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Education Gamification Market

Education Gamification Market Size, Share & Trends Analysis Report

Education Gamification Market Size, Share, & Trends Analysis Report By Component (Software, Solution), By Deployment Type (On-Premises, Cloud), By End-User (K-12, Higher Education, Corporate Training) Based On Region, Segment Forecasts, And E-Learning Gamification 2021 - 2027

Published
Report ID : BMRC 1704
Number of pages : 300
Published Date : Nov 2022
Category : Technology And Media
Delivery Timeline : 48 hrs

Global Education Gamification Market: Global Size, Trends, Competitive, Historical & Forecast Analysis to 2021-2027, Rising adoption of cloud-based platform & digital learning, growing number of COVID-19 cases and increasing adoption of AR/VR technologies are some of the major factors anticipated to drive the growth of Global Healthcare Gamification Market.

The global Education Gamification Market is valued at USD 795.7 Million in 2020 and is expected to reach USD 5497.4 Million by 2027 with a CAGR of 31.8% over the forecast period.

Scope of Global Education Gamification Market Report:

Gamification in education can be referred to as a technique used to encourage students to learn with the assistance of computer games and game parts in the learning climate. The current generation has been growing up with digital technologies and requests another way to deal with learning. Students are getting drawn to the game-based learning approaches as it gives gaming features and helps in making education more effective and more enjoyable.

Online learning offers students a trustworthy learning experience and further exciting students to explore their interest. Gamification is turning out to be progressively utilized in educational settings for a few reasons. It makes the hard stuff more fun; helping with propelling students and make them more engaged in with the topic. The gamification education doesn't create genuine games

however uses game strategies to get students involved. The appropriation of education makes it simpler for students to upgrade their learning results. The interest and supply divide has expanded as of late, regardless of the huge advancement of the global education gamification industry. With the participation of a provider for the informative Gamification training market with scholarly associations, the developing interest and supply gap in the global educational gamification industry can be survived.

The COVID-19 pandemic has shown a positive impact on the growth of global education gamification market. The COVID-19 pandemic has constrained everyone globally to study and work from home which seriously affects the overall learning experience of corporate and students around the world. To guarantee a smooth learning process, many developed and developing countries began adopting measures to further develop the education standards for students worldwide in the midst of the pandemic.

During COVID-19 pandemic many nations have expanded their investments in the education sector. The pandemic has permitting software companies  to further develop the features gave across different learning stages to further develop the end-client experience.

E-Learning Gamification Companies:

Some major key players for global education gamification market report cover prominent players like Mango Health, Bunchball, Fitbit, JawBone, Hubbub Health, Akili Interactive Labs, Nike, Microsoft, EveryMove, Ayogo Health, and others.

Global Education Gamification Market Segmentation:

Global education gamification market is segmented on the basis of component, deployment type, end-user and region & country level. Based upon component, the global education gamification market is classified into software and solution. Based upon deployment type, the market is classified into on-premises and cloud. Based on end-user, the global education gamification market is divided into K-12, higher education and corporate training.

By Component:

  • Software
  • Solution

By Deployment Type:

  • On-Premises
  • Cloud

By End-User:

  • K-12
  • Higher Education
  • Corporate Training

The regions covered in global education gamification market report are North America, Europe, Asia-Pacific, Latin America and Rest of the World. On the basis of country level, the market of global education gamification is sub divided into U.S., Mexico, Canada, U.K., France, Germany, Italy, China, India, Japan, South East Asia, Middle East Asia (Saudi Arabia, UAE, Egypt) GCC, Africa, etc.

News: UAE’s HBMSU Launched Gamification in Higher Education for Students to Deepen Engagement Levels in the Learning Process

January 10th, 2021; UAE’s Hamdan Bin Mohammed Smart University (HBMSU) has introduced the concept of EduGame; a new gamification system that integrates games into learning – with the aim to make the learning experience more futuristic, skill based and fun. HBMSU is the first institution in the Middle East to introduce the innovative EduGame concept for graduates of the future. The university has been committed to adopt an advanced educational model that can help prepare an empowered generation of innovators, knowledge ambassadors, nation builders, and future makers.

Rising Adoption of Cloud-Based Platform & Digital Learning, Growing Prevalence COVID-19 Cases and Increasing Adoption of AR/VR Technologies are Some of the Major Factors Driving the Market Growth

One of the major factors drive the growth of global education gamification market is rising adoption of cloud-based platform & digital learning. In the most recent years, the execution of sophisticated strategies like data mining, has upgraded the spread of schooling. Students experience a safe teaching experience through the gamification schooling market. The future capability of the worldwide education gamification industry is reliant primarily upon the presentation of products that attract students to find their interest with rich and genuine stories. Hence, adoption of digital earning and cloud-based platform is one of the major factors driving the market growth.

For instance; in December 2020, LEAD School, an Edtech company, declared the acquisition of QuizNext, a gamified practice application that gives AI-based practice tests to students in grades 6 through 10 who are related with the ICSE and CBSE boards. The organization is anticipating joining innovation, instructional method, and educational plan to make an integrated system of learning and showing in this way further developing the learning experience and teacher performance. The securing is expected to further develop the general product offering, in this way helping foundations with keeping up with high education principles.

In addition, growing number of COVID-19 cases is also supplementing the market growth. The COVID-19 pandemic has constrained everybody all throughout the globe to work and study from home which seriously affects the overall learning experience of corporates and students around the world. Increasing cases of COVID-19 may result into adopt a number of nations' e-learning or digital learning. Furthermore, the increasing adoption of AR/VR technologies are also supplementing the market growth. VR and AR applications are utilized to give immersive and interactive experiences utilizing digital stages.

Likewise, the education gamification in VR and AR will increment with the developing adoption of items like the Google Cardboard or Oculus Rift. Besides, they can upgrade education by working on sensation experiences, which can build inspiration, degrees of consistency, and commitment in students.

However, low motivation and engagement in adoption of gamification solution may hamper the global education gamification market growth. In spite of that, rising adoption of smartphones can provide various opportunities for the further growth of the global education gamification market.

North America is Anticipated to Dominate the Global Education Gamification Market

North America is expected to dominate the global healthcare gamification market within the forecast period due to the rising product development & innovation in education, high penetration of internet and smartphone users and presence of key players in this region.

Asia Pacific is anticipated to grow at a faster in global healthcare gamification market due to the increasing smart learning solutions and rising number of students and government policies in this region. For instance, in June 2018, NIIT Ltd declared a five-year association with Pitney Bowes, in which NIIT will deliver a comprehensive range of the board and gamification education market preparing administrations, including consultancy, leadership and demand management.

North America

  • U.S.
  • Canada

Europe

  • U.K.
  • France
  • Germany
  • Italy

Asia Pacific

  • China
  • Japan
  • India
  • Southeast Asia

Latin America

  • Brazil
  • Mexico

The Middle East and Africa

  • GCC
  • Africa
  • Rest of the Middle East and Africa
Report Analysis Details
Historical data 2015 - 2020
Forecast Period 2021 - 2027
Market Size in 2020: USD 795.7 Million 
Base year considered 2020
Forecast Period CAGR %:

31.8% 

Market Size Expected in 2027: USD 5497.4 Million
Tables, Charts & Figures: 175
Pages 200
E-Learning Gamification Companies: Mango Health, Bunchball, Fitbit, JawBone, Hubbub Health, Akili Interactive Labs, Nike, Microsoft, EveryMove, Ayogo Health, and others.
Segments Covered By Component, By Deployment Type, By End-User
Regional Analysis North America, U.S., Mexico, Canada, Europe, UK, France, Germany, Italy, Asia Pacific, China, Japan, India, Southeast Asia, South America, Brazil, Argentina, Columbia, The Middle East and Africa, GCC, Africa, Rest of the Middle East and Africa

Key Benefits of Global Education Gamification Market Report:

  • Global Gamification of Education report covers in-depth historical and forecast analysis.
  • Global Gamification of Education research report provides detailed information about Market Introduction, Market Summary, Global market Revenue (Revenue USD), Market Drivers, Market Restraints, E-Learning Gamification Companies, Market Opportunities, Competitive Analysis, Regional and Country Level.
  • Global Gamification of Education report helps to identify opportunities in the marketplace & gamification in education.
  • Global Gamification of Education report covers an extensive analysis of emerging trends, eLearning gamification, and competitive landscape.

Frequently Asked Questions (FAQ) :

Rising Adoption of Cloud-Based Platform & Digital Learning, Growing Prevalence COVID-19 Cases and Increasing Adoption of AR/VR Technologies are Some of the Major Factors Driving the Market Growth
The global Education Gamification Market is valued at USD 795.7 Million in 2020
Global Education Gamification Market is valued at USD 795.7 Million in 2020 and expected to reach USD 5497.4 Million by 2027 with a CAGR of 31.8% over the forecast period.
North America is Anticipated to Dominate the Global Education Gamification Market
Mango Health, Bunchball, Fitbit, JawBone, Hubbub Health, Akili Interactive Labs, Nike, Microsoft, EveryMove, Ayogo Health, and others.
The COVID-19 pandemic has shown a positive impact on the growth of global education gamification market. The COVID-19 pandemic has constrained everyone globally to study and work from home which seriously affects the overall learning experience of corporate and students around the world.

 

SUMMARY
VishalSawant
Vishal Sawant
Business Development
vishal@brandessenceresearch.com
+91 8830 254 358
Segmentation
Segments

By Component:

  • Software
  • Solution

By Deployment Type:

  • On-Premises
  • Cloud

By End-User:

  • K-12
  • Higher Education
  • Corporate Training
Country
Regions and Country

North America

  • U.S.
  • Canada

Europe

  • Germany
  • France
  • U.K.
  • Italy
  • Spain
  • Sweden
  • Netherlands
  • Turkey
  • Switzerland
  • Belgium
  • Rest of Europe

Asia-Pacific

  • South Korea
  • Japan
  • China
  • India
  • Australia
  • Philippines
  • Singapore
  • Malaysia
  • Thailand
  • Indonesia
  • Rest of APAC

Latin America

  • Mexico
  • Colombia
  • Brazil
  • Argentina
  • Peru
  • Rest of South America

Middle East and Africa

  • Saudi Arabia
  • UAE
  • Egypt
  • South Africa
  • Rest of MEA
Company
Key Players
  • Mango Health
  • Bunchball
  • Fitbit
  • JawBone
  • Hubbub Health
  • Akili Interactive Labs
  • Nike
  • Microsoft
  • EveryMove
  • Ayogo Health
  • and others.

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