Gamification Education Market – Global Industry Analysis, Share, Growth, Trends and Forecast 2021-2027
The Gamification Education Market size is expected to grow at an annual average of 30% during 2021-2027. Gamification of learning is an educational approach that helps learners use video game design and elements in a learning environment to motivate learning. The purpose is enjoyment and participation by catching the learner’s attention and inspiring them to continue learning. The gamification of education helps learners acquire skills or information as they face competition or challenges.
The following segmentation are covered in this report:
By Offering
- Software
- Services
By Deployment Mode
- Cloud
- On-premises
Company Profile
- Bluerabbit Edu
- Bunchball Inc.
- Classcraft Studios Inc.
- Cognizant
- D2L Corporation
- Kahoot!
- MPS Interactive Systems Limited
Scope of the report
The research study analyses the Gamification Education Market industry from 360-degree analysis of the market thoroughly delivering insights into the market for better business decisions, considering multiple aspects some of which are listed below as:
Recent developments
- Market overview and growth analysis
- Import and export overview
- Volume analysis
- Current market trends and future outlook
- Market opportunistic and attractive investment segment
Geographic coverage
- North america market size and/or volume
- Latin america market size and/or volume
- Europe market size and/or volume
- Asia-pacific market size and/or volume
- Rest of the world market size and/or volume
Key Questions Answered by Gamification Education Market Report
- What was the Gamification Education Market size in 2019 and 2020; what are the estimated growth trends and market forecast (2021-2027)
- What will be the CAGR of 30% Market during the forecast period (2021-2027)?
- Which segments (product type/applications/end-user) were most attractive for investments in 2021? How these segments are expected to grow during the forecast period (2021-2027).
- Which manufacturer/vendor/players in the Gamification Education Market was the market leader in 2020?
Overview on the existing product portfolio, products in the pipeline, and strategic initiatives taken by key vendors in the market.
The report will be delivered within 48-72 hours after payment confirmation