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Gamification in E-Learning Marketplace

Gamification in E-Learning Marketplace

E-Learning represents delivery of part or all of a course using computing technology (computer, mobile or wearable devices) whether it’s in a school or business training or full distance learning course. Due to advances in the “as a service” model, eLearning is often Cloud-based.

Using game mechanics or game elements in education is not something new but applying it to e-learning perspective is set to come of age and becoming a real contender. Gamification in e-learning is the application of game elements & techniques in the non-game e-leaning process to motivate & engage learners in solving problems. It is many way different from pure learning games but proved it as real game changer to boosts up learners’ participation level and makes them better performer.

This report evaluates the historical overview, market implication, market revenue, vendor solutions, and real life examples for gamification in e-learning marketplace. Mind Commerce projects Gamification in E-Learning growth to reach $319 billion by 2020, among them College education & MOOCs is expected to hold 69% market share. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

Mobile network operators
Cloud and eLearning companies
Gamification platform providers
Learning & development companies
Enterprise corporate learning organizations

Report Benefits:

Forecasts for eLearning marketplace
Learn gamification and micro learning strategies
Understand gamification technologies and solutions
Identify opportunities for gamification in corporate L&D
Understand eLearning across various platforms and devices
Identify strategies for implementing gamification in education
Recognize the market opportunities for gamification in corporate L&D
Identify emerging training opportunities such as MOOC environments

General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.


1.0 Overview Of E-learning Industry
1.1 What Is E-learning?
1.2 E-learning Industry Trend 2015
1.3 Key Industry Challenges
2.0 Gamification In E-learning
2.1 What Is Gamification In E-learning
2.2 Learning Game Vs. Gamification
2.3 Influence Of Gamification In E-learning
2.4 Science In Gamification In E-learning
2.5 Benefits Of Gamification In E-learning
3.0 Designing Gamification For E-learning
3.1 Game Elements For Instructional Design
3.2 Role Of Creative Design
3.3 Formative Feedback Loop
3.4 Favorite Vs. Less Favorite Gamification Techniques
3.5 Gamify E-learning Course
3.6 Gamify E-learning Development For Content Creators
3.7 Make Learner Evangelist
3.8 Expected Outcome From Learners
4.0 Gamificaiton In E-learning Platform And Market Segment
4.1 Micro Learning
4.2 Moocs And Tablet Computing
4.3 Learning Analytics
4.4 3d Printing
4.5 Wearable Technology
4.6 Corporate Training
4.7 College Education
4.8 K12 Education
5.0 Gamification In E-learning Market Projection
5.1 Global E-learning Market Value 2015 - 2020
5.2 Gamification In E-learning Market Value 2015 - 2020
5.3 Market Value By Technology Platform 2015 - 2020
5.4 Market Value By Segment 2015 - 2020
5.5 Corporate Vs. College Education
5.6 Learner Preference Over E-learning Platform
5.7 Global Mobile/Tablet Learning Game Market Excluding H/W 2015 – 2020
Figures
Figure 1: Global E-Learning Software and Application Market 2015 – 2020
Figure 2: Global Gamification in E-Learning S/W & App Market 2015 – 2020
Figure 3: Mobile vs. Computer vs. Wearable Platform 2015 – 2020
Figure 4: Corporate vs. College & MOOCs vs. K12 Education 2015 – 2020
Figure 5: Mobile & Tablet Learning Game Market excluding H/W 2015 – 2020
Tables
Table 1: Difference between Learning Game and Gamification
Table 2: Favorite vs. Less Favorite Gamify Techniques
Table 3: Gamification in E-Learning Market by Mobile vs. Computer vs. Wearable
Table 4: Gamification in E-Learning Corporate vs. College/MOOCs vs. K12

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