GamificationEducation market

Gamification in Education Market by Player, Region, Type, Application and Forecast to 2023-2031

  • 19 August 2023
  • ICT & Media
  • 101 Pages
  • Report code : PMR-7781917

  • 4.7 (158)

GamificationEducation Market

COMPANIES COVERED

CK-12
Classcraft Studios
Cognizant
D2L
Fundamentor
Google
Kahoot
Kuato Studios
Microsoft
MPS Interactive
NIIT
Recurrence
Top Hat

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GamificationEducation Market studies the Gamification in Education market, covering market size for segment by type (On-premises, Cloud-based, etc.), by application (Academic, Corporate Training, etc.), by sales channel (Direct Channel, Distribution Channel), by player (BLUErabbit, Bunchball, CK-12, Classcraft Studios, Cognizant, etc.) and by region (North America, Europe, Asia-Pacific, South America and Middle East & Africa).

GamificationEducation Market provides detailed historical analysis of global market for Gamification in Education from 2017-2022, and provides extensive market forecasts from 2023-2031 by region/country and subsectors. It covers the sales/revenue/value, gross margin, historical growth and future perspectives in the Gamification in Education market.

The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.

Leading players of Gamification in Education including:

BLUErabbit

Bunchball

CK-12

Classcraft Studios

Cognizant

D2L

Fundamentor

Google

Kahoot

Kuato Studios

Microsoft

MPS Interactive

NIIT

Recurrence

Top Hat

Market split by Type, can be divided into:

On-premises

Cloud-based

Market split by Application, can be divided into:

Academic

Corporate Training

Others

Market split by Sales Channel, can be divided into:

Direct Channel

Distribution Channel

Market segment by Region/Country including:

North America (United States, Canada and Mexico)

Europe (Germany, UK, France, Italy, Russia and Spain etc.)

Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)

South America (Brazil, Argentina and Colombia etc.)

Middle East & Africa (South Africa, UAE and Saudi Arabia etc.)

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