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Gamification in Learning Market, Global Outlook and Forecast 2023-2032

Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learners? motivation and engagement by incorporating game design elements in educational environments. This technology is becoming increasingly used in educational settings for a number of reasons it ?makes the hard stuff more fun?, that helps students get motivated and make them more engaged with the subject matter.
This report aims to provide a comprehensive presentation of the global market for Gamification in Learning, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gamification in Learning. This report contains market size and forecasts of Gamification in Learning in global, including the following market information:
Global Gamification in Learning Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)
The global Gamification in Learning market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Cloud-Based Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Gamification in Learning include Microsoft, MPS Interactive Systems, Bunchball, NIIT Ltd, D2L Corporation, Cognizant, Fundamentor, Top Hat and Classcraft Studios, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Gamification in Learning companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Gamification in Learning Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global Gamification in Learning Market Segment Percentages, by Type, 2022 (%)
Cloud-Based
On-Premises
Global Gamification in Learning Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global Gamification in Learning Market Segment Percentages, by Application, 2022 (%)
K-12
Corporate Training
Universities
Others
Global Gamification in Learning Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global Gamification in Learning Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Gamification in Learning revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Gamification in Learning revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc
Outline of Major Chapters:
Chapter 1: Introduces the definition of Gamification in Learning, market overview.
Chapter 2: Global Gamification in Learning market size in revenue.
Chapter 3: Detailed analysis of Gamification in Learning company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Gamification in Learning in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.