Gamification in Education Market

Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

Report Code: TC 6946 Mar, 2019, by marketsandmarkets.com

[95 Pages Report] The gamification in education market is projected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% from 2018 to 2023. The major factors driving the growth of the gamification in education market are the increasing adoption of digital learning and growing cloud adoption among organizations to motivate learners to adopt web-based gamification solutions.

Gamification in Education Market

Among deployment mode, the cloud segment of the gamification in education market is projected to be the larger segment in 2018.

Among deployment modes, the cloud segment is projected to lead the market with respect to market size in 2018. The major factor attributing to the growth of this segment is the benefits offered such as enhanced security, low setup cost, easy accessibility, quicker deployment, high scalability, customizability, enhanced storage space, ease of maintenance, automatic upgrade of course materials, and automatic licensing by vendors.

Among end users, the corporate training segment is expected to grow at a higher rate in the gamification in education market during the forecast period.

Among end users, the corporate training segment is projected to grow at a higher CAGR than the academic segment during the forecast period. The growth of this segment can be attributed to the increasing traction of gamification among corporates that are implementing gamification practices for employees to improve their job qualifications by showcasing their technical expertise.

Gamification in Education Market

The North American region is expected to lead the gamification in education market in 2018.

The North American region is expected to lead the market with respect to market size in 2018, due to the presence of a large number of prominent educational institutes and their focus on interactive ways for education, which is leading to the growth of the market in the region. APAC is leading the market with respect to CAGR among all regions. Gamification is rapidly gaining traction due to the increase in smart learning solutions. The market is further growing due to the rapid adoption of learning solutions and gamification by early adopters in the APAC. Growing number of students and government policies that have made it compulsory for organizations to develop skillsets among their employees can be attributed to the rapid growth of the gamification in education market in APAC.

Key Gamification in Education Market Players

The major factors expected to hinder the growth of the market are the lack of skilled trainers and instructors and the lack of innovative improvements in game design to keep learners engrossed.

Key market players profiled in this report include Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US). These players have adopted various growth strategies, such as partnerships, agreements, and collaborations and new product launches and product enhancements to further expand their presence and broaden their customer base in the gamification in education market.

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Scope of the Report

Report Metrics

Details

Market size available for years

2016–2023

Base year considered

2017

Forecast period

2018–2023

Forecast units

Value (USD Million)

Segments covered

Offering, Deployment Mode, End User, and Region

Regions covered

North America, Europe, APAC, RoW

Companies covered

The vendors covered in the report on gamification in education are Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US)

This research report categorizes the gamification in education market to forecast revenues and analyze trends in each of the following submarkets:

On the basis of Offering, the gamification in education market has been segmented into:

  • Software
  • Services

On the basis of Deployment Mode, the gamification in education market has been segmented into:

  • Cloud
  • On-premises

On the basis of End User, the gamification in education market has been segmented into:

  • Academic
    • K-12
    • Higher Education
  • Corporate Training
    • Small and Medium Enterprises (SMEs)
    • Large Enterprises

On the basis of region, the gamification in education market has been segmented into:

  • North America
    • US
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Rest of Europe
  • APAC
    • China
    • Japan
    • India
    • Rest of APAC
  • Rest of the World
    • Middle East & Africa
    • Latin America

Key questions addressed by the report

  1. What are the growth opportunities in the gamification in education market?
  2. What is the competitive landscape scenario of the market?
  3. What are the key industry trends that are expected to have an impact on the market?
  4. What are the dynamics of the gamification in education market?

Frequently Asked Questions (FAQ):

To speak to our analyst for a discussion on the above findings, click Speak to Analyst

Table of Contents

1 Introduction (Page No. - 12)
    1.1 Objectives of the Study
    1.2 Market Definition
    1.3 Market Scope
           1.3.1 Market Segmentation
           1.3.2 Regional Scope
    1.4 Years Considered for the Study
    1.5 Stakeholders

2 Research Methodology (Page No. - 15)
    2.1 Research Data
           2.1.1 Breakup of Primaries
           2.1.2 Key Industry Insights
    2.2 Market Size Estimation
    2.3 Market Forecast
    2.4 Assumptions for the Study

3 Executive Summary (Page No. - 22)

4 Premium Insights (Page No. - 26)
    4.1 Attractive Opportunities in the Gamification in Education Market
    4.2 Market By Offering, 2018–2023
    4.3 Market By Deployment Mode, 2018 & 2023
    4.4 Market By End User, 2018
    4.5 Market Investment Scenario

5 Market Overview and Industry Trends (Page No. - 29)
    5.1 Introduction
    5.2 Market Dynamics
           5.2.1 Drivers
                    5.2.1.1 Increasing Adoption of Gamification and Digital Learning
                    5.2.1.2 Extensive Government Initiatives for Growth of E-Learning and Learning Management Systems
                    5.2.1.3 Rise in Cloud Adoption Among Organizations and Institutions Motivate Learners to Adopt Web-Based Gamification Solutions
                    5.2.1.4 Increasing Importance of Continuous Learning in Corporate Setups
           5.2.2 Restraints
                    5.2.2.1 Low Motivation and Engagement in the Adoption of Gamification Solutions
           5.2.3 Opportunities
                    5.2.3.1 Growing Use of AR and VR in Gamification
                    5.2.3.2 Collaborative Learning Culture in Corporates is Providing Opportunities for Employees
           5.2.4 Challenges
                    5.2.4.1 Lack of Skilled Trainers and Instructors
                    5.2.4.2 Lack of Improvements in Game Designs and in Establishing Data Ownership/Precise Data Standards
    5.3 Industry Trends
    5.4 Gamification in Education Market: Value Chain Analysis
    5.5 Use Cases
           5.5.1 Class Dojo: A Management Tool to Help Teachers Improve Behavior in Classrooms Easier and Faster
           5.5.2 Course Hero: Gamification Education Platform for Providing Materials
           5.5.3 Ribbon Hero: Add-In Game to Help Educate Users of Ms Office 2007 and 2010
           5.5.4 Socrative 101: A Student-Teacher Response System That Offers Educational Exercises and Games
           5.5.5 Zondle: Game-Based Learning Platform for Small Children

6 Gamification in Education Market, By Offering (Page No. - 37)
    6.1 Introduction
    6.2 Software
           6.2.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software
    6.3 Services
           6.3.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment

7 Gamification in Education Market, By Deployment Mode (Page No. - 41)
    7.1 Introduction
    7.2 Cloud
           7.2.1 Demand for Cloud-Based Gamification Software Expected to Be High in North America
    7.3 On-Premises
           7.3.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment

8 Gamification in Education Market, By End User (Page No. - 45)
    8.1 Introduction
    8.2 Academic
           8.2.1 K-12
                    8.2.1.1 Gamification is Adding the Confidence and Motivation Among the Students
           8.2.2 Higher Education
                    8.2.2.1 Rapid Adoption of Gamification By the Institutes to Enhance the Employability and Expertise of Students
    8.3 Corporate Training
           8.3.1 Small and Medium-Sized Enterprises
                    8.3.1.1 Flexible Pricing Models are Increasing the Adoption of Gamification By SMEs
           8.3.2 Large Enterprises
                    8.3.2.1 Simulation-Based Case Studies are Enhancing the Critical Thinking of Employees

9 Gamification in Education Market, By Region (Page No. - 52)
    9.1 Introduction
    9.2 North America
           9.2.1 United States
                    9.2.1.1 Increasing Partnerships Between Vendors and Institutes are Expected to Drive the US Market
           9.2.2 Canada
                    9.2.2.1 Implementation of Gamification Solutions By Government Agencies is Expected to Drive the Canadian Market
    9.3 Europe
           9.3.1 UK
                    9.3.1.1 Presence of Established Academic Sector is Expected to Drive the Demand for Gamification Solutions for Education in the Uk
           9.3.2 Germany
                    9.3.2.1 Growing Trend of Byod Supports the Adoption of Gamification for Education in Germany
           9.3.3 France
                    9.3.3.1 Increasing Investments By Menesr for Modernization of Education Technology is Expected to Drive the Gamification in Education in France
           9.3.4 Rest of Europe
    9.4 Asia Pacific
           9.4.1 China
                    9.4.1.1 High Penetration of Mobile Devices in China is Expected to Drive the Adoption of Gamification in Education
           9.4.2 Japan
                    9.4.2.1 High Investments By Corporates for Learning and Development Will Fuel the Adoption of Gamification in Japan
           9.4.3 India
                    9.4.3.1 Digital India Initiative is Expected to Provide Wholesome Opportunities to Gamification Vendors
           9.4.4 Rest of APAC
    9.5 Rest of the World

10 Competitive Landscape (Page No. - 69)
     10.1 Competitive Leadership Mapping (Start-Up/SMEs)
             10.1.1 Progressive Companies
             10.1.2 Responsive Companies
             10.1.3 Dynamic Companies
             10.1.4 Starting Blocks

11 Company Profiles (Page No. - 71)
     11.1 Microsoft
(Business Overview, Platforms, Solutions & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*
     11.2 MPS Interactive Systems
     11.3 Bunchball
     11.4 NIIT Ltd
     11.5 D2L Corporation
     11.6 Cognizant
     11.7 Fundamentor
     11.8 Top Hat
     11.9 Classcraft Studios
     11.10 Recurrence Inc
     11.11 Kahoot!
     11.12 Google
     11.13 Ck-12
     11.14 Kuato Studios
     11.15 Bluerabbit

*Details on Business Overview, Platforms, Solutions & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View Might Not Be Captured in Case of Unlisted Companies.

12 Appendix (Page No. - 89)
     12.1 Discussion Guide
     12.2 Knowledge Store: Marketsandmarkets’ Subscription Portal
     12.3 Available Customizations
     12.4 Related Reports
     12.5 Author Details


List of Tables (40 Tables)

Table 1 Factor Analysis
Table 2 Gamification in Education Market Size, By Offering, 2016–2023 (USD Million)
Table 3 Software: Market Size By Region, 2016–2023 (USD Million)
Table 4 Services: Market Size By Region, 2016–2023 (USD Million)
Table 5 Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 6 Cloud: Market Size By Region, 2016–2023 (USD Million)
Table 7 On-Premises: Market Size By Region, 2016–2023 (USD Million)
Table 8 Gamification in Education Market Size, By End User, 2016–2023 (USD Million)
Table 9 Academic: Market Size By End User, 2016–2023 (USD Million)
Table 10 Academic: Market Size By Region, 2016–2023 (USD Million)
Table 11 K-12 Market Size, By Region, 2016–2023 (USD Million)
Table 12 Higher Education Market Size, By Region, 2016–2023 (USD Million)
Table 13 Corporate Training: Market Size By End User, 2016–2023 (USD Million)
Table 14 Corporate Training: Market Size By Region, 2016–2023 (USD Million)
Table 15 Small and Medium-Sized Enterprises Market Size, By Region, 2016–2023 (USD Million)
Table 16 Large Enterprises Market Size, By Region, 2016–2023 (USD Million)
Table 17 Gamification in Education Market Size, By Region, 2016–2023 (USD Million)
Table 18 North America: Market Size By Country, 2016–2023 (USD Million)
Table 19 North America: Market Size By Offering, 2016–2023 (USD Million)
Table 20 North America: Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 21 North America: Market Size By End User, 2016–2023 (USD Million)
Table 22 North America: Market Size By Academic End User, 2016–2023 (USD Million)
Table 23 North America: Market Size By Corporate End User, 2016–2023 (USD Million)
Table 24 Europe: Gamification in Education Market Size, By Country, 2016–2023 (USD Million)
Table 25 Europe: Market Size By Offering, 2016–2023 (USD Million)
Table 26 Europe: Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 27 Europe: Market Size By End User, 2016–2023 (USD Million)
Table 28 Europe: Market Size By Academic End User, 2016–2023 (USD Million)
Table 29 Europe: Market Size By Corporate End User, 2016–2023 (USD Million)
Table 30 Asia Pacific: Gamification in Education Market Size, By Country, 2016–2023 (USD Million)
Table 31 Asia Pacific: Market Size By Offering, 2016–2023 (USD Million)
Table 32 Asia Pacific: Market Size By Deployment Mode, 2016–2023 (USD Million)
Table 33 Asia Pacific: Market Size By End User, 2016–2023 (USD Million)
Table 34 Asia Pacific: Market Size By Academic End User, 2016–2023 (USD Million)
Table 35 Asia Pacific: Market Size By Corporate End User, 2016–2023 (USD Million)
Table 36 Rest of the World: Gamification in Education Market Size, By Region, 2016–2023 (USD Million)
Table 37 Rest of the World: Market Size By Offering, 2016–2023 (USD Million)
Table 38 Rest of the World: Market Size By End User, 2016–2023 (USD Million)
Table 39 Rest of the World: Market Size By Academic End User, 2016–2023 (USD Million)
Table 40 Rest of the World: Market Size By Corporate End User, 2016–2023 (USD Million)


List of Figures (25 Figures)

Figure 1 Gamification in Education Market: Research Design
Figure 2 Research Methodology
Figure 3 Data Triangulation
Figure 4 Market Estimation and Forecast Methodology
Figure 5 Limitations of the Study
Figure 6 Gamification in Education Market Size, 2016–2023 (USD Million)
Figure 7 Gamification in Education Market Analysis
Figure 8 Fastest-Growing Segments in the Market, 2018–2023
Figure 9 Increasing Adoption of Digital Learning to Drive the Market Growth During the Forecast Period
Figure 10 Software Segment is Expected to Lead the Market During the Forecast Period
Figure 11 Cloud Deployment is Expected to Lead the Market During the Forecast Period
Figure 12 Higher Education in Academic Segment is Expected to Lead the Market in 2018
Figure 13 Gamification in Education Market: Market Investment Scenario
Figure 14 Gamification in Education: Drivers, Restraints, Opportunities, and Challenges
Figure 15 Value Chain Analysis
Figure 16 Services Segment is Expected to Grow at A Higher CAGR as Compared to Software Segment During the Forecast Period
Figure 17 Cloud Segment is Expected to Grow at A Higher CAGR as Compared to On-Premises Segment During the Forecast Period
Figure 18 Corporate Training Segment is Expected to Grow at A Higher CAGR as Compared to Academic Segment During the Forecast Period
Figure 19 Asia Pacific Gamification in Education Market is Expected Grow at the Highest CAGR During the Forecast Period
Figure 20 North America: Market Snapshot
Figure 21 Asia Pacific: Market Snapshot
Figure 22 Gamification in Education Market, Competitive Leadership Mapping, Startup Companies, 2019
Figure 23 Microsoft: Company Snapshot
Figure 24 NIIT Technologies: Company Snapshot
Figure 25 Cognizant: Company Snapshot

The study on the gamification in education market involved 4 major activities to estimate its current market size. Exhaustive secondary research was carried out to collect information on the market. The next step was to validate these findings, assumptions, and sizing with the industry experts across the value chain of gamification solutions and services using primary research. Both, top-down and bottom-up approaches were employed to estimate the overall size of the market. Thereafter, market breakdown and data triangulation procedures were used to estimate the size of various segments and subsegments of the gamification in education market.

Secondary Research

In the secondary research process, various secondary sources, such as D&B Hoovers and Bloomberg Businessweek, were referred to identify and collect information for this study on the gamification in education market. The secondary sources included annual reports, press releases, and investor presentations of companies; white papers, certified publications, and articles by recognized authors; gold standard and silver standard websites, regulatory bodies, trade directories, and databases.

Primary Research

The gamification in education market comprises several stakeholders such as service providers, solution vendors, educational institutes, associations, government authorities, value-added resellers (VARs) and distributors, and non-governmental organizations. The demand-side of the market consists of educational institutes, schools, and companies using gamification for learning and development. The supply-side includes providers of gamification solutions and services. Various primary sources from both, supply- and demand-side of the market were interviewed to obtain qualitative and quantitative information. Following is the breakdown of the profiles of primary respondents:

Gamification in Education Market

To know about the assumptions considered for the study, download the pdf brochure

Gamification in Education Market Size Estimation

Top-down and bottom-up approaches were used to estimate and validate the size of the gamification in education market and various other dependent submarkets. While using the top-down approach, an exhaustive list of vendors offering gamification solutions and services in education was prepared. The share of each vendors in the market was estimated through annual reports, press releases, investor presentations, paid databases, and primary interviews. Each vendor was evaluated based on solutions and services offered by them. The aggregate of revenues of all companies was extrapolated to reach the market overall size. Each subsegment was studied and analyzed to obtain its market size and estimate its regional penetration. The markets were triangulated through both, primary and secondary research. The primary procedure included extensive interviews for key insights from the industry leaders, such as Chief Executive Officers (CEOs), Vice Presidents (VPs), directors, and marketing executives.

Data Triangulation

After arriving at the overall market size using the market size estimation processes explained above, the market was split into several segments and subsegments. Data triangulation and market breakdown procedures were employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment. The data was triangulated by studying various factors and trends from both, demand and supply side.

Report Objectives

  • To determine and forecast the gamification in education market based on offering, deployment mode, end user, and region from 2018 to 2023, and analyze various macroeconomic and microeconomic factors that affect the growth of the market
  • To forecast the size of the market segments with respect to 4 main regions, namely, North America, Europe, Asia Pacific (APAC), and Rest of World (RoW)
  • To provide detailed information about the major factors, such as drivers, restraints, opportunities, and challenges, influencing the growth of the market
  • To analyze each submarket with respect to individual growth trends, prospects, and contribution to the overall gamification in education market
  • To analyze the opportunities in the market for stakeholders by identifying the high-growth segments of the market
  • To profile the key market players, provide their comparative analysis based on business overviews, regional presence, product offerings, business strategies, and key financials, and illustrate the competitive landscape of the market
  • To track and analyze competitive developments, such as partnerships, agreements, and collaborations; new product launches and product enhancements, and Research and Development (R&D) activities in the market

Available Customizations

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Regional Analysis

  • Further breakdown of the US gamification in education market
  • Further breakdown of the Canada market
  • Further breakdown of the UK market
  • Further breakdown of the Germany market
  • Further breakdown of the France market

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)
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