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E-Learning Gamification Market, Global Outlook and Forecast 2022-2028

  • 19 May 2022
  • ICT & Media
  • 107 Pages
  • Report code : 24WT-7089212

E-Learning Gamification and Forecast Market

1 Introduction to Research & Analysis Reports
1.1 E-Learning Gamification Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global E-Learning Gamification Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global E-Learning Gamification Overall Market Size
2.1 Global E-Learning Gamification Market Size: 2021 VS 2028
2.2 Global E-Learning Gamification Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top E-Learning Gamification Players in Global Market
3.2 Top Global E-Learning Gamification Companies Ranked by Revenue
3.3 Global E-Learning Gamification Revenue by Companies
3.4 Top 3 and Top 5 E-Learning Gamification Companies in Global Market, by Revenue in 2021
3.5 Global Companies E-Learning Gamification Product Type
3.6 Tier 1, Tier 2 and Tier 3 E-Learning Gamification Players in Global Market
3.6.1 List of Global Tier 1 E-Learning Gamification Companies
3.6.2 List of Global Tier 2 and Tier 3 E-Learning Gamification Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global E-Learning Gamification Market Size Markets, 2021 & 2028
4.1.2 Cloud Based
4.1.3 On-Premise
4.2 By Type - Global E-Learning Gamification Revenue & Forecasts
4.2.1 By Type - Global E-Learning Gamification Revenue, 2017-2022
4.2.2 By Type - Global E-Learning Gamification Revenue, 2023-2028
4.2.3 By Type - Global E-Learning Gamification Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global E-Learning Gamification Market Size, 2021 & 2028
5.1.2 K-12 education
5.1.3 Higher education
5.2 By Application - Global E-Learning Gamification Revenue & Forecasts
5.2.1 By Application - Global E-Learning Gamification Revenue, 2017-2022
5.2.2 By Application - Global E-Learning Gamification Revenue, 2023-2028
5.2.3 By Application - Global E-Learning Gamification Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global E-Learning Gamification Market Size, 2021 & 2028
6.2 By Region - Global E-Learning Gamification Revenue & Forecasts
6.2.1 By Region - Global E-Learning Gamification Revenue, 2017-2022
6.2.2 By Region - Global E-Learning Gamification Revenue, 2023-2028
6.2.3 By Region - Global E-Learning Gamification Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America E-Learning Gamification Revenue, 2017-2028
6.3.2 US E-Learning Gamification Market Size, 2017-2028
6.3.3 Canada E-Learning Gamification Market Size, 2017-2028
6.3.4 Mexico E-Learning Gamification Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe E-Learning Gamification Revenue, 2017-2028
6.4.2 Germany E-Learning Gamification Market Size, 2017-2028
6.4.3 France E-Learning Gamification Market Size, 2017-2028
6.4.4 U.K. E-Learning Gamification Market Size, 2017-2028
6.4.5 Italy E-Learning Gamification Market Size, 2017-2028
6.4.6 Russia E-Learning Gamification Market Size, 2017-2028
6.4.7 Nordic Countries E-Learning Gamification Market Size, 2017-2028
6.4.8 Benelux E-Learning Gamification Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia E-Learning Gamification Revenue, 2017-2028
6.5.2 China E-Learning Gamification Market Size, 2017-2028
6.5.3 Japan E-Learning Gamification Market Size, 2017-2028
6.5.4 South Korea E-Learning Gamification Market Size, 2017-2028
6.5.5 Southeast Asia E-Learning Gamification Market Size, 2017-2028
6.5.6 India E-Learning Gamification Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America E-Learning Gamification Revenue, 2017-2028
6.6.2 Brazil E-Learning Gamification Market Size, 2017-2028
6.6.3 Argentina E-Learning Gamification Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa E-Learning Gamification Revenue, 2017-2028
6.7.2 Turkey E-Learning Gamification Market Size, 2017-2028
6.7.3 Israel E-Learning Gamification Market Size, 2017-2028
6.7.4 Saudi Arabia E-Learning Gamification Market Size, 2017-2028
6.7.5 UAE E-Learning Gamification Market Size, 2017-2028
7 Players Profiles
7.1 Badgeville
7.1.1 Badgeville Corporate Summary
7.1.2 Badgeville Business Overview
7.1.3 Badgeville E-Learning Gamification Major Product Offerings
7.1.4 Badgeville E-Learning Gamification Revenue in Global Market (2017-2022)
7.1.5 Badgeville Key News
7.2 BI WORLDWIDE
7.2.1 BI WORLDWIDE Corporate Summary
7.2.2 BI WORLDWIDE Business Overview
7.2.3 BI WORLDWIDE E-Learning Gamification Major Product Offerings
7.2.4 BI WORLDWIDE E-Learning Gamification Revenue in Global Market (2017-2022)
7.2.5 BI WORLDWIDE Key News
7.3 Classcraft Studios
7.3.1 Classcraft Studios Corporate Summary
7.3.2 Classcraft Studios Business Overview
7.3.3 Classcraft Studios E-Learning Gamification Major Product Offerings
7.3.4 Classcraft Studios E-Learning Gamification Revenue in Global Market (2017-2022)
7.3.5 Classcraft Studios Key News
7.4 Microsoft
7.4.1 Microsoft Corporate Summary
7.4.2 Microsoft Business Overview
7.4.3 Microsoft E-Learning Gamification Major Product Offerings
7.4.4 Microsoft E-Learning Gamification Revenue in Global Market (2017-2022)
7.4.5 Microsoft Key News
7.5 SAP
7.5.1 SAP Corporate Summary
7.5.2 SAP Business Overview
7.5.3 SAP E-Learning Gamification Major Product Offerings
7.5.4 SAP E-Learning Gamification Revenue in Global Market (2017-2022)
7.5.5 SAP Key News
7.6 MPS Interactive Systems
7.6.1 MPS Interactive Systems Corporate Summary
7.6.2 MPS Interactive Systems Business Overview
7.6.3 MPS Interactive Systems E-Learning Gamification Major Product Offerings
7.6.4 MPS Interactive Systems E-Learning Gamification Revenue in Global Market (2017-2022)
7.6.5 MPS Interactive Systems Key News
7.7 D2L Corporation
7.7.1 D2L Corporation Corporate Summary
7.7.2 D2L Corporation Business Overview
7.7.3 D2L Corporation E-Learning Gamification Major Product Offerings
7.7.4 D2L Corporation E-Learning Gamification Revenue in Global Market (2017-2022)
7.7.5 D2L Corporation Key News
7.8 Top Hat
7.8.1 Top Hat Corporate Summary
7.8.2 Top Hat Business Overview
7.8.3 Top Hat E-Learning Gamification Major Product Offerings
7.8.4 Top Hat E-Learning Gamification Revenue in Global Market (2017-2022)
7.8.5 Top Hat Key News
7.9 Cognizant
7.9.1 Cognizant Corporate Summary
7.9.2 Cognizant Business Overview
7.9.3 Cognizant E-Learning Gamification Major Product Offerings
7.9.4 Cognizant E-Learning Gamification Revenue in Global Market (2017-2022)
7.9.5 Cognizant Key News
7.10 Recurrence Inc.
7.10.1 Recurrence Inc. Corporate Summary
7.10.2 Recurrence Inc. Business Overview
7.10.3 Recurrence Inc. E-Learning Gamification Major Product Offerings
7.10.4 Recurrence Inc. E-Learning Gamification Revenue in Global Market (2017-2022)
7.10.5 Recurrence Inc. Key News
7.11 Fundamentor
7.11.1 Fundamentor Corporate Summary
7.11.2 Fundamentor Business Overview
7.11.3 Fundamentor E-Learning Gamification Major Product Offerings
7.11.4 Fundamentor E-Learning Gamification Revenue in Global Market (2017-2022)
7.11.5 Fundamentor Key News
7.12 Gametize
7.12.1 Gametize Corporate Summary
7.12.2 Gametize Business Overview
7.12.3 Gametize E-Learning Gamification Major Product Offerings
7.12.4 Gametize E-Learning Gamification Revenue in Global Market (2017-2022)
7.12.5 Gametize Key News
7.13 GradeCraft
7.13.1 GradeCraft Corporate Summary
7.13.2 GradeCraft Business Overview
7.13.3 GradeCraft E-Learning Gamification Major Product Offerings
7.13.4 GradeCraft E-Learning Gamification Revenue in Global Market (2017-2022)
7.13.5 GradeCraft Key News
7.14 Kuato Studios
7.14.1 Kuato Studios Corporate Summary
7.14.2 Kuato Studios Business Overview
7.14.3 Kuato Studios E-Learning Gamification Major Product Offerings
7.14.4 Kuato Studios E-Learning Gamification Revenue in Global Market (2017-2022)
7.14.5 Kuato Studios Key News
7.15 Kungfu-Math
7.15.1 Kungfu-Math Corporate Summary
7.15.2 Kungfu-Math Business Overview
7.15.3 Kungfu-Math E-Learning Gamification Major Product Offerings
7.15.4 Kungfu-Math E-Learning Gamification Revenue in Global Market (2017-2022)
7.15.5 Kungfu-Math Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
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List of Tables
Table 1. E-Learning Gamification Market Opportunities & Trends in Global Market
Table 2. E-Learning Gamification Market Drivers in Global Market
Table 3. E-Learning Gamification Market Restraints in Global Market
Table 4. Key Players of E-Learning Gamification in Global Market
Table 5. Top E-Learning Gamification Players in Global Market, Ranking by Revenue (2021)
Table 6. Global E-Learning Gamification Revenue by Companies, (US$, Mn), 2017-2022
Table 7. Global E-Learning Gamification Revenue Share by Companies, 2017-2022
Table 8. Global Companies E-Learning Gamification Product Type
Table 9. List of Global Tier 1 E-Learning Gamification Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 10. List of Global Tier 2 and Tier 3 E-Learning Gamification Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 11. By Type ? Global E-Learning Gamification Revenue, (US$, Mn), 2021 & 2028
Table 12. By Type - E-Learning Gamification Revenue in Global (US$, Mn), 2017-2022
Table 13. By Type - E-Learning Gamification Revenue in Global (US$, Mn), 2023-2028
Table 14. By Application ? Global E-Learning Gamification Revenue, (US$, Mn), 2021 & 2028
Table 15. By Application - E-Learning Gamification Revenue in Global (US$, Mn), 2017-2022
Table 16. By Application - E-Learning Gamification Revenue in Global (US$, Mn), 2023-2028
Table 17. By Region ? Global E-Learning Gamification Revenue, (US$, Mn), 2021 & 2028
Table 18. By Region - Global E-Learning Gamification Revenue (US$, Mn), 2017-2022
Table 19. By Region - Global E-Learning Gamification Revenue (US$, Mn), 2023-2028
Table 20. By Country - North America E-Learning Gamification Revenue, (US$, Mn), 2017-2022
Table 21. By Country - North America E-Learning Gamification Revenue, (US$, Mn), 2023-2028
Table 22. By Country - Europe E-Learning Gamification Revenue, (US$, Mn), 2017-2022
Table 23. By Country - Europe E-Learning Gamification Revenue, (US$, Mn), 2023-2028
Table 24. By Region - Asia E-Learning Gamification Revenue, (US$, Mn), 2017-2022
Table 25. By Region - Asia E-Learning Gamification Revenue, (US$, Mn), 2023-2028
Table 26. By Country - South America E-Learning Gamification Revenue, (US$, Mn), 2017-2022
Table 27. By Country - South America E-Learning Gamification Revenue, (US$, Mn), 2023-2028
Table 28. By Country - Middle East & Africa E-Learning Gamification Revenue, (US$, Mn), 2017-2022
Table 29. By Country - Middle East & Africa E-Learning Gamification Revenue, (US$, Mn), 2023-2028
Table 30. Badgeville Corporate Summary
Table 31. Badgeville E-Learning Gamification Product Offerings
Table 32. Badgeville E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 33. BI WORLDWIDE Corporate Summary
Table 34. BI WORLDWIDE E-Learning Gamification Product Offerings
Table 35. BI WORLDWIDE E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 36. Classcraft Studios Corporate Summary
Table 37. Classcraft Studios E-Learning Gamification Product Offerings
Table 38. Classcraft Studios E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 39. Microsoft Corporate Summary
Table 40. Microsoft E-Learning Gamification Product Offerings
Table 41. Microsoft E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 42. SAP Corporate Summary
Table 43. SAP E-Learning Gamification Product Offerings
Table 44. SAP E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 45. MPS Interactive Systems Corporate Summary
Table 46. MPS Interactive Systems E-Learning Gamification Product Offerings
Table 47. MPS Interactive Systems E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 48. D2L Corporation Corporate Summary
Table 49. D2L Corporation E-Learning Gamification Product Offerings
Table 50. D2L Corporation E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 51. Top Hat Corporate Summary
Table 52. Top Hat E-Learning Gamification Product Offerings
Table 53. Top Hat E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 54. Cognizant Corporate Summary
Table 55. Cognizant E-Learning Gamification Product Offerings
Table 56. Cognizant E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 57. Recurrence Inc. Corporate Summary
Table 58. Recurrence Inc. E-Learning Gamification Product Offerings
Table 59. Recurrence Inc. E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 60. Fundamentor Corporate Summary
Table 61. Fundamentor E-Learning Gamification Product Offerings
Table 62. Fundamentor E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 63. Gametize Corporate Summary
Table 64. Gametize E-Learning Gamification Product Offerings
Table 65. Gametize E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 66. GradeCraft Corporate Summary
Table 67. GradeCraft E-Learning Gamification Product Offerings
Table 68. GradeCraft E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 69. Kuato Studios Corporate Summary
Table 70. Kuato Studios E-Learning Gamification Product Offerings
Table 71. Kuato Studios E-Learning Gamification Revenue (US$, Mn), (2017-2022)
Table 72. Kungfu-Math Corporate Summary
Table 73. Kungfu-Math E-Learning Gamification Product Offerings
Table 74. Kungfu-Math E-Learning Gamification Revenue (US$, Mn), (2017-2022)
List of Figures
Figure 1. E-Learning Gamification Segment by Type in 2021
Figure 2. E-Learning Gamification Segment by Application in 2021
Figure 3. Global E-Learning Gamification Market Overview: 2021
Figure 4. Key Caveats
Figure 5. Global E-Learning Gamification Market Size: 2021 VS 2028 (US$, Mn)
Figure 6. Global E-Learning Gamification Revenue, 2017-2028 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by E-Learning Gamification Revenue in 2021
Figure 8. By Type - Global E-Learning Gamification Revenue Market Share, 2017-2028
Figure 9. By Application - Global E-Learning Gamification Revenue Market Share, 2017-2028
Figure 10. By Region - Global E-Learning Gamification Revenue Market Share, 2017-2028
Figure 11. By Country - North America E-Learning Gamification Revenue Market Share, 2017-2028
Figure 12. US E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 13. Canada E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 14. Mexico E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 15. By Country - Europe E-Learning Gamification Revenue Market Share, 2017-2028
Figure 16. Germany E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 17. France E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 18. U.K. E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 19. Italy E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 20. Russia E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 21. Nordic Countries E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 22. Benelux E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 23. By Region - Asia E-Learning Gamification Revenue Market Share, 2017-2028
Figure 24. China E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 25. Japan E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 26. South Korea E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 27. Southeast Asia E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 28. India E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 29. By Country - South America E-Learning Gamification Revenue Market Share, 2017-2028
Figure 30. Brazil E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 31. Argentina E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 32. By Country - Middle East & Africa E-Learning Gamification Revenue Market Share, 2017-2028
Figure 33. Turkey E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 34. Israel E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 35. Saudi Arabia E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 36. UAE E-Learning Gamification Revenue, (US$, Mn), 2017-2028
Figure 37. Badgeville E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 38. BI WORLDWIDE E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 39. Classcraft Studios E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 40. Microsoft E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 41. SAP E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 42. MPS Interactive Systems E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 43. D2L Corporation E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 44. Top Hat E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 45. Cognizant E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 46. Recurrence Inc. E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 47. Fundamentor E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 48. Gametize E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 49. GradeCraft E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 50. Kuato Studios E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 51. Kungfu-Math E-Learning Gamification Revenue Year Over Year Growth (US$, Mn) & (2017-2022)

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