Global Education Gamification Market: Research Report 2015-2019

About gamification

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:

  • K-12 schools
  • Higher education institutes
Technavio's report, Global Education Gamification Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers Americas, APAC, and EMEA; it also covers the landscape of the market and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key regions
  • Americas
  • EMEA
  • APAC
Key vendors
  • Badgeville
  • Bunchball
  • Gigya
  • Kuato Studios
  • Lithium Technologies
Other prominent vendors
  • Big Door
  • Captain Up
  • Crowd Twist
  • Gamify
  • IActionable
  • Pug Pharm
Market driver
  • Increased demand for quality education
  • For a full, detailed list, view our report
Market challenge
  • Differing regional requirements
  • For a full, detailed list, view our report
Market trend
  • Growing adoption of tablets
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2019 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 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.

Companies Mentioned

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.

  • Executive summary
    • Highlights
  • Scope of the report
    • Market overview
    • Top-vendor offerings
      • Table Product offerings
  • Market research methodology
    • Research methodology
    • Economic indicators
  • Introduction
    • Key market highlights
  • Market landscape
    • Evolution of gamification
    • Process of gamification
      • Table Process of gamification
    • Application areas of gamification
  • Market overview
    • Cognitive
    • Emotional
    • Social
    • Market size and forecast
      • Table Global gamification education market 2015-2019 ($ millions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by end-user
    • Global education gamification market segmentation by enduser
      • Table Segmentation of global education gamification market by end-user 2014
      • Table Segmentation of global education gamification market by end-user 2019
      • Table Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
      • Table Segmentation of global education gamification market by end-user 2014-2019
    • Global education gamification market by K-12 schools
      • Table Global education gamification market by K-12 schools ($ millions)
    • Global education gamification market by higher education institutes
      • Table Global education gamification market by higher education institutes 2014-2019 ($ millions)
      • Table Segmentation of global education gamification market by end-user 2014-2019 ($ millions)
      • Table Segmentation of global education gamification market by end-user 2014-2019
  • Geographical segmentation
    • Global education gamification market by geography 2015-2019
      • Table Segmentation of global education gamification market by geography 2015
      • Table Segmentation of global education gamification market by geography 2019
      • Table Segmentation of global education gamification market by geography 2015-2019 ($ millions)
      • Table Segmentation of global education gamification market by geography 2015-2019
    • Global education gamification market in Americas
      • Table Global education gamification market in Americas 2015-2019 ($ millions)
    • Global education gamification market in EMEA
      • Table Global education gamification market in EMEA ($ millions)
    • Global education gamification market in APAC
      • Table Global education gamification market in APAC ($ millions)
      • Table Segmentation of global education gamification market by geography 2014-2019 ($ millions)
      • Table Segmentation of global education gamification market by geography 2014-2019
  • Market drivers
    • Table Game-based learning market by educational institutions 2015-2019 ($ millions)
  • Impact of drivers
    • Table Impact of drivers
  • Market challenges
  • Impact of drivers and challenges
    • Table Impact of drivers and challenges
  • Market trends
    • Table Global education tablet revenue ($ billions)
    • Table Global e-learning market 2015-2019 ($ billions)
  • Vendor landscape
    • Competitive scenario
    • Competitor analysis
  • Key vendor analysis
    • Badgeville
      • Table Badgeville: Product segmentation
    • Bunchball
    • Gigya
      • Table Gigya: Product portfolio
    • Kuato Studios
      • Table Kuato: Product segmentation
    • Lithium Technologies
      • Table Lithium Technologies: Products and services segmentation
  • Other prominent vendorsBig Door
  • Appendix
  • Explore Technavio

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