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 : May, 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.

The study presents a granular assessment and quantitative evaluation of:

  • Key growth factors and prominent trends
  • Size and share of key segments in overall market
  • Key challenges and winning imperatives
  • Factors shaping competitive landscape
  • Insights into how contours of market will change in coming years
  • Technological advances
  • New avenues and imminent investment pockets
  • Regulatory landscape shaping current and future strategies of companies

The region-wise assessment includes market dynamics in:

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

The study is prepared with the help of an extensive primary and secondary research. Primary research includes but not limited to interactions, interviews, surveys, and events. Opinions of policy makers and industry experts are carefully integrated into the insights to complement primary research. Volumes of secondary data gleaned through renowned paid sources, annual statements, reputed journals, and government documents offer insights into current dynamics and key evolution trajectories the market is likely to assume. The research employs various industry-wide analytics methods and well-established methodologies to ascertain the attractiveness of key segments. Further, it evaluates the lucrativeness of key regions and factors underlying their maturity. The insights notably include a detailed analysis of forces behind vendor differentiation and offers insight into investment-decision making by prominent players.

The report strives to enlighten businesses and industry stakeholders on multiple facets of the growth dynamic of the market, the key of which include answers to:

  • Which key factors will shape the competitive landscape?
  • Which trends will stimulate research and development activities in different geographies?
  • Which are the lucrative growth areas and what is the size of potential they are likely contribute to the overall market?
  • Which disruptions in market growth are likely to come with the new business models?
  • Which are some of the recent overhauls in policies that may change the course of the market significantly?
  • Which are the geographies that will form sizable sources of new streams to new and established players alike?
  • How are top players likely to realign their strategy to counter the forces of competition?
  • Which key strategies emerging players are likely to focus on to consolidate their position?
  • Which changes in end-user preferences might affect the status quo held by the leading players?
  • Which are some of the game-changing innovations influencing the projected share and revenue of the market and its segments?

Note: Utmost care has invariably been taken to present data and arrive at statistics at all the TMR Research reports. Meanwhile, some recent developments and new industry trends may take time to be included in the reports.

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