According the report, Rising use of Augmented Reality (AR) and Virtual Reality (VR)
is one of the primary growth factors for the market. Growing Prevalence of Digital Learning and their Benefits
is also expected to contribute significantly to the Education Gamification market. Overall, Academic (K-12 and Higher Education)
applications of Education Gamification, and the growing awareness of them, is what makes this segment of the industry important to its overall growth.
AMAs Analyst on the Global Education Gamification market identified that the demand is rising in many different parts of the world as "Growing Improvement in Gamification Technology
". Furthermore, some recent industry insights like "On 24th June 2019, Classcraft launched storytelling mode for K-12 academic education to utilize the benefits of storytelling. This storytelling model helps teachers and trainers to motivate students to learn effectively and maintain engagement. This will positively impact the gamification education market." is constantly making the industry dynamic. One of the challenges that industry facing is "Some Poorly Designed and Less Engagement Gamification Education Apps"
The Technology, such as Virtual Reality (VR), is boosting the Education Gamification market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
The Deployment, such as Cloud, is boosting the Education Gamification market. Additionally, the rising demand from SMEs and various industry verticals, macro-economic growth are the prime factors driving the growth of the market.
The report provides an in-depth analysis and forecast about the industry covering the following key features: o Industry outlook including current and future market trends, drivers, restraints, and emerging technologies o Analyses the Global Education Gamification market according to Type, Application, and regions o Analyzes the top 10 players in terms of market reach, business strategy, and business focus o Provides stakeholders insights and key drivers & trends of the market
Market Size Estimation In market engineering method, both top-down and bottom-up approaches have been used, along with various data triangulation process, to predict and validate the market size of the Education Gamification market and other related sub-markets covered in the study.
o Key & emerging players in the Education Gamification market have been observed through secondary research. o The industrys supply chain and overall market size, in terms of value, have been derived through primary and secondary research processes. o All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.
Data Triangulation The overall Education Gamification market size is calculated using market estimation process, the Education Gamification market was further split into various segments and sub-segments. To complete the overall market engineering and arriving at the exact statistics for all segments and sub-segments, the market breakdown and data triangulation procedures have been utilized, wherever applicable. The data have been triangulated by studying various influencing factors and trends identified from both demand and supply sides of various applications involved in the study. Along with this, the Global Education Gamification market size has been validated using both top-down and bottom-up approaches.