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Global Education Gamification Market Research Report 2023
Published Date: February 2023
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Report Code: QYRE-Auto-1F2536
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Global Education Gamification Market Research Report 2023

Code: QYRE-Auto-1F2536
Report
February 2023
Pages:87
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Global Education Gamification Market

The global Education Gamification market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Education Gamification is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Education Gamification is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Education Gamification in K-12 Education is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Education Gamification include Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize and GradeCraft, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Education Gamification, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Education Gamification.
The Education Gamification market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Education Gamification market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Education Gamification companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.

Key Segmentations

By Company

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

Segment by Type

  • Augmented Reality (AR) Types
  • Virtual Reality (VR) Types
  • Other

Segment by Application

  • K-12 Education
  • Higher Education

By Region

  • North America
  • United States
  • Canada
  • Europe
  • Germany
  • France
  • UK
  • Italy
  • Russia
  • Nordic Countries
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • South Korea
  • Southeast Asia
  • India
  • Australia
  • Rest of Asia
  • Latin America
  • Mexico
  • Brazil
  • Rest of Latin America
  • Middle East & Africa
  • Turkey
  • Saudi Arabia
  • UAE
  • Rest of MEA

Core Chapters

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Education Gamification companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

Scope of Global Education Gamification Market Report

Report MetricDetails
Report NameGlobal Education Gamification Market
Base Year2022
Forecasted years2023-2029
Forecast unitsUSD
Report coverageRevenue and volume forecast, company share, competitive landscape, growth factors and trends
Geographic regions coveredNorth America, Europe, Asia Pacific, Latin America, Middle East & Africa
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Education Gamification Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Augmented Reality (AR) Types
1.2.3 Virtual Reality (VR) Types
1.2.4 Other
1.3 Market by Application
1.3.1 Global Education Gamification Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 K-12 Education
1.3.3 Higher Education
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Education Gamification Market Perspective (2018-2029)
2.2 Education Gamification Growth Trends by Region
2.2.1 Global Education Gamification Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Education Gamification Historic Market Size by Region (2018-2023)
2.2.3 Education Gamification Forecasted Market Size by Region (2024-2029)
2.3 Education Gamification Market Dynamics
2.3.1 Education Gamification Industry Trends
2.3.2 Education Gamification Market Drivers
2.3.3 Education Gamification Market Challenges
2.3.4 Education Gamification Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Education Gamification Players by Revenue
3.1.1 Global Top Education Gamification Players by Revenue (2018-2023)
3.1.2 Global Education Gamification Revenue Market Share by Players (2018-2023)
3.2 Global Education Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Education Gamification Revenue
3.4 Global Education Gamification Market Concentration Ratio
3.4.1 Global Education Gamification Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Education Gamification Revenue in 2022
3.5 Education Gamification Key Players Head office and Area Served
3.6 Key Players Education Gamification Product Solution and Service
3.7 Date of Enter into Education Gamification Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Education Gamification Breakdown Data by Type
4.1 Global Education Gamification Historic Market Size by Type (2018-2023)
4.2 Global Education Gamification Forecasted Market Size by Type (2024-2029)
5 Education Gamification Breakdown Data by Application
5.1 Global Education Gamification Historic Market Size by Application (2018-2023)
5.2 Global Education Gamification Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Education Gamification Market Size (2018-2029)
6.2 North America Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Education Gamification Market Size by Country (2018-2023)
6.4 North America Education Gamification Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Education Gamification Market Size (2018-2029)
7.2 Europe Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Education Gamification Market Size by Country (2018-2023)
7.4 Europe Education Gamification Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Education Gamification Market Size (2018-2029)
8.2 Asia-Pacific Education Gamification Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Education Gamification Market Size by Region (2018-2023)
8.4 Asia-Pacific Education Gamification Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Education Gamification Market Size (2018-2029)
9.2 Latin America Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Education Gamification Market Size by Country (2018-2023)
9.4 Latin America Education Gamification Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Education Gamification Market Size (2018-2029)
10.2 Middle East & Africa Education Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Education Gamification Market Size by Country (2018-2023)
10.4 Middle East & Africa Education Gamification Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Badgeville
11.1.1 Badgeville Company Detail
11.1.2 Badgeville Business Overview
11.1.3 Badgeville Education Gamification Introduction
11.1.4 Badgeville Revenue in Education Gamification Business (2018-2023)
11.1.5 Badgeville Recent Development
11.2 Bunchball
11.2.1 Bunchball Company Detail
11.2.2 Bunchball Business Overview
11.2.3 Bunchball Education Gamification Introduction
11.2.4 Bunchball Revenue in Education Gamification Business (2018-2023)
11.2.5 Bunchball Recent Development
11.3 Classcraft Studios
11.3.1 Classcraft Studios Company Detail
11.3.2 Classcraft Studios Business Overview
11.3.3 Classcraft Studios Education Gamification Introduction
11.3.4 Classcraft Studios Revenue in Education Gamification Business (2018-2023)
11.3.5 Classcraft Studios Recent Development
11.4 GoGo Labs
11.4.1 GoGo Labs Company Detail
11.4.2 GoGo Labs Business Overview
11.4.3 GoGo Labs Education Gamification Introduction
11.4.4 GoGo Labs Revenue in Education Gamification Business (2018-2023)
11.4.5 GoGo Labs Recent Development
11.5 6waves
11.5.1 6waves Company Detail
11.5.2 6waves Business Overview
11.5.3 6waves Education Gamification Introduction
11.5.4 6waves Revenue in Education Gamification Business (2018-2023)
11.5.5 6waves Recent Development
11.6 Recurrence
11.6.1 Recurrence Company Detail
11.6.2 Recurrence Business Overview
11.6.3 Recurrence Education Gamification Introduction
11.6.4 Recurrence Revenue in Education Gamification Business (2018-2023)
11.6.5 Recurrence Recent Development
11.7 Fundamentor
11.7.1 Fundamentor Company Detail
11.7.2 Fundamentor Business Overview
11.7.3 Fundamentor Education Gamification Introduction
11.7.4 Fundamentor Revenue in Education Gamification Business (2018-2023)
11.7.5 Fundamentor Recent Development
11.8 Gametize
11.8.1 Gametize Company Detail
11.8.2 Gametize Business Overview
11.8.3 Gametize Education Gamification Introduction
11.8.4 Gametize Revenue in Education Gamification Business (2018-2023)
11.8.5 Gametize Recent Development
11.9 GradeCraft
11.9.1 GradeCraft Company Detail
11.9.2 GradeCraft Business Overview
11.9.3 GradeCraft Education Gamification Introduction
11.9.4 GradeCraft Revenue in Education Gamification Business (2018-2023)
11.9.5 GradeCraft Recent Development
11.10 Kuato Studios
11.10.1 Kuato Studios Company Detail
11.10.2 Kuato Studios Business Overview
11.10.3 Kuato Studios Education Gamification Introduction
11.10.4 Kuato Studios Revenue in Education Gamification Business (2018-2023)
11.10.5 Kuato Studios Recent Development
11.11 Kungfu-Math
11.11.1 Kungfu-Math Company Detail
11.11.2 Kungfu-Math Business Overview
11.11.3 Kungfu-Math Education Gamification Introduction
11.11.4 Kungfu-Math Revenue in Education Gamification Business (2018-2023)
11.11.5 Kungfu-Math Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
    Table 1. Global Education Gamification Market Size Growth Rate by Type (US$ Million): 2018 VS 2022 VS 2029
    Table 2. Key Players of Augmented Reality (AR) Types
    Table 3. Key Players of Virtual Reality (VR) Types
    Table 4. Key Players of Other
    Table 5. Global Education Gamification Market Size Growth by Application (US$ Million): 2018 VS 2022 VS 2029
    Table 6. Global Education Gamification Market Size by Region (US$ Million): 2018 VS 2022 VS 2029
    Table 7. Global Education Gamification Market Size by Region (2018-2023) & (US$ Million)
    Table 8. Global Education Gamification Market Share by Region (2018-2023)
    Table 9. Global Education Gamification Forecasted Market Size by Region (2024-2029) & (US$ Million)
    Table 10. Global Education Gamification Market Share by Region (2024-2029)
    Table 11. Education Gamification Market Trends
    Table 12. Education Gamification Market Drivers
    Table 13. Education Gamification Market Challenges
    Table 14. Education Gamification Market Restraints
    Table 15. Global Education Gamification Revenue by Players (2018-2023) & (US$ Million)
    Table 16. Global Education Gamification Market Share by Players (2018-2023)
    Table 17. Global Top Education Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Education Gamification as of 2022)
    Table 18. Ranking of Global Top Education Gamification Companies by Revenue (US$ Million) in 2022
    Table 19. Global 5 Largest Players Market Share by Education Gamification Revenue (CR5 and HHI) & (2018-2023)
    Table 20. Key Players Headquarters and Area Served
    Table 21. Key Players Education Gamification Product Solution and Service
    Table 22. Date of Enter into Education Gamification Market
    Table 23. Mergers & Acquisitions, Expansion Plans
    Table 24. Global Education Gamification Market Size by Type (2018-2023) & (US$ Million)
    Table 25. Global Education Gamification Revenue Market Share by Type (2018-2023)
    Table 26. Global Education Gamification Forecasted Market Size by Type (2024-2029) & (US$ Million)
    Table 27. Global Education Gamification Revenue Market Share by Type (2024-2029)
    Table 28. Global Education Gamification Market Size by Application (2018-2023) & (US$ Million)
    Table 29. Global Education Gamification Revenue Market Share by Application (2018-2023)
    Table 30. Global Education Gamification Forecasted Market Size by Application (2024-2029) & (US$ Million)
    Table 31. Global Education Gamification Revenue Market Share by Application (2024-2029)
    Table 32. North America Education Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 33. North America Education Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 34. North America Education Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 35. Europe Education Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 36. Europe Education Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 37. Europe Education Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 38. Asia-Pacific Education Gamification Market Size Growth Rate by Region (US$ Million): 2018 VS 2022 VS 2029
    Table 39. Asia-Pacific Education Gamification Market Size by Region (2018-2023) & (US$ Million)
    Table 40. Asia-Pacific Education Gamification Market Size by Region (2024-2029) & (US$ Million)
    Table 41. Latin America Education Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 42. Latin America Education Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 43. Latin America Education Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 44. Middle East & Africa Education Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 45. Middle East & Africa Education Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 46. Middle East & Africa Education Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 47. Badgeville Company Detail
    Table 48. Badgeville Business Overview
    Table 49. Badgeville Education Gamification Product
    Table 50. Badgeville Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 51. Badgeville Recent Development
    Table 52. Bunchball Company Detail
    Table 53. Bunchball Business Overview
    Table 54. Bunchball Education Gamification Product
    Table 55. Bunchball Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 56. Bunchball Recent Development
    Table 57. Classcraft Studios Company Detail
    Table 58. Classcraft Studios Business Overview
    Table 59. Classcraft Studios Education Gamification Product
    Table 60. Classcraft Studios Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 61. Classcraft Studios Recent Development
    Table 62. GoGo Labs Company Detail
    Table 63. GoGo Labs Business Overview
    Table 64. GoGo Labs Education Gamification Product
    Table 65. GoGo Labs Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 66. GoGo Labs Recent Development
    Table 67. 6waves Company Detail
    Table 68. 6waves Business Overview
    Table 69. 6waves Education Gamification Product
    Table 70. 6waves Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 71. 6waves Recent Development
    Table 72. Recurrence Company Detail
    Table 73. Recurrence Business Overview
    Table 74. Recurrence Education Gamification Product
    Table 75. Recurrence Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 76. Recurrence Recent Development
    Table 77. Fundamentor Company Detail
    Table 78. Fundamentor Business Overview
    Table 79. Fundamentor Education Gamification Product
    Table 80. Fundamentor Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 81. Fundamentor Recent Development
    Table 82. Gametize Company Detail
    Table 83. Gametize Business Overview
    Table 84. Gametize Education Gamification Product
    Table 85. Gametize Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 86. Gametize Recent Development
    Table 87. GradeCraft Company Detail
    Table 88. GradeCraft Business Overview
    Table 89. GradeCraft Education Gamification Product
    Table 90. GradeCraft Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 91. GradeCraft Recent Development
    Table 92. Kuato Studios Company Detail
    Table 93. Kuato Studios Business Overview
    Table 94. Kuato Studios Education Gamification Product
    Table 95. Kuato Studios Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 96. Kuato Studios Recent Development
    Table 97. Kungfu-Math Company Detail
    Table 98. Kungfu-Math Business Overview
    Table 99. Kungfu-Math Education Gamification Product
    Table 100. Kungfu-Math Revenue in Education Gamification Business (2018-2023) & (US$ Million)
    Table 101. Kungfu-Math Recent Development
    Table 102. Research Programs/Design for This Report
    Table 103. Key Data Information from Secondary Sources
    Table 104. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Education Gamification Market Size Comparison by Type (2023-2029) & (US$ Million)
    Figure 2. Global Education Gamification Market Share by Type: 2022 VS 2029
    Figure 3. Augmented Reality (AR) Types Features
    Figure 4. Virtual Reality (VR) Types Features
    Figure 5. Other Features
    Figure 6. Global Education Gamification Market Size Comparison by Application (2023-2029) & (US$ Million)
    Figure 7. Global Education Gamification Market Share by Application: 2022 VS 2029
    Figure 8. K-12 Education Case Studies
    Figure 9. Higher Education Case Studies
    Figure 10. Education Gamification Report Years Considered
    Figure 11. Global Education Gamification Market Size (US$ Million), Year-over-Year: 2018-2029
    Figure 12. Global Education Gamification Market Size, (US$ Million), 2018 VS 2022 VS 2029
    Figure 13. Global Education Gamification Market Share by Region: 2022 VS 2029
    Figure 14. Global Education Gamification Market Share by Players in 2022
    Figure 15. Global Top Education Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Education Gamification as of 2022)
    Figure 16. The Top 10 and 5 Players Market Share by Education Gamification Revenue in 2022
    Figure 17. North America Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 18. North America Education Gamification Market Share by Country (2018-2029)
    Figure 19. United States Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 20. Canada Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 21. Europe Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 22. Europe Education Gamification Market Share by Country (2018-2029)
    Figure 23. Germany Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 24. France Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 25. U.K. Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 26. Italy Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 27. Russia Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 28. Nordic Countries Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 29. Asia-Pacific Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 30. Asia-Pacific Education Gamification Market Share by Region (2018-2029)
    Figure 31. China Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 32. Japan Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 33. South Korea Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 34. Southeast Asia Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 35. India Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 36. Australia Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 37. Latin America Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 38. Latin America Education Gamification Market Share by Country (2018-2029)
    Figure 39. Mexico Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 40. Brazil Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 41. Middle East & Africa Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 42. Middle East & Africa Education Gamification Market Share by Country (2018-2029)
    Figure 43. Turkey Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 44. Saudi Arabia Education Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 45. Badgeville Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 46. Bunchball Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 47. Classcraft Studios Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 48. GoGo Labs Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 49. 6waves Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 50. Recurrence Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 51. Fundamentor Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 52. Gametize Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 53. GradeCraft Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 54. Kuato Studios Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 55. Kungfu-Math Revenue Growth Rate in Education Gamification Business (2018-2023)
    Figure 56. Bottom-up and Top-down Approaches for This Report
    Figure 57. Data Triangulation
    Figure 58. Key Executives Interviewed
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