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Global Education Gamification Market 2016-2020

Global Education Gamification Market 2016-2020

About Education Gamification

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.

Technavio’s analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs
Other prominent vendors
  • 6waves
  • Fundamentor
  • Gametize
  • GradeCraft
  • Kuato Studios
  • Kungfu-Math
  • Recurrence
Market driver
  • Stronger focus on experiential and inquiry-based learning.
  • For a full, detailed list, view our report
Market challenge
  • Stronger focus on experiential and inquiry-based learning.
  • For a full, detailed list, view our report
Market trend
  • Increased awareness among teachers due to professional development.
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


Press Release

Technavio Announces the Publication of its Research Report – Global Education Gamification Market 2016-2020

Technavio recognizes the following companies as the key players in the global education gamification market: Badgeville, Bunchball, Classcraft Studios, and GoGo Labs.

Other prominent vendors in the market are: 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, and Kungfu-Math.

Commenting on the report, an analyst from Technavio’s team said: “One of latest trends in the market is increase in e-learning. The global e-learning market is one of the fastest-growing markets in the world. It has transformed conventional learning methods. The market is witnessing a huge demand for e-learning in the education sector. In addition, factors such as continuous innovation in e-learning tools, delivery methods, advances in technology, and availability of various virtual communication tools are contributing to the growth of the market. The e-learning markets in most of the emerging economies worldwide have witnessed high growth rates with increased penetration of technology and government aid.”

According to the report, one of the primary drivers in the market is stronger focus on experiential and inquiry-based learning. Traditional learning in education institutions involved the use of books, articles, and lectures to deliver knowledge to students. However, there has been a paradigm shift in the delivery of education through modes that are not predictable and offer minimal challenges for learners. Over time, there has been a rise of experiential learning to operationalize theoretical concepts using more interactive technologies such as simulations and games. Simulations have the potential to address the impediments associated with traditional pedagogy. This has led to a strategic alignment of education institutions to include more student-centric learning.

Further, the report states that one major challenge in the market is threat from simulation-based learning market. Simulations imitate a real phenomenon and are used in the field of training and education to boost the development of life skills like decision-making and critical thinking. In the past, simulations were restricted to fields like military, aviation, and medicine. It involved methods like role play, mannequins, and interactive videos. With the advances in technology, there has been the emergence of computer-based simulations. Computer simulations model real-world situations on a computer. As immersive learning environments are increasingly being incorporated into the curricula of education institutions, the adoption of simulations for educational purposes has increased.

Companies Mentioned

Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math.

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
      • Table Countries considered for market analysis
    • Top-vendor offerings
      • Table Product offerings
    • Other prominent vendors
      • Table Other prominent vendors
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
      • Table Major differences between game-based learning and gamification.
  • Market landscape
    • Table Relation between game mechanics and game dynamics
    • Table Gamification implementation: Key steps
    • Market overview
      • Table Impact areas of gamification in the education sector
      • Table Global education gamification market 2015-2020 ($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by end-user
    • Global education gamification market segmentation by endusers
      • Table Global education gamification market segmentation by end-users 2015-2020 (%)
      • Table Global education gamification market segmentation by end-users 2015-2020 ($ millions)
    • Global K-12 education gamification market
      • Table Global K-12 education gamification market 2015-2020 ($ millions)
    • Global higher education gamification market
      • Table Global higher education gamification market 2015-2020 ($ millions)
  • Geographical segmentation
    • Global education gamification market by geography
      • Table Global education gamification market by geography 2015-2020 (% share)
      • Table Global education gamification market by geography 2015-2020 ($ millions)
    • Education gamification market in Americas
      • Table Education gamification market in Americas 2015-2020 ($ millions)
      • Table Distribution of education market in North America by segment 2015 (% share)
    • Education gamification market in EMEA
      • Table Education gamification market in Europe 2015-2020 ($ millions)
    • Education gamification market in APAC
      • Table Education gamification market in APAC 2015-2020 ($ millions)
      • Table IT spending in higher education in APAC 2015-2020 ($ billions)
  • Market drivers
    • Stronger focus on experiential and inquiry-based learning
    • Rise of digital badges as credentials
      • Table Global digital badges in education market 2015-2020 ($ millions)
    • Improvement in game development engines
      • Table Process of educational game creation
      • Table Major game engines in the market
    • Need for improved student and faculty experience
      • Table Comparison of effectiveness of prominent learning methods
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
    • Threat from simulation-based learning market
      • Table Global simulation learning in higher education market 2015-2020 ($ millions)
    • Limitations on curriculum integration
    • Weak metrics to assess effectiveness of gamification
    • Skewed awareness of education gamification
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
    • Increase in e-learning
      • Table Global e-learning market 2015-2020 ($ billions)
    • Increased awareness among teachers due to professional development
    • Rising use of AR and VR in education gamification
  • Vendor landscape
    • Competitive scenario
    • Competitive benchmarking
      • Table Vendor matrix
      • Table Strategic initiatives
  • Key vendor analysis
    • Badgeville
    • Bunchball
    • Classcraft Studios
    • GoGo Labs
  • Appendix
    • List of abbreviations
  • Explore Technavio

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