Geographical segmentation
Global education gamification market by geography
Education gamification market in Americas
Education gamification market in EMEA
Education gamification market in APAC
PART 08: Market drivers
Stronger focus on experiential and inquiry-based learning
Rise of digital badges as credentials
Improvement in game development engines
Need for improved student and faculty experience
PART 09: Impact of drivers
PART 10: Market challenges
Threat from simulation-based learning market
Limitations on curriculum integration
Weak metrics to assess effectiveness of gamification
Skewed awareness of education gamification
PART 11: Impact of drivers and challenges
PART 12: Market trends
Increase in e-learning
Increased awareness among teachers due to professional development
Rising use of AR and VR in education gamification
PART 13: Vendor landscape
Competitive scenario
Competitive benchmarking
PART 14: Key vendor analysis
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
PART 15: Appendix
List of abbreviations
PART 16: Explore Technavio

List of Exhibits
Exhibit 01: Countries considered for market analysis
Exhibit 02: Product offerings
Exhibit 03: Other prominent vendors
Exhibit 04: Major differences between game-based learning and gamification.
Exhibit 05: Relation between game mechanics and game dynamics
Exhibit 06: Gamification implementation: Key steps
Exhibit 07: Impact areas of gamification in the education sector
Exhibit 08: Global education gamification market 2015-2020 ($ millions)
Exhibit 09: Five forces analysis
Exhibit 10: Global education gamification market segmentation by end-users 2015-2020 (%)
Exhibit 11: Global education gamification market segmentation by end-users 2015-2020 ($ millions)
Exhibit 12: Global K-12 education gamification market 2015-2020 ($ millions)
Exhibit 13: Global higher education gamification market 2015-2020 ($ millions)
Exhibit 14: Global education gamification market by geography 2015-2020 (% share)
Exhibit 15: Global education gamification market by geography 2015-2020 ($ millions)
Exhibit 16: Education gamification market in Americas 2015-2020 ($ millions)
Exhibit 17: Distribution of education market in North America by segment 2015 (% share)
Exhibit 18: Education gamification market in Europe 2015-2020 ($ millions)
Exhibit 19: Education gamification market in APAC 2015-2020 ($ millions)
Exhibit 20: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 21: Global digital badges in education market 2015-2020 ($ millions)
Exhibit 22: Process of educational game creation
Exhibit 23: Major game engines in the market
Exhibit 24: Comparison of effectiveness of prominent learning methods
Exhibit 25: Impact of drivers
Exhibit 26: Global simulation learning in higher education market 2015-2020 ($ millions)
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Global e-learning market 2015-2020 ($ billions)
Exhibit 29: Vendor matrix
Exhibit 30: Strategic initiatives

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