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Global Education Gamification Market Insights, Forecast to 2028
Published Date: March 2022
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Report Code: QYRE-Auto-1F2536
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Global Education Gamification Market Insights Forecast to 2028

Global Education Gamification Market Insights, Forecast to 2028

Code: QYRE-Auto-1F2536
Report
March 2022
112 Pages
QYResearch
Region: Global, North America, Europe, Japan, Central & South America,
Description
Table of Content
Tables & Figures

Education Gamification Market

The global Education Gamification market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028. For a variety of reasons, gamification is becoming more popular in educational settings. In other words, it makes the difficult stuff more fun,' assisting students in becoming more motivated and engaged with the subject matter. Gamification in learning refers to the use of game-like elements such as point scoring, peer competition, teamwork, and score tables to increase student engagement, help them absorb new information, and test their knowledge. It can be used in school-based subjects, but it is also widely used in self-teaching apps and courses, demonstrating that gamification's effects do not end when we reach adulthood.

Trends Influencing the Growth of the Education Gamification Market

Augmented Reality can be used to enhance existing educational materials, increasing student interest and engagement. Both AR and gamification have similar characteristics in that they can actively engage students in activities and provide them with experiences, motivation, interactivity, and other outcomes. Of course, as an educator, you'll take advantage of everything Augmented Reality and Gamification have to offer your students to achieve your objectives. Thus the adoption of AR to make the learning experience more interactive is expected to drive the Education Gamification market. 

VR and gamification can be effectively combined to improve corporate training effectiveness. Virtual reality allows users to explore uncharted territory and locations that are difficult to reach physically. Including game-like elements like scoring, timed activities, and rewards can boost motivation and learning. Trainees will be more engaged if they are pitted against each other in a gamified competition within a virtual reality environment.

One of the main advantages of gamification is that it makes learning more interesting and informative, owing to its interactivity. Role-playing and competitive elements add an immersive element that, when done right, can make learning enjoyable. This factor is expected to drive the growth of the Education Gamification market. 

Another unexpected benefit of education gamification is the natural high it can provide, as well as the impact that 'high' has on knowledge retention. When our brain wants to reward us, it releases dopamine into our bodies, so we feel good when we win a game or accomplish something significant. For many people, learning new things is a pleasurable experience that causes dopamine release, and the rather fortunate result of that natural drug 'fix' is that the increased dopamine levels aid in the retention of that new information. This in turn is expected to propel the Education Gamification market.

The need to train learners on real-world applications is expected to further propel the Education Gamification market size. Gamification of learning allows students to see the subject's real-world applications and benefits. They can see firsthand how their choices in the game affect the consequences or rewards they receive. 

The gamification of learning allows employees to work toward real-time, measurable, and meaningful goals while receiving upper-level feedback. Gamification in e-learning allows students to interact with content in a fun, informal setting. Learners who are enthusiastic about learning are more likely to retain information. These features are expected to fuel the Education Gamification market.

Education Gamification Market Share

 

Based on type, the cloud segment of gamification in the education market is projected to be the most lucrative segment. Benefits such as enhanced security, low setup cost, easy accessibility, faster deployment, high scalability, customizability, increased storage space, ease of maintenance, automatic upgrade of course materials, and automatic licensing by vendors are all contributing to the segment's growth.

Based on region, Asia Pacific is expected to be the most lucrative region. The rapid growth of the gamification in the education market in APAC can be attributed to the growing number of students and government policies that have made it mandatory for organizations to develop skillsets among their employees.

By Type

By Application

  • K-12 Education
  • Higher Education

By Company

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

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

Tags: Healthcare Gamification Market

1 Report Business Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Education Gamification Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
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 Size Growth Rate by Application, 2017 VS 2021 VS 2028
1.3.2 K-12 Education
1.3.3 Higher Education
1.4 Study Objectives
1.5 Years Considered
2 Global Growth Trends
2.1 Global Education Gamification Market Perspective (2017-2028)
2.2 Education Gamification Growth Trends by Region
2.2.1 Education Gamification Market Size by Region: 2017 VS 2021 VS 2028
2.2.2 Education Gamification Historic Market Size by Region (2017-2022)
2.2.3 Education Gamification Forecasted Market Size by Region (2023-2028)
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 (2017-2022)
3.1.2 Global Education Gamification Revenue Market Share by Players (2017-2022)
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 2021
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 (2017-2022)
4.2 Global Education Gamification Forecasted Market Size by Type (2023-2028)
5 Education Gamification Breakdown Data by Application
5.1 Global Education Gamification Historic Market Size by Application (2017-2022)
5.2 Global Education Gamification Forecasted Market Size by Application (2023-2028)
6 North America
6.1 North America Education Gamification Market Size (2017-2028)
6.2 North America Education Gamification Market Size by Type
6.2.1 North America Education Gamification Market Size by Type (2017-2022)
6.2.2 North America Education Gamification Market Size by Type (2023-2028)
6.2.3 North America Education Gamification Market Share by Type (2017-2028)
6.3 North America Education Gamification Market Size by Application
6.3.1 North America Education Gamification Market Size by Application (2017-2022)
6.3.2 North America Education Gamification Market Size by Application (2023-2028)
6.3.3 North America Education Gamification Market Share by Application (2017-2028)
6.4 North America Education Gamification Market Size by Country
6.4.1 North America Education Gamification Market Size by Country (2017-2022)
6.4.2 North America Education Gamification Market Size by Country (2023-2028)
6.4.3 U.S.
6.4.4 Canada
7 Europe
7.1 Europe Education Gamification Market Size (2017-2028)
7.2 Europe Education Gamification Market Size by Type
7.2.1 Europe Education Gamification Market Size by Type (2017-2022)
7.2.2 Europe Education Gamification Market Size by Type (2023-2028)
7.2.3 Europe Education Gamification Market Share by Type (2017-2028)
7.3 Europe Education Gamification Market Size by Application
7.3.1 Europe Education Gamification Market Size by Application (2017-2022)
7.3.2 Europe Education Gamification Market Size by Application (2023-2028)
7.3.3 Europe Education Gamification Market Share by Application (2017-2028)
7.4 Europe Education Gamification Market Size by Country
7.4.1 Europe Education Gamification Market Size by Country (2017-2022)
7.4.2 Europe Education Gamification Market Size by Country (2023-2028)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Education Gamification Market Size (2017-2028)
8.2 Asia-Pacific Education Gamification Market Size by Type
8.2.1 Asia-Pacific Education Gamification Market Size by Type (2017-2022)
8.2.2 Asia-Pacific Education Gamification Market Size by Type (2023-2028)
8.2.3 Asia-Pacific Education Gamification Market Share by Type (2017-2028)
8.3 Asia-Pacific Education Gamification Market Size by Application
8.3.1 Asia-Pacific Education Gamification Market Size by Application (2017-2022)
8.3.2 Asia-Pacific Education Gamification Market Size by Application (2023-2028)
8.3.3 Asia-Pacific Education Gamification Market Share by Application (2017-2028)
8.4 Asia-Pacific Education Gamification Market Size by Region
8.4.1 Asia-Pacific Education Gamification Market Size by Region (2017-2022)
8.4.2 Asia-Pacific Education Gamification Market Size by Region (2023-2028)
8.4.3 China
8.4.4 Japan
8.4.5 South Korea
8.4.6 Southeast Asia
8.4.7 India
8.4.8 Australia
9 Latin America
9.1 Latin America Education Gamification Market Size (2017-2028)
9.2 Latin America Education Gamification Market Size by Type
9.2.1 Latin America Education Gamification Market Size by Type (2017-2022)
9.2.2 Latin America Education Gamification Market Size by Type (2023-2028)
9.2.3 Latin America Education Gamification Market Share by Type (2017-2028)
9.3 Latin America Education Gamification Market Size by Application
9.3.1 Latin America Education Gamification Market Size by Application (2017-2022)
9.3.2 Latin America Education Gamification Market Size by Application (2023-2028)
9.3.3 Latin America Education Gamification Market Share by Application (2017-2028)
9.4 Latin America Education Gamification Market Size by Country
9.4.1 Latin America Education Gamification Market Size by Country (2017-2022)
9.4.2 Latin America Education Gamification Market Size by Country (2023-2028)
9.4.3 Mexico
9.4.4 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Education Gamification Market Size (2017-2028)
10.2 Middle East & Africa Education Gamification Market Size by Type
10.2.1 Middle East & Africa Education Gamification Market Size by Type (2017-2022)
10.2.2 Middle East & Africa Education Gamification Market Size by Type (2023-2028)
10.2.3 Middle East & Africa Education Gamification Market Share by Type (2017-2028)
10.3 Middle East & Africa Education Gamification Market Size by Application
10.3.1 Middle East & Africa Education Gamification Market Size by Application (2017-2022)
10.3.2 Middle East & Africa Education Gamification Market Size by Application (2023-2028)
10.3.3 Middle East & Africa Education Gamification Market Share by Application (2017-2028)
10.4 Middle East & Africa Education Gamification Market Size by Country
10.4.1 Middle East & Africa Education Gamification Market Size by Country (2017-2022)
10.4.2 Middle East & Africa Education Gamification Market Size by Country (2023-2028)
10.4.3 Turkey
10.4.4 Saudi Arabia
10.4.5 UAE
11 Key Players Profiles
11.1 Badgeville
11.1.1 Badgeville Company Details
11.1.2 Badgeville Business Overview
11.1.3 Badgeville Education Gamification Introduction
11.1.4 Badgeville Revenue in Education Gamification Business (2017-2022)
11.1.5 Badgeville Recent Developments
11.2 Bunchball
11.2.1 Bunchball Company Details
11.2.2 Bunchball Business Overview
11.2.3 Bunchball Education Gamification Introduction
11.2.4 Bunchball Revenue in Education Gamification Business (2017-2022)
11.2.5 Bunchball Recent Developments
11.3 Classcraft Studios
11.3.1 Classcraft Studios Company Details
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 (2017-2022)
11.3.5 Classcraft Studios Recent Developments
11.4 GoGo Labs
11.4.1 GoGo Labs Company Details
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 (2017-2022)
11.4.5 GoGo Labs Recent Developments
11.5 6waves
11.5.1 6waves Company Details
11.5.2 6waves Business Overview
11.5.3 6waves Education Gamification Introduction
11.5.4 6waves Revenue in Education Gamification Business (2017-2022)
11.5.5 6waves Recent Developments
11.6 Recurrence
11.6.1 Recurrence Company Details
11.6.2 Recurrence Business Overview
11.6.3 Recurrence Education Gamification Introduction
11.6.4 Recurrence Revenue in Education Gamification Business (2017-2022)
11.6.5 Recurrence Recent Developments
11.7 Fundamentor
11.7.1 Fundamentor Company Details
11.7.2 Fundamentor Business Overview
11.7.3 Fundamentor Education Gamification Introduction
11.7.4 Fundamentor Revenue in Education Gamification Business (2017-2022)
11.7.5 Fundamentor Recent Developments
11.8 Gametize
11.8.1 Gametize Company Details
11.8.2 Gametize Business Overview
11.8.3 Gametize Education Gamification Introduction
11.8.4 Gametize Revenue in Education Gamification Business (2017-2022)
11.8.5 Gametize Recent Developments
11.9 GradeCraft
11.9.1 GradeCraft Company Details
11.9.2 GradeCraft Business Overview
11.9.3 GradeCraft Education Gamification Introduction
11.9.4 GradeCraft Revenue in Education Gamification Business (2017-2022)
11.9.5 GradeCraft Recent Developments
11.10 Kuato Studios
11.10.1 Kuato Studios Company Details
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 (2017-2022)
11.10.5 Kuato Studios Recent Developments
11.11 Kungfu-Math
11.11.1 Kungfu-Math Company Details
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 (2017-2022)
11.11.5 Kungfu-Math Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Author Details
13.3 Disclaimer
List of Tables
    Table 1. Global Education Gamification Market Size Growth Rate by Type (US$ Million), 2017 VS 2021 VS 2028
    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 Rate by Application (US$ Million), 2017 VS 2021 VS 2028
    Table 6. Global Education Gamification Market Size by Region (US$ Million): 2017 VS 2021 VS 2028
    Table 7. Global Education Gamification Market Size by Region (2017-2022) & (US$ Million)
    Table 8. Global Education Gamification Market Share by Region (2017-2022)
    Table 9. Global Education Gamification Forecasted Market Size by Region (2023-2028) & (US$ Million)
    Table 10. Global Education Gamification Market Share by Region (2023-2028)
    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 (2017-2022) & (US$ Million)
    Table 16. Global Education Gamification Revenue Share by Players (2017-2022)
    Table 17. Global Top Education Gamification by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Education Gamification as of 2021)
    Table 18. Ranking of Global Top Education Gamification Companies by Revenue (US$ Million) in 2021
    Table 19. Global 5 Largest Players Market Share by Education Gamification Revenue (CR5 and HHI) & (2017-2022)
    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 (2017-2022) & (US$ Million)
    Table 25. Global Education Gamification Revenue Market Share by Type (2017-2022)
    Table 26. Global Education Gamification Forecasted Market Size by Type (2023-2028) & (US$ Million)
    Table 27. Global Education Gamification Revenue Market Share by Type (2023-2028)
    Table 28. Global Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 29. Global Education Gamification Revenue Share by Application (2017-2022)
    Table 30. Global Education Gamification Forecasted Market Size by Application (2023-2028) & (US$ Million)
    Table 31. Global Education Gamification Revenue Share by Application (2023-2028)
    Table 32. North America Education Gamification Market Size by Type (2017-2022) & (US$ Million)
    Table 33. North America Education Gamification Market Size by Type (2023-2028) & (US$ Million)
    Table 34. North America Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 35. North America Education Gamification Market Size by Application (2023-2028) & (US$ Million)
    Table 36. North America Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 37. North America Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 38. Europe Education Gamification Market Size by Type (2017-2022) & (US$ Million)
    Table 39. Europe Education Gamification Market Size by Type (2023-2028) & (US$ Million)
    Table 40. Europe Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 41. Europe Education Gamification Market Size by Application (2023-2028) & (US$ Million)
    Table 42. Europe Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 43. Europe Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 44. Asia Pacific Education Gamification Market Size by Type (2017-2022) & (US$ Million)
    Table 45. Asia Pacific Education Gamification Market Size by Type (2023-2028) & (US$ Million)
    Table 46. Asia Pacific Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 47. Asia Pacific Education Gamification Market Size by Application (2023-2028) & (US$ Million)
    Table 48. Asia Pacific Education Gamification Market Size by Region (2017-2022) & (US$ Million)
    Table 49. Asia Pacific Education Gamification Market Size by Region (2023-2028) & (US$ Million)
    Table 50. Latin America Education Gamification Market Size by Type (2017-2022) & (US$ Million)
    Table 51. Latin America Education Gamification Market Size by Type (2023-2028) & (US$ Million)
    Table 52. Latin America Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 53. Latin America Education Gamification Market Size by Application (2023-2028) & (US$ Million)
    Table 54. Latin America Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 55. Latin America Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 56. Middle East and Africa Education Gamification Market Size by Type (2017-2022) & (US$ Million)
    Table 57. Middle East and Africa Education Gamification Market Size by Type (2023-2028) & (US$ Million)
    Table 58. Middle East and Africa Education Gamification Market Size by Application (2017-2022) & (US$ Million)
    Table 59. Middle East and Africa Education Gamification Market Size by Application (2023-2028) & (US$ Million)
    Table 60. Middle East and Africa Education Gamification Market Size by Country (2017-2022) & (US$ Million)
    Table 61. Middle East and Africa Education Gamification Market Size by Country (2023-2028) & (US$ Million)
    Table 62. Badgeville Company Details
    Table 63. Badgeville Business Overview
    Table 64. Badgeville Education Gamification Product
    Table 65. Badgeville Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 66. Badgeville Recent Developments
    Table 67. Bunchball Company Details
    Table 68. Bunchball Business Overview
    Table 69. Bunchball Education Gamification Product
    Table 70. Bunchball Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 71. Bunchball Recent Developments
    Table 72. Classcraft Studios Company Details
    Table 73. Classcraft Studios Business Overview
    Table 74. Classcraft Studios Education Gamification Product
    Table 75. Classcraft Studios Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 76. Classcraft Studios Recent Developments
    Table 77. GoGo Labs Company Details
    Table 78. GoGo Labs Business Overview
    Table 79. GoGo Labs Education Gamification Product
    Table 80. GoGo Labs Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 81. GoGo Labs Recent Developments
    Table 82. 6waves Company Details
    Table 83. 6waves Business Overview
    Table 84. 6waves Education Gamification Product
    Table 85. 6waves Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 86. 6waves Recent Developments
    Table 87. Recurrence Company Details
    Table 88. Recurrence Business Overview
    Table 89. Recurrence Education Gamification Product
    Table 90. Recurrence Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 91. Recurrence Recent Developments
    Table 92. Fundamentor Company Details
    Table 93. Fundamentor Business Overview
    Table 94. Fundamentor Education Gamification Product
    Table 95. Fundamentor Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 96. Fundamentor Recent Developments
    Table 97. Gametize Company Details
    Table 98. Gametize Business Overview
    Table 99. Gametize Education Gamification Product
    Table 100. Gametize Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 101. Gametize Recent Developments
    Table 102. GradeCraft Company Details
    Table 103. GradeCraft Business Overview
    Table 104. GradeCraft Education Gamification Product
    Table 105. GradeCraft Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 106. GradeCraft Recent Developments
    Table 107. Kuato Studios Company Details
    Table 108. Kuato Studios Business Overview
    Table 109. Kuato Studios Education Gamification Product
    Table 110. Kuato Studios Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 111. Kuato Studios Recent Developments
    Table 112. Kungfu-Math Company Details
    Table 113. Kungfu-Math Business Overview
    Table 114. Kungfu-Math Education Gamification Product
    Table 115. Kungfu-Math Revenue in Education Gamification Business (2017-2022) & (US$ Million)
    Table 116. Kungfu-Math Recent Developments
    Table 117. Research Programs/Design for This Report
    Table 118. Key Data Information from Secondary Sources
    Table 119. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Education Gamification Market Share by Type: 2021 VS 2028
    Figure 2. Augmented Reality (AR) Types Features
    Figure 3. Virtual Reality (VR) Types Features
    Figure 4. Other Features
    Figure 5. Global Education Gamification Market Share by Application: 2021 VS 2028
    Figure 6. K-12 Education Case Studies
    Figure 7. Higher Education Case Studies
    Figure 8. Education Gamification Report Years Considered
    Figure 9. Global Education Gamification Market Size (US$ Million), Year-over-Year: 2017-2028
    Figure 10. Global Education Gamification Market Size, (US$ Million), 2017 VS 2021 VS 2028
    Figure 11. Global Education Gamification Market Share by Region: 2021 VS 2028
    Figure 12. Global Education Gamification Market Share by Players in 2021
    Figure 13. Global Top Education Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Education Gamification as of 2021)
    Figure 14. The Top 10 and 5 Players Market Share by Education Gamification Revenue in 2021
    Figure 15. North America Education Gamification Market Size YoY (2017-2028) & (US$ Million)
    Figure 16. North America Education Gamification Market Size Market Share by Type (2017-2028)
    Figure 17. North America Education Gamification Market Size Market Share by Application (2017-2028)
    Figure 18. North America Education Gamification Market Size Share by Country (2017-2028)
    Figure 19. United States Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 20. Canada Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 21. Europe Education Gamification Market Size YoY (2017-2028) & (US$ Million)
    Figure 22. Europe Education Gamification Market Size Market Share by Type (2017-2028)
    Figure 23. Europe Education Gamification Market Size Market Share by Application (2017-2028)
    Figure 24. Europe Education Gamification Market Size Share by Country (2017-2028)
    Figure 25. Germany Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 26. France Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 27. U.K. Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 28. Italy Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 29. Russia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 30. Nordic Countries Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 31. Asia-Pacific Education Gamification Market Size YoY (2017-2028) & (US$ Million)
    Figure 32. Asia Pacific Education Gamification Market Size Market Share by Type (2017-2028)
    Figure 33. Asia Pacific Education Gamification Market Size Market Share by Application (2017-2028)
    Figure 34. Asia Pacific Education Gamification Market Size Share by Region (2017-2028)
    Figure 35. China Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 36. Japan Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 37. South Korea Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 38. Southeast Asia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 39. India Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 40. Australia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
List of Figures
    Figure 41. Latin America Education Gamification Market Size YoY (2017-2028) & (US$ Million)
    Figure 42. Latin America Education Gamification Market Size Market Share by Type (2017-2028)
    Figure 43. Latin America Education Gamification Market Size Market Share by Application (2017-2028)
    Figure 44. Latin America Education Gamification Market Size Share by Country (2017-2028)
    Figure 45. Mexico Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 46. Brazil Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 47. Middle East & Africa Education Gamification Market Size YoY (2017-2028) & (US$ Million)
    Figure 48. Middle East and Africa Education Gamification Market Size Market Share by Type (2017-2028)
    Figure 49. Middle East and Africa Education Gamification Market Size Market Share by Application (2017-2028)
    Figure 50. Middle East and Africa Education Gamification Market Size Share by Country (2017-2028)
    Figure 51. Turkey Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 52. Saudi Arabia Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 53. UAE Education Gamification Market Size YoY Growth (2017-2028) & (US$ Million)
    Figure 54. Badgeville Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 55. Bunchball Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 56. Classcraft Studios Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 57. GoGo Labs Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 58. 6waves Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 59. Recurrence Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 60. Fundamentor Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 61. Gametize Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 62. GradeCraft Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 63. Kuato Studios Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 64. Kungfu-Math Revenue Growth Rate in Education Gamification Business (2017-2022)
    Figure 65. Bottom-up and Top-down Approaches for This Report
    Figure 66. Data Triangulation
    Figure 67. Key Executives Interviewed
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