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

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

  • Category:ICT & Media
  • Published on : 07 September 2023
  • Pages :69
  • Formats:
  • Report Code:24MRES-7801579
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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.

TABLE OF CONTENTS

1 Introduction to Research & Analysis Reports
1.1 Gamification in Learning Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Gamification in Learning Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Gamification in Learning Overall Market Size
2.1 Global Gamification in Learning Market Size: 2022 VS 2032
2.2 Global Gamification in Learning Market Size, Prospects & Forecasts: 2018-2032
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Gamification in Learning Players in Global Market
3.2 Top Global Gamification in Learning Companies Ranked by Revenue
3.3 Global Gamification in Learning Revenue by Companies
3.4 Top 3 and Top 5 Gamification in Learning Companies in Global Market, by Revenue in 2022
3.5 Global Companies Gamification in Learning Product Type
3.6 Tier 1, Tier 2 and Tier 3 Gamification in Learning Players in Global Market
3.6.1 List of Global Tier 1 Gamification in Learning Companies
3.6.2 List of Global Tier 2 and Tier 3 Gamification in Learning Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Gamification in Learning Market Size Markets, 2022 & 2032
4.1.2 Cloud-Based
4.1.3 On-Premises
4.2 By Type - Global Gamification in Learning Revenue & Forecasts
4.2.1 By Type - Global Gamification in Learning Revenue, 2018-2023
4.2.2 By Type - Global Gamification in Learning Revenue, 2024-2032
4.2.3 By Type - Global Gamification in Learning Revenue Market Share, 2018-2032
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Gamification in Learning Market Size, 2022 & 2032
5.1.2 K-12
5.1.3 Corporate Training
5.1.4 Universities
5.1.5 Others
5.2 By Application - Global Gamification in Learning Revenue & Forecasts
5.2.1 By Application - Global Gamification in Learning Revenue, 2018-2023
5.2.2 By Application - Global Gamification in Learning Revenue, 2024-2032
5.2.3 By Application - Global Gamification in Learning Revenue Market Share, 2018-2032
6 Sights by Region
6.1 By Region - Global Gamification in Learning Market Size, 2022 & 2032
6.2 By Region - Global Gamification in Learning Revenue & Forecasts
6.2.1 By Region - Global Gamification in Learning Revenue, 2018-2023
6.2.2 By Region - Global Gamification in Learning Revenue, 2024-2032
6.2.3 By Region - Global Gamification in Learning Revenue Market Share, 2018-2032
6.3 North America
6.3.1 By Country - North America Gamification in Learning Revenue, 2018-2032
6.3.2 US Gamification in Learning Market Size, 2018-2032
6.3.3 Canada Gamification in Learning Market Size, 2018-2032
6.3.4 Mexico Gamification in Learning Market Size, 2018-2032
6.4 Europe
6.4.1 By Country - Europe Gamification in Learning Revenue, 2018-2032
6.4.2 Germany Gamification in Learning Market Size, 2018-2032
6.4.3 France Gamification in Learning Market Size, 2018-2032
6.4.4 U.K. Gamification in Learning Market Size, 2018-2032
6.4.5 Italy Gamification in Learning Market Size, 2018-2032
6.4.6 Russia Gamification in Learning Market Size, 2018-2032
6.4.7 Nordic Countries Gamification in Learning Market Size, 2018-2032
6.4.8 Benelux Gamification in Learning Market Size, 2018-2032
6.5 Asia
6.5.1 By Region - Asia Gamification in Learning Revenue, 2018-2032
6.5.2 China Gamification in Learning Market Size, 2018-2032
6.5.3 Japan Gamification in Learning Market Size, 2018-2032
6.5.4 South Korea Gamification in Learning Market Size, 2018-2032
6.5.5 Southeast Asia Gamification in Learning Market Size, 2018-2032
6.5.6 India Gamification in Learning Market Size, 2018-2032
6.6 South America
6.6.1 By Country - South America Gamification in Learning Revenue, 2018-2032
6.6.2 Brazil Gamification in Learning Market Size, 2018-2032
6.6.3 Argentina Gamification in Learning Market Size, 2018-2032
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Gamification in Learning Revenue, 2018-2032
6.7.2 Turkey Gamification in Learning Market Size, 2018-2032
6.7.3 Israel Gamification in Learning Market Size, 2018-2032
6.7.4 Saudi Arabia Gamification in Learning Market Size, 2018-2032
6.7.5 UAE Gamification in Learning Market Size, 2018-2032
7 Gamification in Learning Companies Profiles
7.1 Microsoft
7.1.1 Microsoft Company Summary
7.1.2 Microsoft Business Overview
7.1.3 Microsoft Gamification in Learning Major Product Offerings
7.1.4 Microsoft Gamification in Learning Revenue in Global Market (2018-2023)
7.1.5 Microsoft Key News & Latest Developments
7.2 MPS Interactive Systems
7.2.1 MPS Interactive Systems Company Summary
7.2.2 MPS Interactive Systems Business Overview
7.2.3 MPS Interactive Systems Gamification in Learning Major Product Offerings
7.2.4 MPS Interactive Systems Gamification in Learning Revenue in Global Market (2018-2023)
7.2.5 MPS Interactive Systems Key News & Latest Developments
7.3 Bunchball
7.3.1 Bunchball Company Summary
7.3.2 Bunchball Business Overview
7.3.3 Bunchball Gamification in Learning Major Product Offerings
7.3.4 Bunchball Gamification in Learning Revenue in Global Market (2018-2023)
7.3.5 Bunchball Key News & Latest Developments
7.4 NIIT Ltd
7.4.1 NIIT Ltd Company Summary
7.4.2 NIIT Ltd Business Overview
7.4.3 NIIT Ltd Gamification in Learning Major Product Offerings
7.4.4 NIIT Ltd Gamification in Learning Revenue in Global Market (2018-2023)
7.4.5 NIIT Ltd Key News & Latest Developments
7.5 D2L Corporation
7.5.1 D2L Corporation Company Summary
7.5.2 D2L Corporation Business Overview
7.5.3 D2L Corporation Gamification in Learning Major Product Offerings
7.5.4 D2L Corporation Gamification in Learning Revenue in Global Market (2018-2023)
7.5.5 D2L Corporation Key News & Latest Developments
7.6 Cognizant
7.6.1 Cognizant Company Summary
7.6.2 Cognizant Business Overview
7.6.3 Cognizant Gamification in Learning Major Product Offerings
7.6.4 Cognizant Gamification in Learning Revenue in Global Market (2018-2023)
7.6.5 Cognizant Key News & Latest Developments
7.7 Fundamentor
7.7.1 Fundamentor Company Summary
7.7.2 Fundamentor Business Overview
7.7.3 Fundamentor Gamification in Learning Major Product Offerings
7.7.4 Fundamentor Gamification in Learning Revenue in Global Market (2018-2023)
7.7.5 Fundamentor Key News & Latest Developments
7.8 Top Hat
7.8.1 Top Hat Company Summary
7.8.2 Top Hat Business Overview
7.8.3 Top Hat Gamification in Learning Major Product Offerings
7.8.4 Top Hat Gamification in Learning Revenue in Global Market (2018-2023)
7.8.5 Top Hat Key News & Latest Developments
7.9 Classcraft Studios
7.9.1 Classcraft Studios Company Summary
7.9.2 Classcraft Studios Business Overview
7.9.3 Classcraft Studios Gamification in Learning Major Product Offerings
7.9.4 Classcraft Studios Gamification in Learning Revenue in Global Market (2018-2023)
7.9.5 Classcraft Studios Key News & Latest Developments
7.10 Recurrence Inc
7.10.1 Recurrence Inc Company Summary
7.10.2 Recurrence Inc Business Overview
7.10.3 Recurrence Inc Gamification in Learning Major Product Offerings
7.10.4 Recurrence Inc Gamification in Learning Revenue in Global Market (2018-2023)
7.10.5 Recurrence Inc Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

LIST OF TABLES & FIGURES

List of Tables
Table 1. Gamification in Learning Market Opportunities & Trends in Global Market
Table 2. Gamification in Learning Market Drivers in Global Market
Table 3. Gamification in Learning Market Restraints in Global Market
Table 4. Key Players of Gamification in Learning in Global Market
Table 5. Top Gamification in Learning Players in Global Market, Ranking by Revenue (2022)
Table 6. Global Gamification in Learning Revenue by Companies, (US$, Mn), 2018-2023
Table 7. Global Gamification in Learning Revenue Share by Companies, 2018-2023
Table 8. Global Companies Gamification in Learning Product Type
Table 9. List of Global Tier 1 Gamification in Learning Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Gamification in Learning Companies, Revenue (US$, Mn) in 2022 and Market Share
Table 11. By Type ? Global Gamification in Learning Revenue, (US$, Mn), 2022 & 2032
Table 12. By Type - Gamification in Learning Revenue in Global (US$, Mn), 2018-2023
Table 13. By Type - Gamification in Learning Revenue in Global (US$, Mn), 2024-2032
Table 14. By Application ? Global Gamification in Learning Revenue, (US$, Mn), 2022 & 2032
Table 15. By Application - Gamification in Learning Revenue in Global (US$, Mn), 2018-2023
Table 16. By Application - Gamification in Learning Revenue in Global (US$, Mn), 2024-2032
Table 17. By Region ? Global Gamification in Learning Revenue, (US$, Mn), 2022 & 2032
Table 18. By Region - Global Gamification in Learning Revenue (US$, Mn), 2018-2023
Table 19. By Region - Global Gamification in Learning Revenue (US$, Mn), 2024-2032
Table 20. By Country - North America Gamification in Learning Revenue, (US$, Mn), 2018-2023
Table 21. By Country - North America Gamification in Learning Revenue, (US$, Mn), 2024-2032
Table 22. By Country - Europe Gamification in Learning Revenue, (US$, Mn), 2018-2023
Table 23. By Country - Europe Gamification in Learning Revenue, (US$, Mn), 2024-2032
Table 24. By Region - Asia Gamification in Learning Revenue, (US$, Mn), 2018-2023
Table 25. By Region - Asia Gamification in Learning Revenue, (US$, Mn), 2024-2032
Table 26. By Country - South America Gamification in Learning Revenue, (US$, Mn), 2018-2023
Table 27. By Country - South America Gamification in Learning Revenue, (US$, Mn), 2024-2032
Table 28. By Country - Middle East & Africa Gamification in Learning Revenue, (US$, Mn), 2018-2023
Table 29. By Country - Middle East & Africa Gamification in Learning Revenue, (US$, Mn), 2024-2032
Table 30. Microsoft Company Summary
Table 31. Microsoft Gamification in Learning Product Offerings
Table 32. Microsoft Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 33. Microsoft Key News & Latest Developments
Table 34. MPS Interactive Systems Company Summary
Table 35. MPS Interactive Systems Gamification in Learning Product Offerings
Table 36. MPS Interactive Systems Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 37. MPS Interactive Systems Key News & Latest Developments
Table 38. Bunchball Company Summary
Table 39. Bunchball Gamification in Learning Product Offerings
Table 40. Bunchball Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 41. Bunchball Key News & Latest Developments
Table 42. NIIT Ltd Company Summary
Table 43. NIIT Ltd Gamification in Learning Product Offerings
Table 44. NIIT Ltd Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 45. NIIT Ltd Key News & Latest Developments
Table 46. D2L Corporation Company Summary
Table 47. D2L Corporation Gamification in Learning Product Offerings
Table 48. D2L Corporation Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 49. D2L Corporation Key News & Latest Developments
Table 50. Cognizant Company Summary
Table 51. Cognizant Gamification in Learning Product Offerings
Table 52. Cognizant Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 53. Cognizant Key News & Latest Developments
Table 54. Fundamentor Company Summary
Table 55. Fundamentor Gamification in Learning Product Offerings
Table 56. Fundamentor Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 57. Fundamentor Key News & Latest Developments
Table 58. Top Hat Company Summary
Table 59. Top Hat Gamification in Learning Product Offerings
Table 60. Top Hat Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 61. Top Hat Key News & Latest Developments
Table 62. Classcraft Studios Company Summary
Table 63. Classcraft Studios Gamification in Learning Product Offerings
Table 64. Classcraft Studios Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 65. Classcraft Studios Key News & Latest Developments
Table 66. Recurrence Inc Company Summary
Table 67. Recurrence Inc Gamification in Learning Product Offerings
Table 68. Recurrence Inc Gamification in Learning Revenue (US$, Mn) & (2018-2023)
Table 69. Recurrence Inc Key News & Latest Developments
List of Figures
Figure 1. Gamification in Learning Segment by Type in 2022
Figure 2. Gamification in Learning Segment by Application in 2022
Figure 3. Global Gamification in Learning Market Overview: 2022
Figure 4. Key Caveats
Figure 5. Global Gamification in Learning Market Size: 2022 VS 2032 (US$, Mn)
Figure 6. Global Gamification in Learning Revenue, 2018-2032 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Gamification in Learning Revenue in 2022
Figure 8. By Type - Global Gamification in Learning Revenue Market Share, 2018-2032
Figure 9. By Application - Global Gamification in Learning Revenue Market Share, 2018-2032
Figure 10. By Type - Global Gamification in Learning Revenue, (US$, Mn), 2022 & 2032
Figure 11. By Type - Global Gamification in Learning Revenue Market Share, 2018-2032
Figure 12. By Application - Global Gamification in Learning Revenue, (US$, Mn), 2022 & 2032
Figure 13. By Application - Global Gamification in Learning Revenue Market Share, 2018-2032
Figure 14. By Region - Global Gamification in Learning Revenue Market Share, 2018-2032
Figure 15. By Country - North America Gamification in Learning Revenue Market Share, 2018-2032
Figure 16. US Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 17. Canada Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 18. Mexico Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 19. By Country - Europe Gamification in Learning Revenue Market Share, 2018-2032
Figure 20. Germany Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 21. France Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 22. U.K. Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 23. Italy Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 24. Russia Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 25. Nordic Countries Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 26. Benelux Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 27. By Region - Asia Gamification in Learning Revenue Market Share, 2018-2032
Figure 28. China Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 29. Japan Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 30. South Korea Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 31. Southeast Asia Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 32. India Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 33. By Country - South America Gamification in Learning Revenue Market Share, 2018-2032
Figure 34. Brazil Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 35. Argentina Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 36. By Country - Middle East & Africa Gamification in Learning Revenue Market Share, 2018-2032
Figure 37. Turkey Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 38. Israel Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 39. Saudi Arabia Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 40. UAE Gamification in Learning Revenue, (US$, Mn), 2018-2032
Figure 41. Microsoft Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 42. MPS Interactive Systems Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 43. Bunchball Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 44. NIIT Ltd Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 45. D2L Corporation Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 46. Cognizant Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 47. Fundamentor Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 48. Top Hat Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 49. Classcraft Studios Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)
Figure 50. Recurrence Inc Gamification in Learning Revenue Year Over Year Growth (US$, Mn) & (2018-2023)

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