OVERVIEW
Gamification on the educational market is projected to hit USD 1.843 million by 2024, increasing from 2019 to 2024 at a CAGR of 31.7%. The main factors driving gamification growth in the education market are the growing adoption of digital learning and rising cloud adoption among organizations to motivate learners to adopt gamification solutions based on the web.
TABLE OF CONTENT
1 Global Gamification in Education Market
1.1 Study Objectives
1.2 Market Definition
1.3 Study Scope
1.3.1 Markets Covered
1.3.2 Geographic Scope
2 RESEARCH METHODOLOGY
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown and Data Triangulation
2.4 Research Assumptions
3 Global Gamification in Education Market – Executive Summary
3.1 Market Revenue, Market Size and Key Trends by Company
3.2 Key Trends by type of Application
3.3 Key Trends segmented by Geography
4 Global Gamification in Education Market – Comparative Analysis
4.1 Product Benchmarking – Top 10 companies
4.2 Top 5 Financials Analysis
4.3 Market Value split by Top 10 companies
4.4 Patent Analysis – Top 10 companies
4.5 Pricing Analysis
5 Global Gamification in Education Market – Industry Market Entry Scenario
5.1 Regulatory Framework Overview
5.2 New Business and Ease of Doing business index
5.3 Case studies of successful ventures
5.4 Customer Analysis – Top 10 companies
6 Global Gamification in Education Market – Market Forces
6.1 Introduction
6.2 Market Dynamics
6.2.1 Drivers
6.2.2 Opportunities
6.2.3 Challenges
6.3 Porters Analysis of Market
6.3.1 Bargaining power of suppliers
6.3.2 Bargaining powers of customers
6.3.3 Threat of new entrants
6.3.4 Rivalry among existing players
6.3.5 Threat of substitutes
7 Global Gamification in Education Market – Strategic Analysis
7.1 Value Chain analysis
7.2 Product Life Cycle
7.3 Supplier and distributor analysis (Market share and product dealing strategies)
8 Global Gamification in Education Market – By Offering (Market Size – & million/billion)
8.1 Services
8.2 Solution
9 Global Gamification in Education Market – By Deployment Mode
9.1 On-Premises
9.2 Cloud
10 Global Gamification in Education Market – By End User
10.1 Academic
10.2 Corporate Training
11 Global Gamification in Education Market – By Geography (Market Size – & million/billion)
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K
11.3.2 Germany
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia-Pacific
11.4.1 China
11.4.2 Japan
11.4.3 India
11.4.4 South Korea
11.4.5 Rest of APAC
11.5 Rest of the World
11.5.1 South America
11.5.2 Middle East
11.5.3 Africa
12 Global Gamification in Education Market – Entropy
12.1 New product launches
12.2 M&A’s, collaborations, JVs and partnerships
13 Global Gamification in Education Market Company Profile (Key Players)
13.1 Market Share, Company Revenue, Products, M&A, Developments
13.2 MPS Interactive Systems
13.3 Bunchball
13.4 Cognizant
13.5 Fundamentor
13.6 Recurrence Inc
13.7 NIIT Ltd
13.8 D2L Corporation
13.9 Kahoot!
13.10 Top Hat
13.11 Classcraft Studios
13.12 Company 11 & more
14 Global Gamification in Education Market – Appendix
14.1 Sources
14.2 Abbreviations