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Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023

Increased adoption of digital learning and augmented/virtual reality technologies to drive overall growth of gamification in education market across the globe
The gamification in education market is expected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32.0% during the forecast period of 2018-2023. The major factors driving the growth of the gamification in education market are increasing adoption of digital learning, growing need to enhance the learning experience for better outcomes, and adoption of AR/VR technologies. However, the lack of availability of skilled trainers and instructors is hindering the market growth.

Among offerings, the services segment is expected to grow at a higher rate during the forecast period.
The services segment is expected to register the higher CAGR among offerings during the forecast period. The growth of this segment can be attributed to the rapid increase in demand for support services, as more institutions are looking for personalized products, leading to a rising need for consulting and support services.

The APAC gamification in education market is expected to grow at the highest CAGR during the forecast period.
The Asia Pacific (APAC) region is projected to have the highest CAGR among all the regions covered, during the forecast period. This growth is primarily driven by the increase in spending on technologies such as cloud and digital learning, growth in the adoption of mobile devices, and entrance of startups with innovative software in the region.

In-depth interviews were conducted with Chief Executive Officers (CEOs), marketing directors, innovation and technology directors, and executives from various key organizations operating in the gamification in education market.

By Company Type: Tier 1 - 55%, Tier 2 - 20%, and Tier 3 - 25%
By Designation: C-level - 45%, Directors - 30%, and Others - 25%
By Region: North America - 30%, Europe - 35%, Asia Pacific - 20%, and RoW - 15%

The major vendors of gamification in education software and services include Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US). The study included an in-depth competitive analysis of these key players with their company profiles, recent developments, and key growth strategies adopted by them.

Research coverage
The market study covers the gamification in education market across different segments. It aims at estimating the market size and the growth potential of this market across different segments based on offering (software and services), deployment mode, end user, and region. In addition, the study also includes use cases, industry trends, and key influencing factors such as drivers, restraints, opportunities, and challenges. The study highlights the competitive landscape and in-depth competitive analysis of the key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.

Key benefits of buying the report
The report is expected to help the market leaders/new entrants in this market by providing them information on the closest approximations of the revenue numbers for the overall gamification in education market and its segments. This report is also expected to help stakeholders understand the competitive landscape and gain insights to improve the position of their businesses and to plan suitable go-to-market strategies. The report also aims at helping stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.


  • INTRODUCTION
    • OBJECTIVES OF THE STUDY
    • MARKET DEFINITION
    • MARKET SCOPE
      • MARKET SEGMENTATION
      • REGIONAL SCOPE
    • YEARS CONSIDERED FOR THE STUDY
    • STAKEHOLDERS
  • RESEARCH METHODOLOGY
    • RESEARCH DATA
      • BREAKUP OF PRIMARIES
      • KEY INDUSTRY INSIGHTS
    • MARKET SIZE ESTIMATION
    • MARKET FORECAST
      • Table FACTOR ANALYSIS
    • ASSUMPTIONS FOR THE STUDY
  • EXECUTIVE SUMMARY
  • PREMIUM INSIGHTS
    • ATTRACTIVE OPPORTUNITIES IN THE GAMIFICATION IN EDUCATION MARKET
    • GAMIFICATION IN EDUCATION MARKET, BY OFFERING, 2018–2023
    • GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE, 2018 & 2023
    • GAMIFICATION IN EDUCATION MARKET, BY END USER, 2018
    • MARKET INVESTMENT SCENARIO
  • MARKET OVERVIEW AND INDUSTRY TRENDS
    • INTRODUCTION
    • MARKET DYNAMICS
      • DRIVERS
      • RESTRAINTS
      • OPPORTUNITIES
      • CHALLENGES
    • INDUSTRY TRENDS
    • GAMIFICATION IN EDUCATION MARKET: VALUE CHAIN ANALYSIS
    • USE CASES
      • CLASS DOJO: A MANAGEMENT TOOL TO HELP TEACHERS IMPROVE BEHAVIOR IN CLASSROOMS EASIER AND FASTER
      • COURSE HERO: GAMIFICATION EDUCATION PLATFORM FOR PROVIDING MATERIALS
      • RIBBON HERO: ADD-IN GAME TO HELP EDUCATE USERS OF MS OFFICE 2007 AND 2010
      • SOCRATIVE 101: A STUDENT-TEACHER RESPONSE SYSTEM THAT OFFERS EDUCATIONAL EXERCISES AND GAMES
      • ZONDLE: GAME-BASED LEARNING PLATFORM FOR SMALL CHILDREN
  • GAMIFICATION IN EDUCATION MARKET, BY OFFERING
    • INTRODUCTION
      • Table GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION)
    • SOFTWARE
      • INCREASING ADOPTION OF AR/VR AND SIMULATION WOULD INCREASE THE DEMAND FOR GAMIFICATION SOFTWARE
        • Table SOFTWARE: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
    • SERVICES
      • REQUIREMENT OF HIGHLY CUSTOMIZED SOLUTIONS AND THE NEED TO FOCUS ON CORE OPERATIONS TO DRIVE THE SERVICES SEGMENT
        • Table SERVICES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
  • GAMIFICATION IN EDUCATION MARKET, BY DEPLOYMENT MODE
    • INTRODUCTION
      • Table GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
    • CLOUD
      • DEMAND FOR CLOUD-BASED GAMIFICATION SOFTWARE EXPECTED TO BE HIGH IN NORTH AMERICA
        • Table CLOUD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
    • ON-PREMISES
      • HIGH COST OF DEPLOYMENT AND MAINTENANCE ACTING AS A BARRIER FOR THE GROWTH OF ON-PREMISES DEPLOYMENT
        • Table ON-PREMISES: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
  • GAMIFICATION IN EDUCATION MARKET, BY END USER
    • INTRODUCTION
      • Table GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
    • ACADEMIC
      • Table ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
      • Table ACADEMIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
      • K-12
        • Table K-12 MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
      • HIGHER EDUCATION
        • Table HIGHER EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
    • CORPORATE TRAINING
      • Table CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
      • Table CORPORATE TRAINING: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
      • SMALL AND MEDIUM-SIZED ENTERPRISES
        • Table SMALL AND MEDIUM-SIZED ENTERPRISES MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
      • LARGE ENTERPRISES
        • Table LARGE ENTERPRISES MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
  • GAMIFICATION IN EDUCATION MARKET, BY REGION
    • INTRODUCTION
      • Table GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
    • NORTH AMERICA
      • Table NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
      • UNITED STATES
      • CANADA
        • Table NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION)
        • Table NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
        • Table NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
        • Table NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION)
        • Table NORTH AMERICA: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION)
    • EUROPE
      • Table EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
      • UK
      • GERMANY
      • FRANCE
      • REST OF EUROPE
        • Table EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION)
        • Table EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
        • Table EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
        • Table EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION)
        • Table EUROPE: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION)
    • ASIA PACIFIC
      • Table ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY COUNTRY, 2016–2023 (USD MILLION)
      • CHINA
      • JAPAN
      • INDIA
      • REST OF APAC
        • Table ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION)
        • Table ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY DEPLOYMENT MODE, 2016–2023 (USD MILLION)
        • Table ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
        • Table ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION)
        • Table ASIA PACIFIC: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION)
    • REST OF THE WORLD
      • Table REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY REGION, 2016–2023 (USD MILLION)
      • Table REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY OFFERING, 2016–2023 (USD MILLION)
      • Table REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY END USER, 2016–2023 (USD MILLION)
      • Table REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY ACADEMIC END USER, 2016–2023 (USD MILLION)
      • Table REST OF THE WORLD: GAMIFICATION IN EDUCATION MARKET SIZE, BY CORPORATE END USER, 2016–2023 (USD MILLION)
  • COMPETITIVE LANDSCAPE
    • COMPETITIVE LEADERSHIP MAPPING (START-UP/SMES)
      • PROGRESSIVE COMPANIES
      • RESPONSIVE COMPANIES
      • DYNAMIC COMPANIES
      • STARTING BLOCKS
  • COMPANY PROFILES
    • MICROSOFT
      • BUSINESS OVERVIEW
      • SOLUTIONS OFFERED
      • MNM VIEW
    • MPS INTERACTIVE SYSTEMS
      • BUSINESS OVERVIEW
      • PLATFORMS OFFERED
      • SOLUTIONS OFFERED
      • RECENT DEVELOPMENTS
      • MNM VIEW
    • BUNCHBALL
      • BUSINESS OVERVIEW
      • PLATFORMS AND SERVICES OFFERED
      • RECENT DEVELOPMENTS
      • MNM VIEW
    • NIIT LTD
      • BUSINESS OVERVIEW
      • PRODUCTS AND SERVICES OFFERED
      • RECENT DEVELOPMENTS
      • MNM VIEW
    • D2L CORPORATION
      • BUSINESS OVERVIEW
      • PRODUCTS OFFERED
      • RECENT DEVELOPMENTS
      • MNM VIEW
    • COGNIZANT
      • BUSINESS OVERVIEW
      • SOLUTIONS OFFERED
    • FUNDAMENTOR
      • BUSINESS OVERVIEW
      • SOLUTIONS OFFERED
    • TOP HAT
      • BUSINESS OVERVIEW
      • SOLUTIONS OFFERED
      • RECENT DEVELOPMENTS
    • CLASSCRAFT STUDIOS
      • BUSINESS OVERVIEW
      • PLATFORMS AND SERVICES OFFERED
    • RECURRENCE INC
      • BUSINESS OVERVIEW
      • PLATFORMS OFFERED
      • RECENT DEVELOPMENTS
    • KAHOOT!
    • GOOGLE
    • CK-12
    • KUATO STUDIOS
    • BLUERABBIT
  • APPENDIX
    • DISCUSSION GUIDE
    • KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
    • AVAILABLE CUSTOMIZATIONS
    • RELATED REPORTS
    • AUTHOR DETAILS

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