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Global Gamification in Education Market Research Report 2025
Published Date: September 2025
|
Report Code: QYRE-Auto-6C6288
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Global Gamification in Education Market Insights and Forecast to 2028
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Global Gamification in Education Market Research Report 2025

Code: QYRE-Auto-6C6288
Report
September 2025
Pages:90
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Gamification in Education Market Size

The global market for Gamification in Education was valued at US$ 1539 million in the year 2024 and is projected to reach a revised size of US$ 6726 million by 2031, growing at a CAGR of 23.8% during the forecast period.

Gamification in Education Market

Gamification in Education Market

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.Gamification is a teaching strategy that incorporates game elements and mechanisms into the educational process, aiming to increase students' motivation and efficiency by increasing fun and participation. This approach is not limited to "games" in the traditional sense, but also includes various incentive mechanisms such as point systems, levels, badges, leaderboards, storylines and role-playing, so that students can actively learn and improve their skills in a pleasant atmosphere.
The market drivers of gamified education programs can be summarized as follows:
Policy promotion
Education policy orientation: The relevant policies issued by national and local education departments emphasize the importance of gamification and inquiry-based learning, and encourage the integration of game elements into the education process to improve students' learning interest and participation.
Policy support and financial investment: The government provides policy and financial support for technological innovation and model exploration in the field of education, and promotes the research and development and application of gamified education programs.
Technological progress
Digital technology innovation: With the rapid development of digital technology and artificial intelligence technology, gamified education programs can use advanced technical means to achieve richer interactive experience and personalized learning paths.
Cloud computing and big data applications: Cloud computing and big data technologies provide powerful data storage and analysis capabilities for gamified education programs, which helps to accurately evaluate students' learning effects and optimize teaching content and strategies.
Market demand
Parents and educators recognize: More and more parents and educators recognize the advantages of gamified education programs in stimulating students' interest and improving learning efficiency, and are therefore willing to try and adopt this new teaching method.
Diversified student needs: The needs of student groups for learning methods are becoming increasingly diverse, and gamified education programs can meet their pursuit of fun, interactivity and personalized learning needs.
Educational reform
Digital transformation of education: With the accelerated advancement of digital transformation of education, gamified education programs, as an important part of digital education, have received more attention and application.
Update of educational concepts: Modern educational concepts emphasize student-centeredness, focusing on the comprehensive development and personalized needs of students. Gamified education programs are in line with this concept and have therefore been widely promoted and applied.
This report aims to provide a comprehensive presentation of the global market for Gamification in Education, 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 Gamification in Education.
The Gamification in Education market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Gamification in Education 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 Gamification in Education 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.
Market Segmentation

Scope of Gamification in Education Market Report

Report Metric Details
Report Name Gamification in Education Market
Accounted market size in year US$ 1539 million
Forecasted market size in 2031 US$ 6726 million
CAGR 23.8%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
  • Cloud Based
  • On-Premises Based
Segment by Application
  • Academic
  • Corporate Training
  • Others
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • 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)
By Company Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Fundamentor, Cognizant, BLUErabbit, Google, Kahoot, CK-12, Kuato Studios, Rea-ch
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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 Gamification in Education company 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 main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

How fast is Gamification in Education Market growing?

Ans: The Gamification in Education Market witnessing a CAGR of 23.8% during the forecast period 2025-2031.

What is the Gamification in Education Market size in 2031?

Ans: The Gamification in Education Market size in 2031 will be US$ 6726 million.

Who are the main players in the Gamification in Education Market report?

Ans: The main players in the Gamification in Education Market are Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Fundamentor, Cognizant, BLUErabbit, Google, Kahoot, CK-12, Kuato Studios, Rea-ch

What are the Application segmentation covered in the Gamification in Education Market report?

Ans: The Applications covered in the Gamification in Education Market report are Academic, Corporate Training, Others

What are the Type segmentation covered in the Gamification in Education Market report?

Ans: The Types covered in the Gamification in Education Market report are Cloud Based, On-Premises Based

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Gamification in Education Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Cloud Based
1.2.3 On-Premises Based
1.3 Market by Application
1.3.1 Global Gamification in Education Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Academic
1.3.3 Corporate Training
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Gamification in Education Market Perspective (2020-2031)
2.2 Global Gamification in Education Growth Trends by Region
2.2.1 Global Gamification in Education Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Gamification in Education Historic Market Size by Region (2020-2025)
2.2.3 Gamification in Education Forecasted Market Size by Region (2026-2031)
2.3 Gamification in Education Market Dynamics
2.3.1 Gamification in Education Industry Trends
2.3.2 Gamification in Education Market Drivers
2.3.3 Gamification in Education Market Challenges
2.3.4 Gamification in Education Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Gamification in Education Players by Revenue
3.1.1 Global Top Gamification in Education Players by Revenue (2020-2025)
3.1.2 Global Gamification in Education Revenue Market Share by Players (2020-2025)
3.2 Global Gamification in Education Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Gamification in Education Revenue
3.4 Global Gamification in Education Market Concentration Ratio
3.4.1 Global Gamification in Education Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Gamification in Education Revenue in 2024
3.5 Global Key Players of Gamification in Education Head office and Area Served
3.6 Global Key Players of Gamification in Education, Product and Application
3.7 Global Key Players of Gamification in Education, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Gamification in Education Breakdown Data by Type
4.1 Global Gamification in Education Historic Market Size by Type (2020-2025)
4.2 Global Gamification in Education Forecasted Market Size by Type (2026-2031)
5 Gamification in Education Breakdown Data by Application
5.1 Global Gamification in Education Historic Market Size by Application (2020-2025)
5.2 Global Gamification in Education Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Gamification in Education Market Size (2020-2031)
6.2 North America Gamification in Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Gamification in Education Market Size by Country (2020-2025)
6.4 North America Gamification in Education Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Gamification in Education Market Size (2020-2031)
7.2 Europe Gamification in Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Gamification in Education Market Size by Country (2020-2025)
7.4 Europe Gamification in Education Market Size by Country (2026-2031)
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 Gamification in Education Market Size (2020-2031)
8.2 Asia-Pacific Gamification in Education Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Gamification in Education Market Size by Region (2020-2025)
8.4 Asia-Pacific Gamification in Education Market Size by Region (2026-2031)
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 Gamification in Education Market Size (2020-2031)
9.2 Latin America Gamification in Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Gamification in Education Market Size by Country (2020-2025)
9.4 Latin America Gamification in Education Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Gamification in Education Market Size (2020-2031)
10.2 Middle East & Africa Gamification in Education Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Gamification in Education Market Size by Country (2020-2025)
10.4 Middle East & Africa Gamification in Education Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Bunchball
11.1.1 Bunchball Company Details
11.1.2 Bunchball Business Overview
11.1.3 Bunchball Gamification in Education Introduction
11.1.4 Bunchball Revenue in Gamification in Education Business (2020-2025)
11.1.5 Bunchball Recent Development
11.2 NIIT
11.2.1 NIIT Company Details
11.2.2 NIIT Business Overview
11.2.3 NIIT Gamification in Education Introduction
11.2.4 NIIT Revenue in Gamification in Education Business (2020-2025)
11.2.5 NIIT Recent Development
11.3 MPS Interactive
11.3.1 MPS Interactive Company Details
11.3.2 MPS Interactive Business Overview
11.3.3 MPS Interactive Gamification in Education Introduction
11.3.4 MPS Interactive Revenue in Gamification in Education Business (2020-2025)
11.3.5 MPS Interactive Recent Development
11.4 Microsoft
11.4.1 Microsoft Company Details
11.4.2 Microsoft Business Overview
11.4.3 Microsoft Gamification in Education Introduction
11.4.4 Microsoft Revenue in Gamification in Education Business (2020-2025)
11.4.5 Microsoft Recent Development
11.5 D2L
11.5.1 D2L Company Details
11.5.2 D2L Business Overview
11.5.3 D2L Gamification in Education Introduction
11.5.4 D2L Revenue in Gamification in Education Business (2020-2025)
11.5.5 D2L Recent Development
11.6 Top Hat
11.6.1 Top Hat Company Details
11.6.2 Top Hat Business Overview
11.6.3 Top Hat Gamification in Education Introduction
11.6.4 Top Hat Revenue in Gamification in Education Business (2020-2025)
11.6.5 Top Hat Recent Development
11.7 Classcraft Studios
11.7.1 Classcraft Studios Company Details
11.7.2 Classcraft Studios Business Overview
11.7.3 Classcraft Studios Gamification in Education Introduction
11.7.4 Classcraft Studios Revenue in Gamification in Education Business (2020-2025)
11.7.5 Classcraft Studios Recent Development
11.8 Fundamentor
11.8.1 Fundamentor Company Details
11.8.2 Fundamentor Business Overview
11.8.3 Fundamentor Gamification in Education Introduction
11.8.4 Fundamentor Revenue in Gamification in Education Business (2020-2025)
11.8.5 Fundamentor Recent Development
11.9 Cognizant
11.9.1 Cognizant Company Details
11.9.2 Cognizant Business Overview
11.9.3 Cognizant Gamification in Education Introduction
11.9.4 Cognizant Revenue in Gamification in Education Business (2020-2025)
11.9.5 Cognizant Recent Development
11.10 BLUErabbit
11.10.1 BLUErabbit Company Details
11.10.2 BLUErabbit Business Overview
11.10.3 BLUErabbit Gamification in Education Introduction
11.10.4 BLUErabbit Revenue in Gamification in Education Business (2020-2025)
11.10.5 BLUErabbit Recent Development
11.11 Google
11.11.1 Google Company Details
11.11.2 Google Business Overview
11.11.3 Google Gamification in Education Introduction
11.11.4 Google Revenue in Gamification in Education Business (2020-2025)
11.11.5 Google Recent Development
11.12 Kahoot
11.12.1 Kahoot Company Details
11.12.2 Kahoot Business Overview
11.12.3 Kahoot Gamification in Education Introduction
11.12.4 Kahoot Revenue in Gamification in Education Business (2020-2025)
11.12.5 Kahoot Recent Development
11.13 CK-12
11.13.1 CK-12 Company Details
11.13.2 CK-12 Business Overview
11.13.3 CK-12 Gamification in Education Introduction
11.13.4 CK-12 Revenue in Gamification in Education Business (2020-2025)
11.13.5 CK-12 Recent Development
11.14 Kuato Studios
11.14.1 Kuato Studios Company Details
11.14.2 Kuato Studios Business Overview
11.14.3 Kuato Studios Gamification in Education Introduction
11.14.4 Kuato Studios Revenue in Gamification in Education Business (2020-2025)
11.14.5 Kuato Studios Recent Development
11.15 Rea-ch
11.15.1 Rea-ch Company Details
11.15.2 Rea-ch Business Overview
11.15.3 Rea-ch Gamification in Education Introduction
11.15.4 Rea-ch Revenue in Gamification in Education Business (2020-2025)
11.15.5 Rea-ch Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Gamification in Education Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of Cloud Based
 Table 3. Key Players of On-Premises Based
 Table 4. Global Gamification in Education Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 5. Global Gamification in Education Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 6. Global Gamification in Education Market Size by Region (2020-2025) & (US$ Million)
 Table 7. Global Gamification in Education Market Share by Region (2020-2025)
 Table 8. Global Gamification in Education Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 9. Global Gamification in Education Market Share by Region (2026-2031)
 Table 10. Gamification in Education Market Trends
 Table 11. Gamification in Education Market Drivers
 Table 12. Gamification in Education Market Challenges
 Table 13. Gamification in Education Market Restraints
 Table 14. Global Gamification in Education Revenue by Players (2020-2025) & (US$ Million)
 Table 15. Global Gamification in Education Market Share by Players (2020-2025)
 Table 16. Global Top Gamification in Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gamification in Education as of 2024)
 Table 17. Ranking of Global Top Gamification in Education Companies by Revenue (US$ Million) in 2024
 Table 18. Global 5 Largest Players Market Share by Gamification in Education Revenue (CR5 and HHI) & (2020-2025)
 Table 19. Global Key Players of Gamification in Education, Headquarters and Area Served
 Table 20. Global Key Players of Gamification in Education, Product and Application
 Table 21. Global Key Players of Gamification in Education, Date of Enter into This Industry
 Table 22. Mergers & Acquisitions, Expansion Plans
 Table 23. Global Gamification in Education Market Size by Type (2020-2025) & (US$ Million)
 Table 24. Global Gamification in Education Revenue Market Share by Type (2020-2025)
 Table 25. Global Gamification in Education Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 26. Global Gamification in Education Revenue Market Share by Type (2026-2031)
 Table 27. Global Gamification in Education Market Size by Application (2020-2025) & (US$ Million)
 Table 28. Global Gamification in Education Revenue Market Share by Application (2020-2025)
 Table 29. Global Gamification in Education Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 30. Global Gamification in Education Revenue Market Share by Application (2026-2031)
 Table 31. North America Gamification in Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 32. North America Gamification in Education Market Size by Country (2020-2025) & (US$ Million)
 Table 33. North America Gamification in Education Market Size by Country (2026-2031) & (US$ Million)
 Table 34. Europe Gamification in Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 35. Europe Gamification in Education Market Size by Country (2020-2025) & (US$ Million)
 Table 36. Europe Gamification in Education Market Size by Country (2026-2031) & (US$ Million)
 Table 37. Asia-Pacific Gamification in Education Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 38. Asia-Pacific Gamification in Education Market Size by Region (2020-2025) & (US$ Million)
 Table 39. Asia-Pacific Gamification in Education Market Size by Region (2026-2031) & (US$ Million)
 Table 40. Latin America Gamification in Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 41. Latin America Gamification in Education Market Size by Country (2020-2025) & (US$ Million)
 Table 42. Latin America Gamification in Education Market Size by Country (2026-2031) & (US$ Million)
 Table 43. Middle East & Africa Gamification in Education Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 44. Middle East & Africa Gamification in Education Market Size by Country (2020-2025) & (US$ Million)
 Table 45. Middle East & Africa Gamification in Education Market Size by Country (2026-2031) & (US$ Million)
 Table 46. Bunchball Company Details
 Table 47. Bunchball Business Overview
 Table 48. Bunchball Gamification in Education Product
 Table 49. Bunchball Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 50. Bunchball Recent Development
 Table 51. NIIT Company Details
 Table 52. NIIT Business Overview
 Table 53. NIIT Gamification in Education Product
 Table 54. NIIT Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 55. NIIT Recent Development
 Table 56. MPS Interactive Company Details
 Table 57. MPS Interactive Business Overview
 Table 58. MPS Interactive Gamification in Education Product
 Table 59. MPS Interactive Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 60. MPS Interactive Recent Development
 Table 61. Microsoft Company Details
 Table 62. Microsoft Business Overview
 Table 63. Microsoft Gamification in Education Product
 Table 64. Microsoft Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 65. Microsoft Recent Development
 Table 66. D2L Company Details
 Table 67. D2L Business Overview
 Table 68. D2L Gamification in Education Product
 Table 69. D2L Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 70. D2L Recent Development
 Table 71. Top Hat Company Details
 Table 72. Top Hat Business Overview
 Table 73. Top Hat Gamification in Education Product
 Table 74. Top Hat Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 75. Top Hat Recent Development
 Table 76. Classcraft Studios Company Details
 Table 77. Classcraft Studios Business Overview
 Table 78. Classcraft Studios Gamification in Education Product
 Table 79. Classcraft Studios Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 80. Classcraft Studios Recent Development
 Table 81. Fundamentor Company Details
 Table 82. Fundamentor Business Overview
 Table 83. Fundamentor Gamification in Education Product
 Table 84. Fundamentor Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 85. Fundamentor Recent Development
 Table 86. Cognizant Company Details
 Table 87. Cognizant Business Overview
 Table 88. Cognizant Gamification in Education Product
 Table 89. Cognizant Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 90. Cognizant Recent Development
 Table 91. BLUErabbit Company Details
 Table 92. BLUErabbit Business Overview
 Table 93. BLUErabbit Gamification in Education Product
 Table 94. BLUErabbit Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 95. BLUErabbit Recent Development
 Table 96. Google Company Details
 Table 97. Google Business Overview
 Table 98. Google Gamification in Education Product
 Table 99. Google Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 100. Google Recent Development
 Table 101. Kahoot Company Details
 Table 102. Kahoot Business Overview
 Table 103. Kahoot Gamification in Education Product
 Table 104. Kahoot Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 105. Kahoot Recent Development
 Table 106. CK-12 Company Details
 Table 107. CK-12 Business Overview
 Table 108. CK-12 Gamification in Education Product
 Table 109. CK-12 Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 110. CK-12 Recent Development
 Table 111. Kuato Studios Company Details
 Table 112. Kuato Studios Business Overview
 Table 113. Kuato Studios Gamification in Education Product
 Table 114. Kuato Studios Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 115. Kuato Studios Recent Development
 Table 116. Rea-ch Company Details
 Table 117. Rea-ch Business Overview
 Table 118. Rea-ch Gamification in Education Product
 Table 119. Rea-ch Revenue in Gamification in Education Business (2020-2025) & (US$ Million)
 Table 120. Rea-ch 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
 Table 124. Authors List of This Report


List of Figures
 Figure 1. Gamification in Education Picture
 Figure 2. Global Gamification in Education Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Gamification in Education Market Share by Type: 2024 VS 2031
 Figure 4. Cloud Based Features
 Figure 5. On-Premises Based Features
 Figure 6. Global Gamification in Education Market Size by Application (2020-2031) & (US$ Million)
 Figure 7. Global Gamification in Education Market Share by Application: 2024 VS 2031
 Figure 8. Academic Case Studies
 Figure 9. Corporate Training Case Studies
 Figure 10. Others Case Studies
 Figure 11. Gamification in Education Report Years Considered
 Figure 12. Global Gamification in Education Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 13. Global Gamification in Education Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 14. Global Gamification in Education Market Share by Region: 2024 VS 2031
 Figure 15. Global Gamification in Education Market Share by Players in 2024
 Figure 16. Global Top Gamification in Education Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gamification in Education as of 2024)
 Figure 17. The Top 10 and 5 Players Market Share by Gamification in Education Revenue in 2024
 Figure 18. North America Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 19. North America Gamification in Education Market Share by Country (2020-2031)
 Figure 20. United States Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 21. Canada Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. Europe Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 23. Europe Gamification in Education Market Share by Country (2020-2031)
 Figure 24. Germany Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. France Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. U.K. Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 27. Italy Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. Russia Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. Nordic Countries Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Asia-Pacific Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Asia-Pacific Gamification in Education Market Share by Region (2020-2031)
 Figure 32. China Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Japan Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. South Korea Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 35. Southeast Asia Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. India Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. Australia Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Latin America Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. Latin America Gamification in Education Market Share by Country (2020-2031)
 Figure 40. Mexico Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Brazil Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Middle East & Africa Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 43. Middle East & Africa Gamification in Education Market Share by Country (2020-2031)
 Figure 44. Turkey Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Saudi Arabia Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. UAE Gamification in Education Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 47. Bunchball Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 48. NIIT Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 49. MPS Interactive Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 50. Microsoft Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 51. D2L Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 52. Top Hat Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 53. Classcraft Studios Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 54. Fundamentor Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 55. Cognizant Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 56. BLUErabbit Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 57. Google Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 58. Kahoot Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 59. CK-12 Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 60. Kuato Studios Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 61. Rea-ch Revenue Growth Rate in Gamification in Education Business (2020-2025)
 Figure 62. Bottom-up and Top-down Approaches for This Report
 Figure 63. Data Triangulation
 Figure 64. Key Executives Interviewed
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