Gamification is the process of implementing game mechanics into non-gaming context to engage users and solve problems. Points, badges, a leaderboard, challenges, and rewards are examples of game mechanics. Gamification does not create real games but uses game techniques to engage students toward comprehensive learning.
Technavio's analysts forecast the global education gamification market to grow at a CAGR of 64.34% over the period 2014-2019.
Covered in this report
The report covers the current scenario and the growth prospects of the global education gamification market for the period of 2015-2019. To calculate the market size, the report considers revenue generated from the sales of gamification solutions for the following end-users:
Technavio Announces the Publication of its Research Report – Global Education Gamification Market 2015-2019
Technavio recognizes the following companies as the key players in the Global Education Gamification Market: Badgeville, Bunchball. Gigya, Kuato Studios and Lithium Technologies
Other Prominent Vendors in the market are: Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.
Commenting on the report, an analyst from Technavio’s team said: “In recent years, there has been an increase in demand for tablets in the academic sector because of the benefits associated with them. Tablets are overtaking notebooks and desktop PCs as they are available in the market in a wide variety. Based on technology, learning on tablets has become more effective for institutions than learning on mobile devices because their large screen size offers a better learning area. ”
According to the report, cognitive skills enable students to think effectively, process information quickly, and plan and prioritize accordingly. The development of well-rounded cognitive skills help students to learn quickly and efficiently, and gamification plays a major role in the process.
Further, the report states that challenge faced by institutions is their inability to ensure that students do not get distracted by excess gaming during their academic tenure. Given the fun element involved in gaming, there is a high probability that students might limit their interest and efforts primarily toward educational games.
Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.Badgeville, Bunchball. Gigya, Kuato Studios, Lithium Technologies, Big Door, Captain Up, Crowd Twist, Gamify, IActionable, Pug Pharm.
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