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Global E-Learning Gamification Market Research Report 2023
Published Date: February 2023
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Report Code: QYRE-Auto-2U6272
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Global E-Learning Gamification Market Research Report 2023

Code: QYRE-Auto-2U6272
Report
February 2023
Pages:98
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Global E-Learning Gamification Market

The global E-Learning 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 E-Learning 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 E-Learning 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 E-Learning 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 E-Learning Gamification include Badgeville, BI WORLDWIDE, Classcraft Studios, Microsoft, SAP, MPS Interactive Systems, D2L Corporation, Top Hat and Cognizant, 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 E-Learning 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 E-Learning Gamification.
The E-Learning 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 E-Learning 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 E-Learning 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
  • BI WORLDWIDE
  • Classcraft Studios
  • Microsoft
  • SAP
  • MPS Interactive Systems
  • D2L Corporation
  • Top Hat
  • Cognizant
  • Recurrence Inc.
  • Fundamentor
  • Gametize
  • GradeCraft
  • Kuato Studios
  • Kungfu-Math

Segment by Type

  • Cloud Based
  • On-Premise

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 E-Learning 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 E-Learning Gamification Market Report

Report MetricDetails
Report NameGlobal E-Learning 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 E-Learning Gamification Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Cloud Based
1.2.3 On-Premise
1.3 Market by Application
1.3.1 Global E-Learning 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 E-Learning Gamification Market Perspective (2018-2029)
2.2 E-Learning Gamification Growth Trends by Region
2.2.1 Global E-Learning Gamification Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 E-Learning Gamification Historic Market Size by Region (2018-2023)
2.2.3 E-Learning Gamification Forecasted Market Size by Region (2024-2029)
2.3 E-Learning Gamification Market Dynamics
2.3.1 E-Learning Gamification Industry Trends
2.3.2 E-Learning Gamification Market Drivers
2.3.3 E-Learning Gamification Market Challenges
2.3.4 E-Learning Gamification Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top E-Learning Gamification Players by Revenue
3.1.1 Global Top E-Learning Gamification Players by Revenue (2018-2023)
3.1.2 Global E-Learning Gamification Revenue Market Share by Players (2018-2023)
3.2 Global E-Learning Gamification Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by E-Learning Gamification Revenue
3.4 Global E-Learning Gamification Market Concentration Ratio
3.4.1 Global E-Learning Gamification Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by E-Learning Gamification Revenue in 2022
3.5 E-Learning Gamification Key Players Head office and Area Served
3.6 Key Players E-Learning Gamification Product Solution and Service
3.7 Date of Enter into E-Learning Gamification Market
3.8 Mergers & Acquisitions, Expansion Plans
4 E-Learning Gamification Breakdown Data by Type
4.1 Global E-Learning Gamification Historic Market Size by Type (2018-2023)
4.2 Global E-Learning Gamification Forecasted Market Size by Type (2024-2029)
5 E-Learning Gamification Breakdown Data by Application
5.1 Global E-Learning Gamification Historic Market Size by Application (2018-2023)
5.2 Global E-Learning Gamification Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America E-Learning Gamification Market Size (2018-2029)
6.2 North America E-Learning Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America E-Learning Gamification Market Size by Country (2018-2023)
6.4 North America E-Learning Gamification Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe E-Learning Gamification Market Size (2018-2029)
7.2 Europe E-Learning Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe E-Learning Gamification Market Size by Country (2018-2023)
7.4 Europe E-Learning 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 E-Learning Gamification Market Size (2018-2029)
8.2 Asia-Pacific E-Learning Gamification Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific E-Learning Gamification Market Size by Region (2018-2023)
8.4 Asia-Pacific E-Learning 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 E-Learning Gamification Market Size (2018-2029)
9.2 Latin America E-Learning Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America E-Learning Gamification Market Size by Country (2018-2023)
9.4 Latin America E-Learning Gamification Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa E-Learning Gamification Market Size (2018-2029)
10.2 Middle East & Africa E-Learning Gamification Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa E-Learning Gamification Market Size by Country (2018-2023)
10.4 Middle East & Africa E-Learning 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 E-Learning Gamification Introduction
11.1.4 Badgeville Revenue in E-Learning Gamification Business (2018-2023)
11.1.5 Badgeville Recent Development
11.2 BI WORLDWIDE
11.2.1 BI WORLDWIDE Company Detail
11.2.2 BI WORLDWIDE Business Overview
11.2.3 BI WORLDWIDE E-Learning Gamification Introduction
11.2.4 BI WORLDWIDE Revenue in E-Learning Gamification Business (2018-2023)
11.2.5 BI WORLDWIDE 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 E-Learning Gamification Introduction
11.3.4 Classcraft Studios Revenue in E-Learning Gamification Business (2018-2023)
11.3.5 Classcraft Studios Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Detail
11.4.2 Microsoft Business Overview
11.4.3 Microsoft E-Learning Gamification Introduction
11.4.4 Microsoft Revenue in E-Learning Gamification Business (2018-2023)
11.4.5 Microsoft Recent Development
11.5 SAP
11.5.1 SAP Company Detail
11.5.2 SAP Business Overview
11.5.3 SAP E-Learning Gamification Introduction
11.5.4 SAP Revenue in E-Learning Gamification Business (2018-2023)
11.5.5 SAP Recent Development
11.6 MPS Interactive Systems
11.6.1 MPS Interactive Systems Company Detail
11.6.2 MPS Interactive Systems Business Overview
11.6.3 MPS Interactive Systems E-Learning Gamification Introduction
11.6.4 MPS Interactive Systems Revenue in E-Learning Gamification Business (2018-2023)
11.6.5 MPS Interactive Systems Recent Development
11.7 D2L Corporation
11.7.1 D2L Corporation Company Detail
11.7.2 D2L Corporation Business Overview
11.7.3 D2L Corporation E-Learning Gamification Introduction
11.7.4 D2L Corporation Revenue in E-Learning Gamification Business (2018-2023)
11.7.5 D2L Corporation Recent Development
11.8 Top Hat
11.8.1 Top Hat Company Detail
11.8.2 Top Hat Business Overview
11.8.3 Top Hat E-Learning Gamification Introduction
11.8.4 Top Hat Revenue in E-Learning Gamification Business (2018-2023)
11.8.5 Top Hat Recent Development
11.9 Cognizant
11.9.1 Cognizant Company Detail
11.9.2 Cognizant Business Overview
11.9.3 Cognizant E-Learning Gamification Introduction
11.9.4 Cognizant Revenue in E-Learning Gamification Business (2018-2023)
11.9.5 Cognizant Recent Development
11.10 Recurrence Inc.
11.10.1 Recurrence Inc. Company Detail
11.10.2 Recurrence Inc. Business Overview
11.10.3 Recurrence Inc. E-Learning Gamification Introduction
11.10.4 Recurrence Inc. Revenue in E-Learning Gamification Business (2018-2023)
11.10.5 Recurrence Inc. Recent Development
11.11 Fundamentor
11.11.1 Fundamentor Company Detail
11.11.2 Fundamentor Business Overview
11.11.3 Fundamentor E-Learning Gamification Introduction
11.11.4 Fundamentor Revenue in E-Learning Gamification Business (2018-2023)
11.11.5 Fundamentor Recent Development
11.12 Gametize
11.12.1 Gametize Company Detail
11.12.2 Gametize Business Overview
11.12.3 Gametize E-Learning Gamification Introduction
11.12.4 Gametize Revenue in E-Learning Gamification Business (2018-2023)
11.12.5 Gametize Recent Development
11.13 GradeCraft
11.13.1 GradeCraft Company Detail
11.13.2 GradeCraft Business Overview
11.13.3 GradeCraft E-Learning Gamification Introduction
11.13.4 GradeCraft Revenue in E-Learning Gamification Business (2018-2023)
11.13.5 GradeCraft Recent Development
11.14 Kuato Studios
11.14.1 Kuato Studios Company Detail
11.14.2 Kuato Studios Business Overview
11.14.3 Kuato Studios E-Learning Gamification Introduction
11.14.4 Kuato Studios Revenue in E-Learning Gamification Business (2018-2023)
11.14.5 Kuato Studios Recent Development
11.15 Kungfu-Math
11.15.1 Kungfu-Math Company Detail
11.15.2 Kungfu-Math Business Overview
11.15.3 Kungfu-Math E-Learning Gamification Introduction
11.15.4 Kungfu-Math Revenue in E-Learning Gamification Business (2018-2023)
11.15.5 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 E-Learning Gamification Market Size Growth Rate by Type (US$ Million): 2018 VS 2022 VS 2029
    Table 2. Key Players of Cloud Based
    Table 3. Key Players of On-Premise
    Table 4. Global E-Learning Gamification Market Size Growth by Application (US$ Million): 2018 VS 2022 VS 2029
    Table 5. Global E-Learning Gamification Market Size by Region (US$ Million): 2018 VS 2022 VS 2029
    Table 6. Global E-Learning Gamification Market Size by Region (2018-2023) & (US$ Million)
    Table 7. Global E-Learning Gamification Market Share by Region (2018-2023)
    Table 8. Global E-Learning Gamification Forecasted Market Size by Region (2024-2029) & (US$ Million)
    Table 9. Global E-Learning Gamification Market Share by Region (2024-2029)
    Table 10. E-Learning Gamification Market Trends
    Table 11. E-Learning Gamification Market Drivers
    Table 12. E-Learning Gamification Market Challenges
    Table 13. E-Learning Gamification Market Restraints
    Table 14. Global E-Learning Gamification Revenue by Players (2018-2023) & (US$ Million)
    Table 15. Global E-Learning Gamification Market Share by Players (2018-2023)
    Table 16. Global Top E-Learning Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Learning Gamification as of 2022)
    Table 17. Ranking of Global Top E-Learning Gamification Companies by Revenue (US$ Million) in 2022
    Table 18. Global 5 Largest Players Market Share by E-Learning Gamification Revenue (CR5 and HHI) & (2018-2023)
    Table 19. Key Players Headquarters and Area Served
    Table 20. Key Players E-Learning Gamification Product Solution and Service
    Table 21. Date of Enter into E-Learning Gamification Market
    Table 22. Mergers & Acquisitions, Expansion Plans
    Table 23. Global E-Learning Gamification Market Size by Type (2018-2023) & (US$ Million)
    Table 24. Global E-Learning Gamification Revenue Market Share by Type (2018-2023)
    Table 25. Global E-Learning Gamification Forecasted Market Size by Type (2024-2029) & (US$ Million)
    Table 26. Global E-Learning Gamification Revenue Market Share by Type (2024-2029)
    Table 27. Global E-Learning Gamification Market Size by Application (2018-2023) & (US$ Million)
    Table 28. Global E-Learning Gamification Revenue Market Share by Application (2018-2023)
    Table 29. Global E-Learning Gamification Forecasted Market Size by Application (2024-2029) & (US$ Million)
    Table 30. Global E-Learning Gamification Revenue Market Share by Application (2024-2029)
    Table 31. North America E-Learning Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 32. North America E-Learning Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 33. North America E-Learning Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 34. Europe E-Learning Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 35. Europe E-Learning Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 36. Europe E-Learning Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 37. Asia-Pacific E-Learning Gamification Market Size Growth Rate by Region (US$ Million): 2018 VS 2022 VS 2029
    Table 38. Asia-Pacific E-Learning Gamification Market Size by Region (2018-2023) & (US$ Million)
    Table 39. Asia-Pacific E-Learning Gamification Market Size by Region (2024-2029) & (US$ Million)
    Table 40. Latin America E-Learning Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 41. Latin America E-Learning Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 42. Latin America E-Learning Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 43. Middle East & Africa E-Learning Gamification Market Size Growth Rate by Country (US$ Million): 2018 VS 2022 VS 2029
    Table 44. Middle East & Africa E-Learning Gamification Market Size by Country (2018-2023) & (US$ Million)
    Table 45. Middle East & Africa E-Learning Gamification Market Size by Country (2024-2029) & (US$ Million)
    Table 46. Badgeville Company Detail
    Table 47. Badgeville Business Overview
    Table 48. Badgeville E-Learning Gamification Product
    Table 49. Badgeville Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 50. Badgeville Recent Development
    Table 51. BI WORLDWIDE Company Detail
    Table 52. BI WORLDWIDE Business Overview
    Table 53. BI WORLDWIDE E-Learning Gamification Product
    Table 54. BI WORLDWIDE Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 55. BI WORLDWIDE Recent Development
    Table 56. Classcraft Studios Company Detail
    Table 57. Classcraft Studios Business Overview
    Table 58. Classcraft Studios E-Learning Gamification Product
    Table 59. Classcraft Studios Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 60. Classcraft Studios Recent Development
    Table 61. Microsoft Company Detail
    Table 62. Microsoft Business Overview
    Table 63. Microsoft E-Learning Gamification Product
    Table 64. Microsoft Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 65. Microsoft Recent Development
    Table 66. SAP Company Detail
    Table 67. SAP Business Overview
    Table 68. SAP E-Learning Gamification Product
    Table 69. SAP Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 70. SAP Recent Development
    Table 71. MPS Interactive Systems Company Detail
    Table 72. MPS Interactive Systems Business Overview
    Table 73. MPS Interactive Systems E-Learning Gamification Product
    Table 74. MPS Interactive Systems Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 75. MPS Interactive Systems Recent Development
    Table 76. D2L Corporation Company Detail
    Table 77. D2L Corporation Business Overview
    Table 78. D2L Corporation E-Learning Gamification Product
    Table 79. D2L Corporation Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 80. D2L Corporation Recent Development
    Table 81. Top Hat Company Detail
    Table 82. Top Hat Business Overview
    Table 83. Top Hat E-Learning Gamification Product
    Table 84. Top Hat Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 85. Top Hat Recent Development
    Table 86. Cognizant Company Detail
    Table 87. Cognizant Business Overview
    Table 88. Cognizant E-Learning Gamification Product
    Table 89. Cognizant Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 90. Cognizant Recent Development
    Table 91. Recurrence Inc. Company Detail
    Table 92. Recurrence Inc. Business Overview
    Table 93. Recurrence Inc. E-Learning Gamification Product
    Table 94. Recurrence Inc. Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 95. Recurrence Inc. Recent Development
    Table 96. Fundamentor Company Detail
    Table 97. Fundamentor Business Overview
    Table 98. Fundamentor E-Learning Gamification Product
    Table 99. Fundamentor Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 100. Fundamentor Recent Development
    Table 101. Gametize Company Detail
    Table 102. Gametize Business Overview
    Table 103. Gametize E-Learning Gamification Product
    Table 104. Gametize Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 105. Gametize Recent Development
    Table 106. GradeCraft Company Detail
    Table 107. GradeCraft Business Overview
    Table 108. GradeCraft E-Learning Gamification Product
    Table 109. GradeCraft Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 110. GradeCraft Recent Development
    Table 111. Kuato Studios Company Detail
    Table 112. Kuato Studios Business Overview
    Table 113. Kuato Studios E-Learning Gamification Product
    Table 114. Kuato Studios Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 115. Kuato Studios Recent Development
    Table 116. Kungfu-Math Company Detail
    Table 117. Kungfu-Math Business Overview
    Table 118. Kungfu-Math E-Learning Gamification Product
    Table 119. Kungfu-Math Revenue in E-Learning Gamification Business (2018-2023) & (US$ Million)
    Table 120. Kungfu-Math Recent Development
    Table 121. Research Programs/Design for This Report
    Table 122. Key Data Information from Secondary Sources
    Table 123. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global E-Learning Gamification Market Size Comparison by Type (2023-2029) & (US$ Million)
    Figure 2. Global E-Learning Gamification Market Share by Type: 2022 VS 2029
    Figure 3. Cloud Based Features
    Figure 4. On-Premise Features
    Figure 5. Global E-Learning Gamification Market Size Comparison by Application (2023-2029) & (US$ Million)
    Figure 6. Global E-Learning Gamification Market Share by Application: 2022 VS 2029
    Figure 7. K-12 education Case Studies
    Figure 8. Higher education Case Studies
    Figure 9. E-Learning Gamification Report Years Considered
    Figure 10. Global E-Learning Gamification Market Size (US$ Million), Year-over-Year: 2018-2029
    Figure 11. Global E-Learning Gamification Market Size, (US$ Million), 2018 VS 2022 VS 2029
    Figure 12. Global E-Learning Gamification Market Share by Region: 2022 VS 2029
    Figure 13. Global E-Learning Gamification Market Share by Players in 2022
    Figure 14. Global Top E-Learning Gamification Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in E-Learning Gamification as of 2022)
    Figure 15. The Top 10 and 5 Players Market Share by E-Learning Gamification Revenue in 2022
    Figure 16. North America E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 17. North America E-Learning Gamification Market Share by Country (2018-2029)
    Figure 18. United States E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 19. Canada E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 20. Europe E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 21. Europe E-Learning Gamification Market Share by Country (2018-2029)
    Figure 22. Germany E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 23. France E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 24. U.K. E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 25. Italy E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 26. Russia E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 27. Nordic Countries E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 28. Asia-Pacific E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 29. Asia-Pacific E-Learning Gamification Market Share by Region (2018-2029)
    Figure 30. China E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 31. Japan E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 32. South Korea E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 33. Southeast Asia E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 34. India E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 35. Australia E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 36. Latin America E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 37. Latin America E-Learning Gamification Market Share by Country (2018-2029)
    Figure 38. Mexico E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 39. Brazil E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 40. Middle East & Africa E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 41. Middle East & Africa E-Learning Gamification Market Share by Country (2018-2029)
    Figure 42. Turkey E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 43. Saudi Arabia E-Learning Gamification Market Size YoY Growth (2018-2029) & (US$ Million)
    Figure 44. Badgeville Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 45. BI WORLDWIDE Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 46. Classcraft Studios Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 47. Microsoft Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 48. SAP Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 49. MPS Interactive Systems Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 50. D2L Corporation Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 51. Top Hat Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 52. Cognizant Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 53. Recurrence Inc. Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 54. Fundamentor Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 55. Gametize Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 56. GradeCraft Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 57. Kuato Studios Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 58. Kungfu-Math Revenue Growth Rate in E-Learning Gamification Business (2018-2023)
    Figure 59. Bottom-up and Top-down Approaches for This Report
    Figure 60. Data Triangulation
    Figure 61. Key Executives Interviewed
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