Gamification In Education Market - Forecast(2024 - 2030)

Report Code: ITR 82719 Report Format: PDF + Excel
1. Gamification In Education Market - Overview
        1.1 Definitions and Scope
2. Gamification In Education Market - Executive summary
        2.1 Market Revenue, Market Size and Key Trends by Company
        2.2 Key Trends by type of Application
        2.3 Key Trends segmented by Geography
3. Gamification In Education Market
        3.1 Comparative analysis
            3.1.1 Product Benchmarking - Top 10 companies
            3.1.2 Top 5 Financials Analysis
            3.1.3 Market Value split by Top 10 companies
            3.1.4 Patent Analysis - Top 10 companies
            3.1.5 Pricing Analysis
4. Gamification In Education Market - Startup companies Scenario Premium
        4.1 Top 10 startup company Analysis by
            4.1.1 Investment
            4.1.2 Revenue
            4.1.3 Market Shares
            4.1.4 Market Size and Application Analysis
            4.1.5 Venture Capital and Funding Scenario
5. Gamification In Education Market - Industry Market Entry Scenario Premium
        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. Gamification In Education Market Forces
        6.1 Drivers
        6.2 Constraints
        6.3 Challenges
        6.4 Porters five force model
            6.4.1 Bargaining power of suppliers
            6.4.2 Bargaining powers of customers
            6.4.3 Threat of new entrants
            6.4.4 Rivalry among existing players
            6.4.5 Threat of substitutes
7. Gamification In Education Market -Strategic analysis
        7.1 Value chain analysis
        7.2 Opportunities analysis
        7.3 Product life cycle
        7.4 Suppliers and distributors Market Share
8. Gamification In Education Market - By Product Type(Market Size -$Million / $Billion)
        8.1 Market Size and Market Share Analysis
        8.2 Application Revenue and Trend Research
        8.3 Product Segment Analysis
9. Gamification In Education Market - By Type(Market Size -$Million / $Billion)
        9.1 Gamification in Education Market, By Offering
            9.1.1 Software
                 9.1.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software
            9.1.2 Services
                 9.1.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment
        9.2 Gamification in Education Market, By Deployment Mode
            9.2.1 Cloud
                 9.2.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in
            9.2.2 On-Premises
                 9.2.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment
        9.3 Gamification in Education Market, By End User
            9.3.1 Academic
                 9.3.1.1 K-12
                 9.3.1.2 Higher Education
            9.3.2 Corporate Training
                 9.3.2.1 Small and Medium-Sized Enterprises
                 9.3.2.2 Large Enterprises
10. Gamification In Education - By Application Type(Market Size -$Million / $Billion)
        10.1 Segment type Size and Market Share Analysis
        10.2 Application Revenue and Trends by type of Application
        10.3 Application Segment Analysis by Type
11. Gamification In Education- By Geography (Market Size -$Million / $Billion)
        11.1 Gamification In Education Market - North America Segment Research
        11.2 North America Market Research (Million / $Billion)
            11.2.1 Segment type Size and Market Size Analysis
            11.2.2 Revenue and Trends
            11.2.3 Application Revenue and Trends by type of Application
            11.2.4 Company Revenue and Product Analysis
            11.2.5 North America Product type and Application Market Size
                  11.2.5.1 U.S
                  11.2.5.2 Canada
                  11.2.5.3 Mexico
                  11.2.5.4 Rest of North America
        11.3 Gamification In Education- South America Segment Research
        11.4 South America Market Research (Market Size -$Million / $Billion)
            11.4.1 Segment type Size and Market Size Analysis
            11.4.2 Revenue and Trends
            11.4.3 Application Revenue and Trends by type of Application
            11.4.4 Company Revenue and Product Analysis
            11.4.5 South America Product type and Application Market Size
                  11.4.5.1 Brazil
                  11.4.5.2 Venezuela
                  11.4.5.3 Argentina
                  11.4.5.4 Ecuador
                  11.4.5.5 Peru
                  11.4.5.6 Colombia
                  11.4.5.7 Costa Rica
                  11.4.5.8 Rest of South America
        11.5 Gamification In Education- Europe Segment Research
        11.6 Europe Market Research (Market Size -$Million / $Billion)
            11.6.1 Segment type Size and Market Size Analysis
            11.6.2 Revenue and Trends
            11.6.3 Application Revenue and Trends by type of Application
            11.6.4 Company Revenue and Product Analysis
            11.6.5 Europe Segment Product type and Application Market Size
                  11.6.5.1 U.K
                  11.6.5.2 Germany
                  11.6.5.3 Italy
                  11.6.5.4 France
                  11.6.5.5 Netherlands
                  11.6.5.6 Belgium
                  11.6.5.7 Denmark
                  11.6.5.8 Spain
                  11.6.5.9 Rest of Europe
        11.7 Gamification In Education - APAC Segment Research
        11.8 APAC Market Research (Market Size -$Million / $Billion)
            11.8.1 Segment type Size and Market Size Analysis
            11.8.2 Revenue and Trends
            11.8.3 Application Revenue and Trends by type of Application
            11.8.4 Company Revenue and Product Analysis
            11.8.5 APAC Segment - Product type and Application Market Size
                  11.8.5.1 China
                  11.8.5.2 Australia
                  11.8.5.3 Japan
                  11.8.5.4 South Korea
                  11.8.5.5 India
                  11.8.5.6 Taiwan
                  11.8.5.7 Malaysia
                  11.8.5.8 Hong kong
                  11.8.5.9 Rest of APAC
        11.9 Gamification In Education - Middle East Segment and Africa Segment Research
        11.10 Middle East & Africa Market Research (Market Size -$Million / $Billion)
            11.10.1 Segment type Size and Market Size Analysis
            11.10.2 Revenue and Trend Analysis
            11.10.3 Application Revenue and Trends by type of Application
            11.10.4 Company Revenue and Product Analysis
            11.10.5 Middle East Segment Product type and Application Market Size
                  11.10.5.1 Israel
                  11.10.5.2 Saudi Arabia
                  11.10.5.3 UAE
            11.10.6 Africa Segment Analysis
                  11.10.6.1 South Africa
                  11.10.6.2 Rest of Middle East & Africa
12. Gamification In Education Market - Entropy
        12.1 New product launches
        12.2 M&A s, collaborations, JVs and partnerships
13. Gamification In Education Market - Industry / Segment Competition landscape Premium
        13.1 Market Share Analysis
            13.1.1 Market Share by Country- Top companies
            13.1.2 Market Share by Region- Top 10 companies
            13.1.3 Market Share by type of Application - Top 10 companies
            13.1.4 Market Share by type of Product / Product category- Top 10 companies
            13.1.5 Market Share at global level - Top 10 companies
            13.1.6 Best Practises for companies
14. Gamification In Education Market - Key Company List by Country Premium
15. Gamification In Education Market Company Analysis
        15.1 Market Share, Company Revenue, Products, M&A, Developments
        15.2 Bluerabbit
        15.3 Bunchball
        15.4 Ck-12
        15.5 Classcraft Studios
        15.6 Cognizant
        15.7 D2 L Corporation
        15.8 Fundamentor
        15.9 Google
        15.10 Kahoot!
        15.11 Kuato Studios
        15.12 MPS Interactive Systems
        15.13 Microsoft
        15.14 NIIT Ltd
        15.15 Recurrence Inc
        15.16 Top Hat
        15.17 Company 17
        15.18 Company 18 & More
*Financials would be provided on a best efforts basis for private companies
16. Gamification In Education Market - Appendix
        16.1 Abbreviations
        16.2 Sources
17. Gamification In Education Market - Methodology
        17.1 Research Methodology
            17.1.1 Company Expert Interviews
            17.1.2 Industry Databases
            17.1.3 Associations
            17.1.4 Company News
            17.1.5 Company Annual Reports
            17.1.6 Application Trends
            17.1.7 New Products and Product database
            17.1.8 Company Transcripts
            17.1.9 R&D Trends
            17.1.10 Key Opinion Leaders Interviews
            17.1.11 Supply and Demand Trends

LIST OF TABLES

1.Global Gamification in Education Market, By Offering Market 2023-2030 ($M)
1.1 Software Market 2023-2030 ($M) - Global Industry Research
1.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 ($M)
1.2 Services Market 2023-2030 ($M) - Global Industry Research
1.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 ($M)
2.Global Gamification in Education Market, By Deployment Mode Market 2023-2030 ($M)
2.1 Cloud Market 2023-2030 ($M) - Global Industry Research
2.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 ($M)
2.2 On-Premises Market 2023-2030 ($M) - Global Industry Research
2.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 ($M)
3.Global Gamification in Education Market, By End User Market 2023-2030 ($M)
3.1 Academic Market 2023-2030 ($M) - Global Industry Research
3.1.1 K-12 Market 2023-2030 ($M)
3.1.2 Higher Education Market 2023-2030 ($M)
3.2 Corporate Training Market 2023-2030 ($M) - Global Industry Research
3.2.1 Small and Medium-Sized Enterprises Market 2023-2030 ($M)
3.2.2 Large Enterprises Market 2023-2030 ($M)
4.Global Gamification in Education Market, By Offering Market 2023-2030 (Volume/Units)
4.1 Software Market 2023-2030 (Volume/Units) - Global Industry Research
4.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 (Volume/Units)
4.2 Services Market 2023-2030 (Volume/Units) - Global Industry Research
4.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 (Volume/Units)
5.Global Gamification in Education Market, By Deployment Mode Market 2023-2030 (Volume/Units)
5.1 Cloud Market 2023-2030 (Volume/Units) - Global Industry Research
5.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 (Volume/Units)
5.2 On-Premises Market 2023-2030 (Volume/Units) - Global Industry Research
5.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 (Volume/Units)
6.Global Gamification in Education Market, By End User Market 2023-2030 (Volume/Units)
6.1 Academic Market 2023-2030 (Volume/Units) - Global Industry Research
6.1.1 K-12 Market 2023-2030 (Volume/Units)
6.1.2 Higher Education Market 2023-2030 (Volume/Units)
6.2 Corporate Training Market 2023-2030 (Volume/Units) - Global Industry Research
6.2.1 Small and Medium-Sized Enterprises Market 2023-2030 (Volume/Units)
6.2.2 Large Enterprises Market 2023-2030 (Volume/Units)
7.North America Gamification in Education Market, By Offering Market 2023-2030 ($M)
7.1 Software Market 2023-2030 ($M) - Regional Industry Research
7.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 ($M)
7.2 Services Market 2023-2030 ($M) - Regional Industry Research
7.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 ($M)
8.North America Gamification in Education Market, By Deployment Mode Market 2023-2030 ($M)
8.1 Cloud Market 2023-2030 ($M) - Regional Industry Research
8.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 ($M)
8.2 On-Premises Market 2023-2030 ($M) - Regional Industry Research
8.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 ($M)
9.North America Gamification in Education Market, By End User Market 2023-2030 ($M)
9.1 Academic Market 2023-2030 ($M) - Regional Industry Research
9.1.1 K-12 Market 2023-2030 ($M)
9.1.2 Higher Education Market 2023-2030 ($M)
9.2 Corporate Training Market 2023-2030 ($M) - Regional Industry Research
9.2.1 Small and Medium-Sized Enterprises Market 2023-2030 ($M)
9.2.2 Large Enterprises Market 2023-2030 ($M)
10.South America Gamification in Education Market, By Offering Market 2023-2030 ($M)
10.1 Software Market 2023-2030 ($M) - Regional Industry Research
10.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 ($M)
10.2 Services Market 2023-2030 ($M) - Regional Industry Research
10.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 ($M)
11.South America Gamification in Education Market, By Deployment Mode Market 2023-2030 ($M)
11.1 Cloud Market 2023-2030 ($M) - Regional Industry Research
11.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 ($M)
11.2 On-Premises Market 2023-2030 ($M) - Regional Industry Research
11.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 ($M)
12.South America Gamification in Education Market, By End User Market 2023-2030 ($M)
12.1 Academic Market 2023-2030 ($M) - Regional Industry Research
12.1.1 K-12 Market 2023-2030 ($M)
12.1.2 Higher Education Market 2023-2030 ($M)
12.2 Corporate Training Market 2023-2030 ($M) - Regional Industry Research
12.2.1 Small and Medium-Sized Enterprises Market 2023-2030 ($M)
12.2.2 Large Enterprises Market 2023-2030 ($M)
13.Europe Gamification in Education Market, By Offering Market 2023-2030 ($M)
13.1 Software Market 2023-2030 ($M) - Regional Industry Research
13.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 ($M)
13.2 Services Market 2023-2030 ($M) - Regional Industry Research
13.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 ($M)
14.Europe Gamification in Education Market, By Deployment Mode Market 2023-2030 ($M)
14.1 Cloud Market 2023-2030 ($M) - Regional Industry Research
14.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 ($M)
14.2 On-Premises Market 2023-2030 ($M) - Regional Industry Research
14.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 ($M)
15.Europe Gamification in Education Market, By End User Market 2023-2030 ($M)
15.1 Academic Market 2023-2030 ($M) - Regional Industry Research
15.1.1 K-12 Market 2023-2030 ($M)
15.1.2 Higher Education Market 2023-2030 ($M)
15.2 Corporate Training Market 2023-2030 ($M) - Regional Industry Research
15.2.1 Small and Medium-Sized Enterprises Market 2023-2030 ($M)
15.2.2 Large Enterprises Market 2023-2030 ($M)
16.APAC Gamification in Education Market, By Offering Market 2023-2030 ($M)
16.1 Software Market 2023-2030 ($M) - Regional Industry Research
16.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 ($M)
16.2 Services Market 2023-2030 ($M) - Regional Industry Research
16.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 ($M)
17.APAC Gamification in Education Market, By Deployment Mode Market 2023-2030 ($M)
17.1 Cloud Market 2023-2030 ($M) - Regional Industry Research
17.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 ($M)
17.2 On-Premises Market 2023-2030 ($M) - Regional Industry Research
17.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 ($M)
18.APAC Gamification in Education Market, By End User Market 2023-2030 ($M)
18.1 Academic Market 2023-2030 ($M) - Regional Industry Research
18.1.1 K-12 Market 2023-2030 ($M)
18.1.2 Higher Education Market 2023-2030 ($M)
18.2 Corporate Training Market 2023-2030 ($M) - Regional Industry Research
18.2.1 Small and Medium-Sized Enterprises Market 2023-2030 ($M)
18.2.2 Large Enterprises Market 2023-2030 ($M)
19.MENA Gamification in Education Market, By Offering Market 2023-2030 ($M)
19.1 Software Market 2023-2030 ($M) - Regional Industry Research
19.1.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software Market 2023-2030 ($M)
19.2 Services Market 2023-2030 ($M) - Regional Industry Research
19.2.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment Market 2023-2030 ($M)
20.MENA Gamification in Education Market, By Deployment Mode Market 2023-2030 ($M)
20.1 Cloud Market 2023-2030 ($M) - Regional Industry Research
20.1.1 Demand for Cloud-Based Gamification Software Expected to Be High in Market 2023-2030 ($M)
20.2 On-Premises Market 2023-2030 ($M) - Regional Industry Research
20.2.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment Market 2023-2030 ($M)
21.MENA Gamification in Education Market, By End User Market 2023-2030 ($M)
21.1 Academic Market 2023-2030 ($M) - Regional Industry Research
21.1.1 K-12 Market 2023-2030 ($M)
21.1.2 Higher Education Market 2023-2030 ($M)
21.2 Corporate Training Market 2023-2030 ($M) - Regional Industry Research
21.2.1 Small and Medium-Sized Enterprises Market 2023-2030 ($M)
21.2.2 Large Enterprises Market 2023-2030 ($M)

LIST OF FIGURES

1.US Gamification In Education Market Revenue, 2023-2030 ($M)
2.Canada Gamification In Education Market Revenue, 2023-2030 ($M)
3.Mexico Gamification In Education Market Revenue, 2023-2030 ($M)
4.Brazil Gamification In Education Market Revenue, 2023-2030 ($M)
5.Argentina Gamification In Education Market Revenue, 2023-2030 ($M)
6.Peru Gamification In Education Market Revenue, 2023-2030 ($M)
7.Colombia Gamification In Education Market Revenue, 2023-2030 ($M)
8.Chile Gamification In Education Market Revenue, 2023-2030 ($M)
9.Rest of South America Gamification In Education Market Revenue, 2023-2030 ($M)
10.UK Gamification In Education Market Revenue, 2023-2030 ($M)
11.Germany Gamification In Education Market Revenue, 2023-2030 ($M)
12.France Gamification In Education Market Revenue, 2023-2030 ($M)
13.Italy Gamification In Education Market Revenue, 2023-2030 ($M)
14.Spain Gamification In Education Market Revenue, 2023-2030 ($M)
15.Rest of Europe Gamification In Education Market Revenue, 2023-2030 ($M)
16.China Gamification In Education Market Revenue, 2023-2030 ($M)
17.India Gamification In Education Market Revenue, 2023-2030 ($M)
18.Japan Gamification In Education Market Revenue, 2023-2030 ($M)
19.South Korea Gamification In Education Market Revenue, 2023-2030 ($M)
20.South Africa Gamification In Education Market Revenue, 2023-2030 ($M)
21.North America Gamification In Education By Application
22.South America Gamification In Education By Application
23.Europe Gamification In Education By Application
24.APAC Gamification In Education By Application
25.MENA Gamification In Education By Application
26.Microsoft, Sales /Revenue, 2015-2018 ($Mn/$Bn)
27.MPS Interactive Systems, Sales /Revenue, 2015-2018 ($Mn/$Bn)
28.Bunchball, Sales /Revenue, 2015-2018 ($Mn/$Bn)
29.NIIT Ltd, Sales /Revenue, 2015-2018 ($Mn/$Bn)
30.D2 L Corporation, Sales /Revenue, 2015-2018 ($Mn/$Bn)
31.Cognizant, Sales /Revenue, 2015-2018 ($Mn/$Bn)
32.Fundamentor, Sales /Revenue, 2015-2018 ($Mn/$Bn)
33.Top Hat, Sales /Revenue, 2015-2018 ($Mn/$Bn)
34.Classcraft Studios, Sales /Revenue, 2015-2018 ($Mn/$Bn)
35.Recurrence Inc, Sales /Revenue, 2015-2018 ($Mn/$Bn)
36.Kahoot!, Sales /Revenue, 2015-2018 ($Mn/$Bn)
37.Google, Sales /Revenue, 2015-2018 ($Mn/$Bn)
38.Ck-12, Sales /Revenue, 2015-2018 ($Mn/$Bn)
39.Kuato Studios, Sales /Revenue, 2015-2018 ($Mn/$Bn)
40.Bluerabbit, Sales /Revenue, 2015-2018 ($Mn/$Bn)