Game On: The Rise of Gamification in Education
Overview
The "Gamification in Education Market Research Report" offers a thorough historical analysis of the global gamification in the education sector from 2018 to 2023 and provides detailed forecasts for the period from 2024 to 2032. This report covers market trends by applications (academic and corporate training), types (software and services), and regional insights. It aims to support stakeholders, vendors, and industry participants with valuable insights. The market is projected to experience significant annual growth, with a robust compound annual growth rate (CAGR) forecasted for 2024-2032.
Detailed Report Overview
The report includes a detailed table of contents spanning over 108 pages, featuring various tables, figures, and charts that deliver exclusive data, vital statistics, and trends. It offers an in-depth look at the competitive landscape within this niche sector.
Leading Global Manufacturers
Notable global manufacturers in the gamification in education market include:
Cognizant
MPS Interactive Systems
CK-12
Bunchball
Top Hat
Microsoft
Classcraft Studios
Kuato Studios
BLUErabbit
Fundamentor
Kahoot!
D2L Corporation
NIIT Ltd
Recurrence Inc
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Market Outlook
The global gamification in education market, valued at USD 569.81 million in 2023, is anticipated to reach USD 3004.3 million by 2030, reflecting a CAGR of 26.81% during the forecast period. This growth is driven by the increasing adoption of gamification strategies that enhance engagement and motivation in educational settings.
Market Scope and Segmentation
The research covers a range of metrics, including sales, revenue, and growth rate, and delves into segmented market insights by region, product type, and industry application. The report provides a clear picture of market distribution from various perspectives.
Competitive Analysis
The report offers a comprehensive analysis of leading market players, their market shares, and performance metrics. It includes details on concentration ratios and competitive dynamics, providing a thorough understanding of the competitive landscape.
COVID-19 Impact and Market Recovery
The report tracks the direct and indirect impacts of COVID-19 on the gamification in the education market. It assesses changes in the market environment due to the pandemic, including macroeconomic factors, regional conflicts, and industry news. Additionally, it evaluates market investment scenarios, technological developments, and supply chain challenges.
Research Scope
This report delivers an overview of the gamification in education market, analyzing the segmented market by product type, application, and region. It explains current trends and future projections in an accessible format.