Education Gamification Comprehensive Study by Type (Structural Gamification, Content Gamification), Application (Academic (K-12 and Higher Education), Corporate Learning), Technology (Virtual Reality (VR), Augmented Reality (AR)), Deployment (Cloud, On-Premises) Players and Region - Global Market Outlook to 2027

Education Gamification Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms. The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.This growth is primarily driven by Growing Prevalence of Digital Learning and their Benefits .

AttributesDetails
Study Period2017-2027
Base Year2021
Forecast Period2022-2027
Historical Period2017-2021
UnitValue (USD Million)
Key Companies in StudyBunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore) and GradeCraft (United States)
Customization ScopeAvail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility


Globally, a noticeable market trend is evident Rising use of Augmented Reality (AR) and Virtual Reality (VR) . Major Players, such as Bunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore) and GradeCraft (United States) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

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.

Market Drivers
  • Growing Prevalence of Digital Learning and their Benefits
  • Need for Advancing the Learning Experience

Market Trend
  • Rising use of Augmented Reality (AR) and Virtual Reality (VR)
  • Increasing Penetration of Gamification in Mobile Apps

Restraints
  • Unavailability of Gamification Learning to Low-Income group Families
  • More Time Spent on E-Learning Facing Screens of Gadgets Might cause Health Related Issues

Opportunities
Growing Improvement in Gamification Technology, Awareness through Advertisement will boost the Market and Maintaining User Engagement and Interest Throughout the Learning Process
Challenges
Some Poorly Designed and Less Engagement Gamification Education Apps

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, Education Gamification Study Sheds Light on
— The Education Gamification Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Education Gamification industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Education Gamification industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Type
  • Structural Gamification
  • Content Gamification
By Application
  • Academic (K-12 and Higher Education)
  • Corporate Learning
By Technology
  • Virtual Reality (VR)
  • Augmented Reality (AR)

By Deployment
  • Cloud
  • On-Premises

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Prevalence of Digital Learning and their Benefits
      • 3.2.2. Need for Advancing the Learning Experience
    • 3.3. Market Challenges
      • 3.3.1. Some Poorly Designed and Less Engagement Gamification Education Apps
    • 3.4. Market Trends
      • 3.4.1. Rising use of Augmented Reality (AR) and Virtual Reality (VR)
      • 3.4.2. Increasing Penetration of Gamification in Mobile Apps
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Education Gamification, by Type, Application, Technology, Deployment and Region (value and price ) (2016-2021)
    • 5.1. Introduction
    • 5.2. Global Education Gamification (Value)
      • 5.2.1. Global Education Gamification by: Type (Value)
        • 5.2.1.1. Structural Gamification
        • 5.2.1.2. Content Gamification
      • 5.2.2. Global Education Gamification by: Application (Value)
        • 5.2.2.1. Academic (K-12 and Higher Education)
        • 5.2.2.2. Corporate Learning
      • 5.2.3. Global Education Gamification by: Technology (Value)
        • 5.2.3.1. Virtual Reality (VR)
        • 5.2.3.2. Augmented Reality (AR)
      • 5.2.4. Global Education Gamification by: Deployment (Value)
        • 5.2.4.1. Cloud
        • 5.2.4.2. On-Premises
      • 5.2.5. Global Education Gamification Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
    • 5.3. Global Education Gamification (Price)
      • 5.3.1. Global Education Gamification by: Type (Price)
  • 6. Education Gamification: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2021)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Bunchball (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Classcraft Studios Inc. (Canada)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. GoGo Labs Inc. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. GP Strategies (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Axonify (Canada)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Paradigm Learning (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Recurrence Inc (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Fundamentor (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Gametize (Singapore)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. GradeCraft (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Education Gamification Sale, by Type, Application, Technology, Deployment and Region (value and price ) (2022-2027)
    • 7.1. Introduction
    • 7.2. Global Education Gamification (Value)
      • 7.2.1. Global Education Gamification by: Type (Value)
        • 7.2.1.1. Structural Gamification
        • 7.2.1.2. Content Gamification
      • 7.2.2. Global Education Gamification by: Application (Value)
        • 7.2.2.1. Academic (K-12 and Higher Education)
        • 7.2.2.2. Corporate Learning
      • 7.2.3. Global Education Gamification by: Technology (Value)
        • 7.2.3.1. Virtual Reality (VR)
        • 7.2.3.2. Augmented Reality (AR)
      • 7.2.4. Global Education Gamification by: Deployment (Value)
        • 7.2.4.1. Cloud
        • 7.2.4.2. On-Premises
      • 7.2.5. Global Education Gamification Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
    • 7.3. Global Education Gamification (Price)
      • 7.3.1. Global Education Gamification by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Education Gamification: by Type(USD Million)
  • Table 2. Education Gamification Structural Gamification , by Region USD Million (2016-2021)
  • Table 3. Education Gamification Content Gamification , by Region USD Million (2016-2021)
  • Table 4. Education Gamification: by Application(USD Million)
  • Table 5. Education Gamification Academic (K-12 and Higher Education) , by Region USD Million (2016-2021)
  • Table 6. Education Gamification Corporate Learning , by Region USD Million (2016-2021)
  • Table 7. Education Gamification: by Technology(USD Million)
  • Table 8. Education Gamification Virtual Reality (VR) , by Region USD Million (2016-2021)
  • Table 9. Education Gamification Augmented Reality (AR) , by Region USD Million (2016-2021)
  • Table 10. Education Gamification: by Deployment(USD Million)
  • Table 11. Education Gamification Cloud , by Region USD Million (2016-2021)
  • Table 12. Education Gamification On-Premises , by Region USD Million (2016-2021)
  • Table 13. South America Education Gamification, by Country USD Million (2016-2021)
  • Table 14. South America Education Gamification, by Type USD Million (2016-2021)
  • Table 15. South America Education Gamification, by Application USD Million (2016-2021)
  • Table 16. South America Education Gamification, by Technology USD Million (2016-2021)
  • Table 17. South America Education Gamification, by Deployment USD Million (2016-2021)
  • Table 18. Brazil Education Gamification, by Type USD Million (2016-2021)
  • Table 19. Brazil Education Gamification, by Application USD Million (2016-2021)
  • Table 20. Brazil Education Gamification, by Technology USD Million (2016-2021)
  • Table 21. Brazil Education Gamification, by Deployment USD Million (2016-2021)
  • Table 22. Argentina Education Gamification, by Type USD Million (2016-2021)
  • Table 23. Argentina Education Gamification, by Application USD Million (2016-2021)
  • Table 24. Argentina Education Gamification, by Technology USD Million (2016-2021)
  • Table 25. Argentina Education Gamification, by Deployment USD Million (2016-2021)
  • Table 26. Rest of South America Education Gamification, by Type USD Million (2016-2021)
  • Table 27. Rest of South America Education Gamification, by Application USD Million (2016-2021)
  • Table 28. Rest of South America Education Gamification, by Technology USD Million (2016-2021)
  • Table 29. Rest of South America Education Gamification, by Deployment USD Million (2016-2021)
  • Table 30. Asia Pacific Education Gamification, by Country USD Million (2016-2021)
  • Table 31. Asia Pacific Education Gamification, by Type USD Million (2016-2021)
  • Table 32. Asia Pacific Education Gamification, by Application USD Million (2016-2021)
  • Table 33. Asia Pacific Education Gamification, by Technology USD Million (2016-2021)
  • Table 34. Asia Pacific Education Gamification, by Deployment USD Million (2016-2021)
  • Table 35. China Education Gamification, by Type USD Million (2016-2021)
  • Table 36. China Education Gamification, by Application USD Million (2016-2021)
  • Table 37. China Education Gamification, by Technology USD Million (2016-2021)
  • Table 38. China Education Gamification, by Deployment USD Million (2016-2021)
  • Table 39. Japan Education Gamification, by Type USD Million (2016-2021)
  • Table 40. Japan Education Gamification, by Application USD Million (2016-2021)
  • Table 41. Japan Education Gamification, by Technology USD Million (2016-2021)
  • Table 42. Japan Education Gamification, by Deployment USD Million (2016-2021)
  • Table 43. India Education Gamification, by Type USD Million (2016-2021)
  • Table 44. India Education Gamification, by Application USD Million (2016-2021)
  • Table 45. India Education Gamification, by Technology USD Million (2016-2021)
  • Table 46. India Education Gamification, by Deployment USD Million (2016-2021)
  • Table 47. South Korea Education Gamification, by Type USD Million (2016-2021)
  • Table 48. South Korea Education Gamification, by Application USD Million (2016-2021)
  • Table 49. South Korea Education Gamification, by Technology USD Million (2016-2021)
  • Table 50. South Korea Education Gamification, by Deployment USD Million (2016-2021)
  • Table 51. Taiwan Education Gamification, by Type USD Million (2016-2021)
  • Table 52. Taiwan Education Gamification, by Application USD Million (2016-2021)
  • Table 53. Taiwan Education Gamification, by Technology USD Million (2016-2021)
  • Table 54. Taiwan Education Gamification, by Deployment USD Million (2016-2021)
  • Table 55. Australia Education Gamification, by Type USD Million (2016-2021)
  • Table 56. Australia Education Gamification, by Application USD Million (2016-2021)
  • Table 57. Australia Education Gamification, by Technology USD Million (2016-2021)
  • Table 58. Australia Education Gamification, by Deployment USD Million (2016-2021)
  • Table 59. Rest of Asia-Pacific Education Gamification, by Type USD Million (2016-2021)
  • Table 60. Rest of Asia-Pacific Education Gamification, by Application USD Million (2016-2021)
  • Table 61. Rest of Asia-Pacific Education Gamification, by Technology USD Million (2016-2021)
  • Table 62. Rest of Asia-Pacific Education Gamification, by Deployment USD Million (2016-2021)
  • Table 63. Europe Education Gamification, by Country USD Million (2016-2021)
  • Table 64. Europe Education Gamification, by Type USD Million (2016-2021)
  • Table 65. Europe Education Gamification, by Application USD Million (2016-2021)
  • Table 66. Europe Education Gamification, by Technology USD Million (2016-2021)
  • Table 67. Europe Education Gamification, by Deployment USD Million (2016-2021)
  • Table 68. Germany Education Gamification, by Type USD Million (2016-2021)
  • Table 69. Germany Education Gamification, by Application USD Million (2016-2021)
  • Table 70. Germany Education Gamification, by Technology USD Million (2016-2021)
  • Table 71. Germany Education Gamification, by Deployment USD Million (2016-2021)
  • Table 72. France Education Gamification, by Type USD Million (2016-2021)
  • Table 73. France Education Gamification, by Application USD Million (2016-2021)
  • Table 74. France Education Gamification, by Technology USD Million (2016-2021)
  • Table 75. France Education Gamification, by Deployment USD Million (2016-2021)
  • Table 76. Italy Education Gamification, by Type USD Million (2016-2021)
  • Table 77. Italy Education Gamification, by Application USD Million (2016-2021)
  • Table 78. Italy Education Gamification, by Technology USD Million (2016-2021)
  • Table 79. Italy Education Gamification, by Deployment USD Million (2016-2021)
  • Table 80. United Kingdom Education Gamification, by Type USD Million (2016-2021)
  • Table 81. United Kingdom Education Gamification, by Application USD Million (2016-2021)
  • Table 82. United Kingdom Education Gamification, by Technology USD Million (2016-2021)
  • Table 83. United Kingdom Education Gamification, by Deployment USD Million (2016-2021)
  • Table 84. Netherlands Education Gamification, by Type USD Million (2016-2021)
  • Table 85. Netherlands Education Gamification, by Application USD Million (2016-2021)
  • Table 86. Netherlands Education Gamification, by Technology USD Million (2016-2021)
  • Table 87. Netherlands Education Gamification, by Deployment USD Million (2016-2021)
  • Table 88. Rest of Europe Education Gamification, by Type USD Million (2016-2021)
  • Table 89. Rest of Europe Education Gamification, by Application USD Million (2016-2021)
  • Table 90. Rest of Europe Education Gamification, by Technology USD Million (2016-2021)
  • Table 91. Rest of Europe Education Gamification, by Deployment USD Million (2016-2021)
  • Table 92. MEA Education Gamification, by Country USD Million (2016-2021)
  • Table 93. MEA Education Gamification, by Type USD Million (2016-2021)
  • Table 94. MEA Education Gamification, by Application USD Million (2016-2021)
  • Table 95. MEA Education Gamification, by Technology USD Million (2016-2021)
  • Table 96. MEA Education Gamification, by Deployment USD Million (2016-2021)
  • Table 97. Middle East Education Gamification, by Type USD Million (2016-2021)
  • Table 98. Middle East Education Gamification, by Application USD Million (2016-2021)
  • Table 99. Middle East Education Gamification, by Technology USD Million (2016-2021)
  • Table 100. Middle East Education Gamification, by Deployment USD Million (2016-2021)
  • Table 101. Africa Education Gamification, by Type USD Million (2016-2021)
  • Table 102. Africa Education Gamification, by Application USD Million (2016-2021)
  • Table 103. Africa Education Gamification, by Technology USD Million (2016-2021)
  • Table 104. Africa Education Gamification, by Deployment USD Million (2016-2021)
  • Table 105. North America Education Gamification, by Country USD Million (2016-2021)
  • Table 106. North America Education Gamification, by Type USD Million (2016-2021)
  • Table 107. North America Education Gamification, by Application USD Million (2016-2021)
  • Table 108. North America Education Gamification, by Technology USD Million (2016-2021)
  • Table 109. North America Education Gamification, by Deployment USD Million (2016-2021)
  • Table 110. United States Education Gamification, by Type USD Million (2016-2021)
  • Table 111. United States Education Gamification, by Application USD Million (2016-2021)
  • Table 112. United States Education Gamification, by Technology USD Million (2016-2021)
  • Table 113. United States Education Gamification, by Deployment USD Million (2016-2021)
  • Table 114. Canada Education Gamification, by Type USD Million (2016-2021)
  • Table 115. Canada Education Gamification, by Application USD Million (2016-2021)
  • Table 116. Canada Education Gamification, by Technology USD Million (2016-2021)
  • Table 117. Canada Education Gamification, by Deployment USD Million (2016-2021)
  • Table 118. Mexico Education Gamification, by Type USD Million (2016-2021)
  • Table 119. Mexico Education Gamification, by Application USD Million (2016-2021)
  • Table 120. Mexico Education Gamification, by Technology USD Million (2016-2021)
  • Table 121. Mexico Education Gamification, by Deployment USD Million (2016-2021)
  • Table 122. Education Gamification: by Type(USD/Units)
  • Table 123. Company Basic Information, Sales Area and Its Competitors
  • Table 124. Company Basic Information, Sales Area and Its Competitors
  • Table 125. Company Basic Information, Sales Area and Its Competitors
  • Table 126. Company Basic Information, Sales Area and Its Competitors
  • Table 127. Company Basic Information, Sales Area and Its Competitors
  • Table 128. Company Basic Information, Sales Area and Its Competitors
  • Table 129. Company Basic Information, Sales Area and Its Competitors
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Education Gamification: by Type(USD Million)
  • Table 134. Education Gamification Structural Gamification , by Region USD Million (2022-2027)
  • Table 135. Education Gamification Content Gamification , by Region USD Million (2022-2027)
  • Table 136. Education Gamification: by Application(USD Million)
  • Table 137. Education Gamification Academic (K-12 and Higher Education) , by Region USD Million (2022-2027)
  • Table 138. Education Gamification Corporate Learning , by Region USD Million (2022-2027)
  • Table 139. Education Gamification: by Technology(USD Million)
  • Table 140. Education Gamification Virtual Reality (VR) , by Region USD Million (2022-2027)
  • Table 141. Education Gamification Augmented Reality (AR) , by Region USD Million (2022-2027)
  • Table 142. Education Gamification: by Deployment(USD Million)
  • Table 143. Education Gamification Cloud , by Region USD Million (2022-2027)
  • Table 144. Education Gamification On-Premises , by Region USD Million (2022-2027)
  • Table 145. South America Education Gamification, by Country USD Million (2022-2027)
  • Table 146. South America Education Gamification, by Type USD Million (2022-2027)
  • Table 147. South America Education Gamification, by Application USD Million (2022-2027)
  • Table 148. South America Education Gamification, by Technology USD Million (2022-2027)
  • Table 149. South America Education Gamification, by Deployment USD Million (2022-2027)
  • Table 150. Brazil Education Gamification, by Type USD Million (2022-2027)
  • Table 151. Brazil Education Gamification, by Application USD Million (2022-2027)
  • Table 152. Brazil Education Gamification, by Technology USD Million (2022-2027)
  • Table 153. Brazil Education Gamification, by Deployment USD Million (2022-2027)
  • Table 154. Argentina Education Gamification, by Type USD Million (2022-2027)
  • Table 155. Argentina Education Gamification, by Application USD Million (2022-2027)
  • Table 156. Argentina Education Gamification, by Technology USD Million (2022-2027)
  • Table 157. Argentina Education Gamification, by Deployment USD Million (2022-2027)
  • Table 158. Rest of South America Education Gamification, by Type USD Million (2022-2027)
  • Table 159. Rest of South America Education Gamification, by Application USD Million (2022-2027)
  • Table 160. Rest of South America Education Gamification, by Technology USD Million (2022-2027)
  • Table 161. Rest of South America Education Gamification, by Deployment USD Million (2022-2027)
  • Table 162. Asia Pacific Education Gamification, by Country USD Million (2022-2027)
  • Table 163. Asia Pacific Education Gamification, by Type USD Million (2022-2027)
  • Table 164. Asia Pacific Education Gamification, by Application USD Million (2022-2027)
  • Table 165. Asia Pacific Education Gamification, by Technology USD Million (2022-2027)
  • Table 166. Asia Pacific Education Gamification, by Deployment USD Million (2022-2027)
  • Table 167. China Education Gamification, by Type USD Million (2022-2027)
  • Table 168. China Education Gamification, by Application USD Million (2022-2027)
  • Table 169. China Education Gamification, by Technology USD Million (2022-2027)
  • Table 170. China Education Gamification, by Deployment USD Million (2022-2027)
  • Table 171. Japan Education Gamification, by Type USD Million (2022-2027)
  • Table 172. Japan Education Gamification, by Application USD Million (2022-2027)
  • Table 173. Japan Education Gamification, by Technology USD Million (2022-2027)
  • Table 174. Japan Education Gamification, by Deployment USD Million (2022-2027)
  • Table 175. India Education Gamification, by Type USD Million (2022-2027)
  • Table 176. India Education Gamification, by Application USD Million (2022-2027)
  • Table 177. India Education Gamification, by Technology USD Million (2022-2027)
  • Table 178. India Education Gamification, by Deployment USD Million (2022-2027)
  • Table 179. South Korea Education Gamification, by Type USD Million (2022-2027)
  • Table 180. South Korea Education Gamification, by Application USD Million (2022-2027)
  • Table 181. South Korea Education Gamification, by Technology USD Million (2022-2027)
  • Table 182. South Korea Education Gamification, by Deployment USD Million (2022-2027)
  • Table 183. Taiwan Education Gamification, by Type USD Million (2022-2027)
  • Table 184. Taiwan Education Gamification, by Application USD Million (2022-2027)
  • Table 185. Taiwan Education Gamification, by Technology USD Million (2022-2027)
  • Table 186. Taiwan Education Gamification, by Deployment USD Million (2022-2027)
  • Table 187. Australia Education Gamification, by Type USD Million (2022-2027)
  • Table 188. Australia Education Gamification, by Application USD Million (2022-2027)
  • Table 189. Australia Education Gamification, by Technology USD Million (2022-2027)
  • Table 190. Australia Education Gamification, by Deployment USD Million (2022-2027)
  • Table 191. Rest of Asia-Pacific Education Gamification, by Type USD Million (2022-2027)
  • Table 192. Rest of Asia-Pacific Education Gamification, by Application USD Million (2022-2027)
  • Table 193. Rest of Asia-Pacific Education Gamification, by Technology USD Million (2022-2027)
  • Table 194. Rest of Asia-Pacific Education Gamification, by Deployment USD Million (2022-2027)
  • Table 195. Europe Education Gamification, by Country USD Million (2022-2027)
  • Table 196. Europe Education Gamification, by Type USD Million (2022-2027)
  • Table 197. Europe Education Gamification, by Application USD Million (2022-2027)
  • Table 198. Europe Education Gamification, by Technology USD Million (2022-2027)
  • Table 199. Europe Education Gamification, by Deployment USD Million (2022-2027)
  • Table 200. Germany Education Gamification, by Type USD Million (2022-2027)
  • Table 201. Germany Education Gamification, by Application USD Million (2022-2027)
  • Table 202. Germany Education Gamification, by Technology USD Million (2022-2027)
  • Table 203. Germany Education Gamification, by Deployment USD Million (2022-2027)
  • Table 204. France Education Gamification, by Type USD Million (2022-2027)
  • Table 205. France Education Gamification, by Application USD Million (2022-2027)
  • Table 206. France Education Gamification, by Technology USD Million (2022-2027)
  • Table 207. France Education Gamification, by Deployment USD Million (2022-2027)
  • Table 208. Italy Education Gamification, by Type USD Million (2022-2027)
  • Table 209. Italy Education Gamification, by Application USD Million (2022-2027)
  • Table 210. Italy Education Gamification, by Technology USD Million (2022-2027)
  • Table 211. Italy Education Gamification, by Deployment USD Million (2022-2027)
  • Table 212. United Kingdom Education Gamification, by Type USD Million (2022-2027)
  • Table 213. United Kingdom Education Gamification, by Application USD Million (2022-2027)
  • Table 214. United Kingdom Education Gamification, by Technology USD Million (2022-2027)
  • Table 215. United Kingdom Education Gamification, by Deployment USD Million (2022-2027)
  • Table 216. Netherlands Education Gamification, by Type USD Million (2022-2027)
  • Table 217. Netherlands Education Gamification, by Application USD Million (2022-2027)
  • Table 218. Netherlands Education Gamification, by Technology USD Million (2022-2027)
  • Table 219. Netherlands Education Gamification, by Deployment USD Million (2022-2027)
  • Table 220. Rest of Europe Education Gamification, by Type USD Million (2022-2027)
  • Table 221. Rest of Europe Education Gamification, by Application USD Million (2022-2027)
  • Table 222. Rest of Europe Education Gamification, by Technology USD Million (2022-2027)
  • Table 223. Rest of Europe Education Gamification, by Deployment USD Million (2022-2027)
  • Table 224. MEA Education Gamification, by Country USD Million (2022-2027)
  • Table 225. MEA Education Gamification, by Type USD Million (2022-2027)
  • Table 226. MEA Education Gamification, by Application USD Million (2022-2027)
  • Table 227. MEA Education Gamification, by Technology USD Million (2022-2027)
  • Table 228. MEA Education Gamification, by Deployment USD Million (2022-2027)
  • Table 229. Middle East Education Gamification, by Type USD Million (2022-2027)
  • Table 230. Middle East Education Gamification, by Application USD Million (2022-2027)
  • Table 231. Middle East Education Gamification, by Technology USD Million (2022-2027)
  • Table 232. Middle East Education Gamification, by Deployment USD Million (2022-2027)
  • Table 233. Africa Education Gamification, by Type USD Million (2022-2027)
  • Table 234. Africa Education Gamification, by Application USD Million (2022-2027)
  • Table 235. Africa Education Gamification, by Technology USD Million (2022-2027)
  • Table 236. Africa Education Gamification, by Deployment USD Million (2022-2027)
  • Table 237. North America Education Gamification, by Country USD Million (2022-2027)
  • Table 238. North America Education Gamification, by Type USD Million (2022-2027)
  • Table 239. North America Education Gamification, by Application USD Million (2022-2027)
  • Table 240. North America Education Gamification, by Technology USD Million (2022-2027)
  • Table 241. North America Education Gamification, by Deployment USD Million (2022-2027)
  • Table 242. United States Education Gamification, by Type USD Million (2022-2027)
  • Table 243. United States Education Gamification, by Application USD Million (2022-2027)
  • Table 244. United States Education Gamification, by Technology USD Million (2022-2027)
  • Table 245. United States Education Gamification, by Deployment USD Million (2022-2027)
  • Table 246. Canada Education Gamification, by Type USD Million (2022-2027)
  • Table 247. Canada Education Gamification, by Application USD Million (2022-2027)
  • Table 248. Canada Education Gamification, by Technology USD Million (2022-2027)
  • Table 249. Canada Education Gamification, by Deployment USD Million (2022-2027)
  • Table 250. Mexico Education Gamification, by Type USD Million (2022-2027)
  • Table 251. Mexico Education Gamification, by Application USD Million (2022-2027)
  • Table 252. Mexico Education Gamification, by Technology USD Million (2022-2027)
  • Table 253. Mexico Education Gamification, by Deployment USD Million (2022-2027)
  • Table 254. Education Gamification: by Type(USD/Units)
  • Table 255. Research Programs/Design for This Report
  • Table 256. Key Data Information from Secondary Sources
  • Table 257. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Education Gamification: by Type USD Million (2016-2021)
  • Figure 5. Global Education Gamification: by Application USD Million (2016-2021)
  • Figure 6. Global Education Gamification: by Technology USD Million (2016-2021)
  • Figure 7. Global Education Gamification: by Deployment USD Million (2016-2021)
  • Figure 8. South America Education Gamification Share (%), by Country
  • Figure 9. Asia Pacific Education Gamification Share (%), by Country
  • Figure 10. Europe Education Gamification Share (%), by Country
  • Figure 11. MEA Education Gamification Share (%), by Country
  • Figure 12. North America Education Gamification Share (%), by Country
  • Figure 13. Global Education Gamification: by Type USD/Units (2016-2021)
  • Figure 14. Global Education Gamification share by Players 2021 (%)
  • Figure 15. Global Education Gamification share by Players (Top 3) 2021(%)
  • Figure 16. Global Education Gamification share by Players (Top 5) 2021(%)
  • Figure 17. BCG Matrix for key Companies
  • Figure 18. Bunchball (United States) Revenue, Net Income and Gross profit
  • Figure 19. Bunchball (United States) Revenue: by Geography 2021
  • Figure 20. Classcraft Studios Inc. (Canada) Revenue, Net Income and Gross profit
  • Figure 21. Classcraft Studios Inc. (Canada) Revenue: by Geography 2021
  • Figure 22. GoGo Labs Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 23. GoGo Labs Inc. (United States) Revenue: by Geography 2021
  • Figure 24. GP Strategies (United States) Revenue, Net Income and Gross profit
  • Figure 25. GP Strategies (United States) Revenue: by Geography 2021
  • Figure 26. Axonify (Canada) Revenue, Net Income and Gross profit
  • Figure 27. Axonify (Canada) Revenue: by Geography 2021
  • Figure 28. Paradigm Learning (United States) Revenue, Net Income and Gross profit
  • Figure 29. Paradigm Learning (United States) Revenue: by Geography 2021
  • Figure 30. Recurrence Inc (United States) Revenue, Net Income and Gross profit
  • Figure 31. Recurrence Inc (United States) Revenue: by Geography 2021
  • Figure 32. Fundamentor (United States) Revenue, Net Income and Gross profit
  • Figure 33. Fundamentor (United States) Revenue: by Geography 2021
  • Figure 34. Gametize (Singapore) Revenue, Net Income and Gross profit
  • Figure 35. Gametize (Singapore) Revenue: by Geography 2021
  • Figure 36. GradeCraft (United States) Revenue, Net Income and Gross profit
  • Figure 37. GradeCraft (United States) Revenue: by Geography 2021
  • Figure 38. Global Education Gamification: by Type USD Million (2022-2027)
  • Figure 39. Global Education Gamification: by Application USD Million (2022-2027)
  • Figure 40. Global Education Gamification: by Technology USD Million (2022-2027)
  • Figure 41. Global Education Gamification: by Deployment USD Million (2022-2027)
  • Figure 42. South America Education Gamification Share (%), by Country
  • Figure 43. Asia Pacific Education Gamification Share (%), by Country
  • Figure 44. Europe Education Gamification Share (%), by Country
  • Figure 45. MEA Education Gamification Share (%), by Country
  • Figure 46. North America Education Gamification Share (%), by Country
  • Figure 47. Global Education Gamification: by Type USD/Units (2022-2027)
List of companies from research coverage that are profiled in the study
  • Bunchball (United States)
  • Classcraft Studios Inc. (Canada)
  • GoGo Labs Inc. (United States)
  • GP Strategies (United States)
  • Axonify (Canada)
  • Paradigm Learning (United States)
  • Recurrence Inc (United States)
  • Fundamentor (United States)
  • Gametize (Singapore)
  • GradeCraft (United States)
Additional players considered in the study are as follows:
Kuato Studios (England) , Kungfu Math (Singapore)
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Key Highlights of Report


May 2022 208 Pages 66 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Historical year: 2017-2021; Base year: 2021; Forecast period: 2022 to 2027
Companies that are profiled in Global Education Gamification Market are Bunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore) and GradeCraft (United States) etc.
Academic (K-12 and Higher Education) segment in Global market to hold robust market share owing to "Growing Prevalence of Digital Learning and their Benefits ".
AMA Research predicts that United States Players will contribute to the maximum growth of Global Education Gamification market throughout the forecasted period.

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