Gamification in Education Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecasts 2018 - 2028

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Gamification in Education Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecasts 2018 - 2028

Status : October, 2020 | Technology & Media | PPT format

Report Digest


Global Gamification in Education Market: Overview

Learning is no longer about reading books or making notes. In the recent years, people have found innovative ways to teach and learn. One such interesting learning element is introducing gaming in education. In the past few years, the global gamification in education market has gained huge momentum and is predicted to garner more growth in the coming years.

In the global gamification in education market, companies introduce games in the learning process to make education a fun-filled activity. As a result, people enjoy learning and are able to easily learn concepts. It also helps improving learning capabilities and eventually helping companies achieve better results.

Global Gamification in Education Market: Notable Developments

Some of the notable developments in the global gamification in education market are

  • Top Hat, a leading company in the global gamification in education market entered an enterprise agreement with Indiana University. According to the deal, the company will provide best-in-class services to nearly 114,000 students in the university.
  • In July 2018, MPS acquired its counterparts Tata Interactive Systems (TIS) AG and TIS GmbH. This will allow MPS to expand its marketing and engineering capabilities. As a result, it will be able to cater to the U.S. clientele.
  • In June 2018, NIIT Ltd partnered with Pitney Bowes, according to which the former would provide services like managed training, consulting, vendor management, and demand management.
  • Bunchball Co. announced the launch of a new gamified mobile engagement. It was aimed to enhance mobile based interaction of employees.

Some of the most prominent competitors operating in the competitive landscape of global gamification in education market 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)
  • Kuato Studios (US)

Global Gamification in Education Market: Key Dynamics

Corporate Employees and Professionals Need to Stay Updated

In the fast developing and evolving world, there is always something new left to learn. It has become important for every person in the corporate or professional world to stay updated with the latest methods of work, technology, and leadership. This forms an important basis for growth in the global gamification in education market.

With packed schedules and high work pressure, it is difficult for professionals to focus on learning new techniques. This way, corporates are introducing fun-filled learning techniques to help employees stay updated and improve their work efficiency. These aspects are predicted to boost growth in the global gamification in education market.

Academic Institutions Shifting from Conventional Teaching Methods

At the same time, universities and schools are shifting from conventional teaching methods to interesting learning aspects. This is being done to keep students excited and help improve learning outcomes. Such interests among academic institutions is expected to promote growth in the global gamification in education market.

Technology to Boost Demand

Technology plays a huge role in aiding growth in the global gamification in education market. With new technology entering the market, the products in the global gamification in education market will also evolve. It will also enable players to cater to the varying requirement of their consumers. Further, easy availability of connected devices like smartphones and easy access to internet are some of the other factors that will support growth in the global gamification in education market.

Global Gamification in Education Market: Regional Outlook

Regionally, North America is believed to hold the highest share in the global gamification in education market. The presence of large number of technology companies that are known to develop products in the global gamification in education market is a primary factor for growth here. Besides, the well-developed internet infrastructure and high levels of literacy are other factors augmenting demand here. Besides North America, Europe will continue to remain important for companies in the global gamification in education market.

This study provides a particularized anatomy according to the L.E.A.P mechanism

  • Latest trends and cardinal growth prospects
  • Existing and future insights in growth
  • Ascensions in technology
  • Pain points

The regional analysis offers market assays across:

  • North America
  • Asia Pacific
  • Europe
  • Latin America
  • The Middle East and Africa

The study, prepared through the L.E.A.P mechanism adds a dimension of infallibility and assures precise information on all the growth dynamics.

Latest Trends and Cardinal Growth Prospects

The study assists in burnishing the knowledge of the stakeholder in terms of the emerging trends. The study provides an expansive coverage on the latest developments and novel profit-yielding sources that augur well with the market. A dedicated and determined team of experts conduct an out-and-out research on diverse aspects to offer ultimate breakthroughs in the market.

Existing and Future Insights in Growth

The interfusion of ubiquitous primary and secondary research through modern tools invites perfection and accuracy in every aspect. Primary research is circumspectly conducted through exhaustive interactions and interviews of experts. These valuable opinions are then neatly inducted in the report to allow the stakeholder for reaping the benefits. A treasure of secondary data is extracted via famed paid sources, yearly estimates and statements, renowned journals, and government documents. These sources assist in creating a robust database comprising existing and subsequent growth dynamics.

Ascensions in Technology

Diverse technological advancements and cutting-edge innovations in the market have been covered in this study to assist the stakeholder in research and development activities. Recent upgrades have also been added in the study, thus helping the stakeholder to paint the strokes of growth on the canvas of the market.

Pain Points

The study presents a plethora of challenges and obstacles that can hinder the growth of the market to allow the stakeholder to prepare their strategies accordingly.

The world ushered in the new decade with the shadow of the COVID-19 pandemic. The outbreak has damaged the growth prospects of several businesses and has crippled the entire economy. The study is in tandem with the changing dynamics of the market due to the SARS-CoV-2 outbreak. The study focuses on the coronavirus pandemic and analyses every aspect that impacts the growth positively or negatively.

An aerial perspective of the regions covered in this study enables the stakeholder to design strategies accordingly. The 360-degree assessment of every aspect associated with growth offers information on a rainbow of growth opportunities available across the market.

The exhaustive study motivates the stakeholder to take the 'LEAP' of faith and achieve success!

This report is the key to questions such as:

What are the prominent factors that will help in reshaping the market growth?

Which trends have the potential to bring expansive growth for the market?

What are the necessary strategies to overcome the ill-effects of the COVID-19 pandemic?

Which regions will emerge as champion growth contributors for the market?

Which aspects will serve as game-changers for the market?

What are the latest innovations in the market?

Which factors will hinder the growth of the market?