Gamification of Learning Market
1 Introduction to Research & Analysis Reports
1.1 Gamification of Learning Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Gamification of Learning 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 Gamification of Learning Overall Market Size
2.1 Global Gamification of Learning Market Size: 2021 VS 2028
2.2 Global Gamification of Learning 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 Gamification of Learning Players in Global Market
3.2 Top Global Gamification of Learning Companies Ranked by Revenue
3.3 Global Gamification of Learning Revenue by Companies
3.4 Top 3 and Top 5 Gamification of Learning Companies in Global Market, by Revenue in 2021
3.5 Global Companies Gamification of Learning Product Type
3.6 Tier 1, Tier 2 and Tier 3 Gamification of Learning Players in Global Market
3.6.1 List of Global Tier 1 Gamification of Learning Companies
3.6.2 List of Global Tier 2 and Tier 3 Gamification of Learning Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global Gamification of Learning Market Size Markets, 2021 & 2028
4.1.2 Cloud
4.1.3 On-premises
4.2 By Type - Global Gamification of Learning Revenue & Forecasts
4.2.1 By Type - Global Gamification of Learning Revenue, 2017-2022
4.2.2 By Type - Global Gamification of Learning Revenue, 2023-2028
4.2.3 By Type - Global Gamification of Learning Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Gamification of Learning Market Size, 2021 & 2028
5.1.2 Academic
5.1.3 Corporate Training
5.2 By Application - Global Gamification of Learning Revenue & Forecasts
5.2.1 By Application - Global Gamification of Learning Revenue, 2017-2022
5.2.2 By Application - Global Gamification of Learning Revenue, 2023-2028
5.2.3 By Application - Global Gamification of Learning Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global Gamification of Learning Market Size, 2021 & 2028
6.2 By Region - Global Gamification of Learning Revenue & Forecasts
6.2.1 By Region - Global Gamification of Learning Revenue, 2017-2022
6.2.2 By Region - Global Gamification of Learning Revenue, 2023-2028
6.2.3 By Region - Global Gamification of Learning Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America Gamification of Learning Revenue, 2017-2028
6.3.2 US Gamification of Learning Market Size, 2017-2028
6.3.3 Canada Gamification of Learning Market Size, 2017-2028
6.3.4 Mexico Gamification of Learning Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe Gamification of Learning Revenue, 2017-2028
6.4.2 Germany Gamification of Learning Market Size, 2017-2028
6.4.3 France Gamification of Learning Market Size, 2017-2028
6.4.4 U.K. Gamification of Learning Market Size, 2017-2028
6.4.5 Italy Gamification of Learning Market Size, 2017-2028
6.4.6 Russia Gamification of Learning Market Size, 2017-2028
6.4.7 Nordic Countries Gamification of Learning Market Size, 2017-2028
6.4.8 Benelux Gamification of Learning Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia Gamification of Learning Revenue, 2017-2028
6.5.2 China Gamification of Learning Market Size, 2017-2028
6.5.3 Japan Gamification of Learning Market Size, 2017-2028
6.5.4 South Korea Gamification of Learning Market Size, 2017-2028
6.5.5 Southeast Asia Gamification of Learning Market Size, 2017-2028
6.5.6 India Gamification of Learning Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America Gamification of Learning Revenue, 2017-2028
6.6.2 Brazil Gamification of Learning Market Size, 2017-2028
6.6.3 Argentina Gamification of Learning Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Gamification of Learning Revenue, 2017-2028
6.7.2 Turkey Gamification of Learning Market Size, 2017-2028
6.7.3 Israel Gamification of Learning Market Size, 2017-2028
6.7.4 Saudi Arabia Gamification of Learning Market Size, 2017-2028
6.7.5 UAE Gamification of Learning Market Size, 2017-2028
7 Players Profiles
7.1 Microsoft
7.1.1 Microsoft Corporate Summary
7.1.2 Microsoft Business Overview
7.1.3 Microsoft Gamification of Learning Major Product Offerings
7.1.4 Microsoft Gamification of Learning Revenue in Global Market (2017-2022)
7.1.5 Microsoft Key News
7.2 MPS Interactive Systems
7.2.1 MPS Interactive Systems Corporate Summary
7.2.2 MPS Interactive Systems Business Overview
7.2.3 MPS Interactive Systems Gamification of Learning Major Product Offerings
7.2.4 MPS Interactive Systems Gamification of Learning Revenue in Global Market (2017-2022)
7.2.5 MPS Interactive Systems Key News
7.3 Bunchball
7.3.1 Bunchball Corporate Summary
7.3.2 Bunchball Business Overview
7.3.3 Bunchball Gamification of Learning Major Product Offerings
7.3.4 Bunchball Gamification of Learning Revenue in Global Market (2017-2022)
7.3.5 Bunchball Key News
7.4 NIIT
7.4.1 NIIT Corporate Summary
7.4.2 NIIT Business Overview
7.4.3 NIIT Gamification of Learning Major Product Offerings
7.4.4 NIIT Gamification of Learning Revenue in Global Market (2017-2022)
7.4.5 NIIT Key News
7.5 D2L Corporation
7.5.1 D2L Corporation Corporate Summary
7.5.2 D2L Corporation Business Overview
7.5.3 D2L Corporation Gamification of Learning Major Product Offerings
7.5.4 D2L Corporation Gamification of Learning Revenue in Global Market (2017-2022)
7.5.5 D2L Corporation Key News
7.6 Cognizant
7.6.1 Cognizant Corporate Summary
7.6.2 Cognizant Business Overview
7.6.3 Cognizant Gamification of Learning Major Product Offerings
7.6.4 Cognizant Gamification of Learning Revenue in Global Market (2017-2022)
7.6.5 Cognizant Key News
7.7 Fundamentor
7.7.1 Fundamentor Corporate Summary
7.7.2 Fundamentor Business Overview
7.7.3 Fundamentor Gamification of Learning Major Product Offerings
7.7.4 Fundamentor Gamification of Learning Revenue in Global Market (2017-2022)
7.7.5 Fundamentor 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 Gamification of Learning Major Product Offerings
7.8.4 Top Hat Gamification of Learning Revenue in Global Market (2017-2022)
7.8.5 Top Hat Key News
7.9 Classcraft Studios
7.9.1 Classcraft Studios Corporate Summary
7.9.2 Classcraft Studios Business Overview
7.9.3 Classcraft Studios Gamification of Learning Major Product Offerings
7.9.4 Classcraft Studios Gamification of Learning Revenue in Global Market (2017-2022)
7.9.5 Classcraft Studios Key News
7.10 Recurrence
7.10.1 Recurrence Corporate Summary
7.10.2 Recurrence Business Overview
7.10.3 Recurrence Gamification of Learning Major Product Offerings
7.10.4 Recurrence Gamification of Learning Revenue in Global Market (2017-2022)
7.10.5 Recurrence Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. Gamification of Learning Market Opportunities & Trends in Global Market
Table 2. Gamification of Learning Market Drivers in Global Market
Table 3. Gamification of Learning Market Restraints in Global Market
Table 4. Key Players of Gamification of Learning in Global Market
Table 5. Top Gamification of Learning Players in Global Market, Ranking by Revenue (2021)
Table 6. Global Gamification of Learning Revenue by Companies, (US$, Mn), 2017-2022
Table 7. Global Gamification of Learning Revenue Share by Companies, 2017-2022
Table 8. Global Companies Gamification of Learning Product Type
Table 9. List of Global Tier 1 Gamification of Learning Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Gamification of Learning Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 11. By Type ? Global Gamification of Learning Revenue, (US$, Mn), 2021 & 2028
Table 12. By Type - Gamification of Learning Revenue in Global (US$, Mn), 2017-2022
Table 13. By Type - Gamification of Learning Revenue in Global (US$, Mn), 2023-2028
Table 14. By Application ? Global Gamification of Learning Revenue, (US$, Mn), 2021 & 2028
Table 15. By Application - Gamification of Learning Revenue in Global (US$, Mn), 2017-2022
Table 16. By Application - Gamification of Learning Revenue in Global (US$, Mn), 2023-2028
Table 17. By Region ? Global Gamification of Learning Revenue, (US$, Mn), 2021 & 2028
Table 18. By Region - Global Gamification of Learning Revenue (US$, Mn), 2017-2022
Table 19. By Region - Global Gamification of Learning Revenue (US$, Mn), 2023-2028
Table 20. By Country - North America Gamification of Learning Revenue, (US$, Mn), 2017-2022
Table 21. By Country - North America Gamification of Learning Revenue, (US$, Mn), 2023-2028
Table 22. By Country - Europe Gamification of Learning Revenue, (US$, Mn), 2017-2022
Table 23. By Country - Europe Gamification of Learning Revenue, (US$, Mn), 2023-2028
Table 24. By Region - Asia Gamification of Learning Revenue, (US$, Mn), 2017-2022
Table 25. By Region - Asia Gamification of Learning Revenue, (US$, Mn), 2023-2028
Table 26. By Country - South America Gamification of Learning Revenue, (US$, Mn), 2017-2022
Table 27. By Country - South America Gamification of Learning Revenue, (US$, Mn), 2023-2028
Table 28. By Country - Middle East & Africa Gamification of Learning Revenue, (US$, Mn), 2017-2022
Table 29. By Country - Middle East & Africa Gamification of Learning Revenue, (US$, Mn), 2023-2028
Table 30. Microsoft Corporate Summary
Table 31. Microsoft Gamification of Learning Product Offerings
Table 32. Microsoft Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 33. MPS Interactive Systems Corporate Summary
Table 34. MPS Interactive Systems Gamification of Learning Product Offerings
Table 35. MPS Interactive Systems Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 36. Bunchball Corporate Summary
Table 37. Bunchball Gamification of Learning Product Offerings
Table 38. Bunchball Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 39. NIIT Corporate Summary
Table 40. NIIT Gamification of Learning Product Offerings
Table 41. NIIT Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 42. D2L Corporation Corporate Summary
Table 43. D2L Corporation Gamification of Learning Product Offerings
Table 44. D2L Corporation Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 45. Cognizant Corporate Summary
Table 46. Cognizant Gamification of Learning Product Offerings
Table 47. Cognizant Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 48. Fundamentor Corporate Summary
Table 49. Fundamentor Gamification of Learning Product Offerings
Table 50. Fundamentor Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 51. Top Hat Corporate Summary
Table 52. Top Hat Gamification of Learning Product Offerings
Table 53. Top Hat Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 54. Classcraft Studios Corporate Summary
Table 55. Classcraft Studios Gamification of Learning Product Offerings
Table 56. Classcraft Studios Gamification of Learning Revenue (US$, Mn), (2017-2022)
Table 57. Recurrence Corporate Summary
Table 58. Recurrence Gamification of Learning Product Offerings
Table 59. Recurrence Gamification of Learning Revenue (US$, Mn), (2017-2022)
List of Figures
Figure 1. Gamification of Learning Segment by Type in 2021
Figure 2. Gamification of Learning Segment by Application in 2021
Figure 3. Global Gamification of Learning Market Overview: 2021
Figure 4. Key Caveats
Figure 5. Global Gamification of Learning Market Size: 2021 VS 2028 (US$, Mn)
Figure 6. Global Gamification of Learning Revenue, 2017-2028 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Gamification of Learning Revenue in 2021
Figure 8. By Type - Global Gamification of Learning Revenue Market Share, 2017-2028
Figure 9. By Application - Global Gamification of Learning Revenue Market Share, 2017-2028
Figure 10. By Region - Global Gamification of Learning Revenue Market Share, 2017-2028
Figure 11. By Country - North America Gamification of Learning Revenue Market Share, 2017-2028
Figure 12. US Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 13. Canada Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 14. Mexico Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 15. By Country - Europe Gamification of Learning Revenue Market Share, 2017-2028
Figure 16. Germany Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 17. France Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 18. U.K. Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 19. Italy Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 20. Russia Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 21. Nordic Countries Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 22. Benelux Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 23. By Region - Asia Gamification of Learning Revenue Market Share, 2017-2028
Figure 24. China Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 25. Japan Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 26. South Korea Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 27. Southeast Asia Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 28. India Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 29. By Country - South America Gamification of Learning Revenue Market Share, 2017-2028
Figure 30. Brazil Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 31. Argentina Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 32. By Country - Middle East & Africa Gamification of Learning Revenue Market Share, 2017-2028
Figure 33. Turkey Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 34. Israel Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 35. Saudi Arabia Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 36. UAE Gamification of Learning Revenue, (US$, Mn), 2017-2028
Figure 37. Microsoft Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 38. MPS Interactive Systems Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 39. Bunchball Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 40. NIIT Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 41. D2L Corporation Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 42. Cognizant Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 43. Fundamentor Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 44. Top Hat Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 45. Classcraft Studios Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 46. Recurrence Gamification of Learning Revenue Year Over Year Growth (US$, Mn) & (2017-2022)