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Global Education Gamification Market 2016-2020

  • November 2016
  • -
  • Infiniti Research Limited
  • -
  • 58 pages

About Education Gamification

Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.

Technavio’s analysts forecast the global education gamification market to grow at a CAGR of 66.22% during the period 2016-2020.


Covered in this report
The report covers the present scenario and the growth prospects of the global education gamification market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of gamification solutions within the education market.


The market is divided into the following segments based on geography:
- Americas
- APAC
- EMEA

Technavio's report, Global Education Gamification Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.


Key vendors
- Badgeville
- Bunchball
- Classcraft Studios
- GoGo Labs

Other prominent vendors
- 6waves
- Fundamentor
- Gametize
- GradeCraft
- Kuato Studios
- Kungfu-Math
- Recurrence


Market driver
- Stronger focus on experiential and inquiry-based learning.
- For a full, detailed list, view our report


Market challenge
- Stronger focus on experiential and inquiry-based learning.
- For a full, detailed list, view our report


Market trend
- Increased awareness among teachers due to professional development.
- For a full, detailed list, view our report


Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.






Methodology
Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.

Table Of Contents

Global Education Gamification Market 2016-2020
Table of Contents
PART 01: Executive summary
- Highlights
PART 02: Scope of the report
- Market overview
- Top-vendor offerings
- Other prominent vendors
PART 03: Market research methodology
- Research methodology
- Economic indicators
PART 04: Introduction
- Key market highlights
PART 05: Market landscape
- Market overview
- Five forces analysis
PART 06: Market segmentation by end-user
- Global education gamification market segmentation by end-users
- Global K-12 education gamification market
- Global higher education gamification market
PART 07: Geographical segmentation
- Global education gamification market by geography
- Education gamification market in Americas
- Education gamification market in EMEA
- Education gamification market in APAC
PART 08: Market drivers
- Stronger focus on experiential and inquiry-based learning
- Rise of digital badges as credentials
- Improvement in game development engines
- Need for improved student and faculty experience
PART 09: Impact of drivers
PART 10: Market challenges
- Threat from simulation-based learning market
- Limitations on curriculum integration
- Weak metrics to assess effectiveness of gamification
- Skewed awareness of education gamification
PART 11: Impact of drivers and challenges
PART 12: Market trends
- Increase in e-learning
- Increased awareness among teachers due to professional development
- Rising use of AR and VR in education gamification
PART 13: Vendor landscape
- Competitive scenario
- Competitive benchmarking
PART 14: Key vendor analysis
- Badgeville
- Bunchball
- Classcraft Studios
- GoGo Labs
PART 15: Appendix
- List of abbreviations
PART 16: Explore Technavio
?


List of Exhibits

Exhibit 01: Countries considered for market analysis
Exhibit 02: Product offerings
Exhibit 03: Other prominent vendors
Exhibit 04: Major differences between game-based learning and gamification.
Exhibit 05: Relation between game mechanics and game dynamics
Exhibit 06: Gamification implementation: Key steps
Exhibit 07: Impact areas of gamification in the education sector
Exhibit 08: Global education gamification market 2015-2020 ($ millions)
Exhibit 09: Five forces analysis
Exhibit 10: Global education gamification market segmentation by end-users 2015-2020 (%)
Exhibit 11: Global education gamification market segmentation by end-users 2015-2020 ($ millions)
Exhibit 12: Global K-12 education gamification market 2015-2020 ($ millions)
Exhibit 13: Global higher education gamification market 2015-2020 ($ millions)
Exhibit 14: Global education gamification market by geography 2015-2020 (% share)
Exhibit 15: Global education gamification market by geography 2015-2020 ($ millions)
Exhibit 16: Education gamification market in Americas 2015-2020 ($ millions)
Exhibit 17: Distribution of education market in North America by segment 2015 (% share)
Exhibit 18: Education gamification market in Europe 2015-2020 ($ millions)
Exhibit 19: Education gamification market in APAC 2015-2020 ($ millions)
Exhibit 20: IT spending in higher education in APAC 2015-2020 ($ billions)
Exhibit 21: Global digital badges in education market 2015-2020 ($ millions)
Exhibit 22: Process of educational game creation
Exhibit 23: Major game engines in the market
Exhibit 24: Comparison of effectiveness of prominent learning methods
Exhibit 25: Impact of drivers
Exhibit 26: Global simulation learning in higher education market 2015-2020 ($ millions)
Exhibit 27: Impact of drivers and challenges
Exhibit 28: Global e-learning market 2015-2020 ($ billions)
Exhibit 29: Vendor matrix
Exhibit 30: Strategic initiatives


Companies Mentioned
Badgeville, Bunchball, Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math.

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