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
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Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Forecast Period | 2022-2027 |
Historical Period | 2017-2021 |
Unit | Value (USD Million) |
Key Companies in 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) and GradeCraft (United States) |
Customization Scope | Avail 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.