Gamification In Education Market By Solution Type (Consumer-Driven Gamification, Enterprise-Driven Gamification), By Deployment Model (Cloud-Based Gamification, On-Premise Gamification) - Growth, Future Prospects & Competitive Analysis, 2018 – 2026

Published By: Brisk Insights | Published On: Sep 30, 2021

 

"Enhanced Learning Experience to Ensure High Demand for Gamification in Educational Sector"

 

The gamification in education market worldwide is expected to grow with a double digit CAGR during the forecast period from 2018 to 2026, starting from US$ 130.0 Mn in 2017. Gamification is one of the most prominent educational approaches designed to increase engagement and motivation of learners. Gamification uses gaming mechanics including badges, levels and points/leaderboards. This simplifies key concepts and helps improving learner’s motivation. In addition, gamified design reduces fear to failure, thereby encouraging learners to face various challenges and goals. Considering the overall growing adoption of gamification across different applications, educational gamification market is set to register high growth in the following years. Consumer-driven education gamification segment is expected to register the most promising growth over the forecast period.

 

"North America to Continue Dominance throughout the Forecast Period"

 

In 2017, the gamification in education market was led by North America accounting for over 40% of the total market revenue generated worldwide. The market here is governed by strong adoption of gamification across various sectors. Numerous educational institutes have turned towards gamified education in order to ensure effective learning experience and engagement. Additionally, the region has robust penetration of consumer-driven gamified education, further supporting the market growth. In the following years, Asia Pacific is expected to demonstrate the fastest growth in the market. This can be attributed to growing digitization (such as internet, laptops, tablets etc.) in the education sector.

 

"Continual Enhancement in Gamification Platforms to Remain the Key Strategy"

 

Educational gamification market is highly competitive in nature due to constant need for innovative designs. Due to diverse nature of learning across different institutions, gamification vendors emphasize on creating personalized gamification apps. Some of the prominent players operating in the gamification in education market include Microsoft Corporation, Salesforce.com, Inc., Bunchball, Inc., GamEffective, Tata Interactive Systems, Institute of Play and Smart Game Systems among others.

 

Historical & Forecast Period

 

This research report presents the analysis of each segment from 2016 to 2026 considering 2017 as the base year for the research. Compounded Annual Growth Rate (CAGR) for each respective segments calculated for the forecast period from 2018 to 2026.

 

Key questions answered in this report

 

  • What was the market size of gamification solutions (specific to educational sector) in 2017 and forecast up to 2026?
  • Which is the largest regional market for educational gamification?
  • What are the major trends followed in overall education gamification across different regions?
  • Who are the key gamification companies leading the market?
  • What are the key strategies adopted by the leading gamification companies in market?

 

Unique data points of this report

 

  • Recent trends across different regions in terms of adoption of gamification across different sectors
  • Notable developments going on in gamification industry
  • Attractive investment proposition for solution type, deployment model segment as well as geography
  • Comparative scenario for all the segments for years 2017 (actual) and 2026 (forecast)

 

Chapter 1 Preface


1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I – Secondary Research
1.4.2 Phase II – Primary Research
1.4.3 Phase III – Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted

 

Chapter 2 Executive Summary


2.1 Market Snapshot: Global GE Market
2.2 Global GE Market, By Solution Type
2.3 Global GE Market, By Deployment Model
2.4 Global GE Market, By Geography

 

Chapter 3 Market Dynamics


3.1 Introduction
3.1.1 Global GE Market Value, 2016 – 2026, (US$ Mn)
3.2 Market Drivers
3.2.1 Growing Adoption of Gamified Solutions
3.2.2 Enhanced Learning Experience through Gamification
3.3 Market Growth Inhibitors
3.3.1 Impact Analysis of Market Drivers and Restraints
3.4 Attractive Investment Proposition
3.5 Market Positioning of Key Educational Gamification Vendors, 2017

 

Chapter 4 Global Gamification in Education (GE) Market Analysis, By Solution Type


4.1 Market Analysis
4.2 Consumer-driven Gamification
4.3 Enterprise-driven Gamification

 

Chapter 5 Global Gamification in Education (GE) Market Analysis, By Deployment Model


5.1 Market Analysis
5.2 Cloud-based Gamification
5.3 On-premise Gamification

 

Chapter 6 North America Gamification in Education (GE) Market Analysis


6.1 Overview
6.2 North America GE Market Analysis, By Solution Type, 2016 – 2026
6.2.1 Comparative Analysis
6.3 North America GE Market Analysis, By Deployment Model, 2016 – 2026
6.3.1 Comparative Analysis
6.4 North America GE Market Analysis, By Country, 2016 – 2026
6.4.1 U.S.
6.4.2 Rest of North America

 

Chapter 7 Europe Gamification in Education (GE) Market Analysis


7.1 Overview
7.2 Europe GE Market Analysis, By Solution Type, 2016 – 2026
7.2.1 Comparative Analysis
7.3 Europe GE Market Analysis, By Deployment Model, 2016 – 2026
7.3.1 Comparative Analysis
7.4 Europe GE Market Analysis, By Country, 2016 – 2026
7.4.1 U.K.
7.4.2 Germany
7.4.3 France
7.4.4 Rest of Europe

 

Chapter 8 Asia Pacific Gamification in Education (GE) Market Analysis


8.1 Overview
8.2 Asia Pacific GE Market Analysis, By Solution Type, 2016 – 2026
8.2.1 Comparative Analysis
8.3 Asia Pacific GE Market Analysis, By Deployment Model, 2016 – 2026
8.3.1 Comparative Analysis
8.4 Asia Pacific GE Market Analysis, By Country, 2016 – 2026
8.4.1 China
8.4.2 Japan
8.4.3 India
8.4.4 Rest of Asia Pacific

 

Chapter 9 Rest of the World (RoW) Gamification in Education (GE) Market Analysis


9.1 Overview
9.2 RoW GE Market Analysis, By Solution Type, 2016 – 2026
9.2.1 Comparative Analysis
9.3 RoW GE Market Analysis, By Deployment Model, 2016 – 2026
9.3.1 Comparative Analysis
9.4 RoW GE Market Analysis, By Region, 2016 – 2026
9.4.1 Middle East & Africa (MEA)
9.4.2 Latin America

 

Chapter 10 Company Profiles


10.1 Microsoft Corporation
10.2 Salesforce.com, Inc.
10.3 Bunchball, Inc.
10.4 GamEffective
10.5 Tata Interactive Systems
10.6 Institute of Play
10.7 Smart Game Systems

* GE - Gamification in Education

TABLE 1 Market Snapshot: Global Gamification in Education (GF) Market
TABLE 2 Impact Indicators
TABLE 3 Impact Analysis of Drivers and Restraints
TABLE 4 North America GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 5 North America GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 6 North America GF Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 7 Europe GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 8 Europe GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 9 Europe GF Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 10 Asia Pacific GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 11 Asia Pacific GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 12 Asia Pacific GF Market Value, By Country, 2016 – 2026 (US$ Mn)
TABLE 13 RoW GF Market Value, By Solution Type, 2016 – 2026 (US$ Mn)
TABLE 14 RoW GF Market Value, By Deployment Model, 2016 – 2026 (US$ Mn)
TABLE 15 RoW GF Market Value, By Region, 2016 – 2026 (US$ Mn)
TABLE 16 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 17 Salesforce.com, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 18 Bunchball, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 19 GamEffective: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 20 Tata Interactive Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 21 Institute of Play: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)
TABLE 22 Smart Game Systems: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent Developments)

FIG. 1 Global Gamification in Education (GF): Market Segmentation
FIG. 2 Global GF Market: Research Methodology
FIG. 3 Top-Down and Bottom Up Approach
FIG. 4 Global GF Market, By Solution Type, 2017 (US$ Mn)
FIG. 5 Global GF Market, By Deployment Model, 2017 (US$ Mn)
FIG. 6 Global GF Market, By Geography, 2017 (US$ Mn)
FIG. 7 Global GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 8 Attractive Investment Proposition, by Geography
FIG. 9 Market Positioning of Key Educational Gamification Vendors, 2017
FIG. 10 Global GF Market Value Contribution, By Solution Type, 2017 & 2026 (Value %)
FIG. 11 Global Consumer-driven GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 12 Global Enterprise-driven GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 13 Global GF Market Value Contribution, By Deployment Model, 2017 & 2026 (Value %)
FIG. 14 Global Cloud-based GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 15 Global On-premise GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 16 North America GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 17 Europe GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 18 Asia Pacific GF Market Value, 2016 – 2026, (US$ Mn)
FIG. 19 RoW GF Market Value, 2016 – 2026, (US$ Mn)

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