Global gamification in education market is expected to reach USD 11670.18 million by 2030, at a CAGR of 33.61% from 2022 to 2030. The market for gamification in education has grown fast in recent years, and it is expected to grow much more throughout the forecast period. The global market for gamification in education is motivating learners to embrace web-based gamification solutions, which are being pushed by the growing usage of digital learning and expanding adoption of cloud computing among enterprises.
Gamification in education is a strategy of motivating students to study via the use of video games in general components in the educational environment. Gamification operates by delivering proactive directions and information to audiences via gameplay mechanics and game characteristics embedded in online platforms, resulting in the achievement of company goals and objectives. Today's generation has grown up with digital tools, necessitating a fresh approach to education. Students are becoming increasingly interested in game-based learning techniques since they include gaming aspects and assist in making learning more pleasant and efficient. Web-based learning provides students with a consistent learning experience while also encouraging students to pursue their interests. For a variety of reasons, gamification is growing more popular in educational settings. It makes the complicated stuff more entertaining,' assisting in motivating pupils and increasing their engagement with the subject material. Because video games have addictive qualities that entice and captivate youngsters (and adults), it's only logical to observe comparable engagement outcomes when these game-based components are implemented in learning materials.
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The rising desire to improve the learning experience for positive outcomes, as well as the use of AR technologies in the gamification education industries, is driving the increased acceptance of digital learning. Benefits of factors promoting the growth of the gamification education market segment include increased security, lower legal setup costs, easier accessibility, faster deployment, high scalability, customizability, increased storage space, ease of maintenance, automatic upgrade of course materials, and mechanical licensing by vendors. Factors such as developments in e-learning tools distribution methods, technological advancements, and the availability of numerous virtual communication tools have contributed to the rise of the academic segment, which has a bigger market size than the corporate training segment.
Low sources of motivation in gamification product acceptance are likely to operate as a market restriction.
The growing use of cellphones and the incorporation of AR and VR into gamification are expected to give profitable chances for the business to expand.
The global gamification in education market has been segmented based on deployment mode, end-user, and regions.
The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. North American region emerged as the largest market for the global gamification in education market, with a 34.3% share of the market revenue in 2021.
North America Region Gamification in Education Market Share in 2021 - 34.3%
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The key players are now concentrating on implementing strategies such as adopting new technology, product innovations, mergers & acquisitions, joint venture, alliances, and partnerships to improve their market position in the global gamification in the education industry.
LEAD School, an Edtech business, announced the acquisition of QuizNext, a gamified practice app that delivers AI-based practice quizzes for kids in grades 6 through 10 who are affiliated with the CBSE and ICSE boards, in December 2020. The organization is excited about merging pedagogy, technology, and curriculum to create a comprehensive system of teaching and learning, which will improve the learning opportunity and instructor performance. The acquisition is anticipated to enhance the entire product offering, assisting institutions in maintaining solid educational standards.
Kahoot announced the purchase of Drops in November 2020, a start-up that helps individuals learn languages through short visual and particular phrase games. With this purchase, Kahoot hopes to broaden its subject offering. The purchase strategy aims for the incorporation of new Kahoot features into the Drops applications, as well as the incorporation of Drops material into Kahoot's platform of choice.
As per The Brainy Insights, the size of the gamification in education market was valued at USD 860.13 million in 2021 to USD 11671.18 million by 2030.
Global gamification in education market is growing at a CAGR of 33.61% during the forecast period 2022-2030.
The global gamification in education market has been segmented based on deployment mode, end-user, and regions. The cloud gamification in education dominated the market in 2021. The corporate training accounted for the largest share of the market in 2021.
North American region emerged as the largest market for the gamification in education.
The market's growth will be influenced by rising adoption of digital learning.
Low motivation and engagement could hamper the market growth.
Increasing adoption of smartphones will provide huge opportunities to the market.
Key players are Microsoft, NIIT, MPS Interactive, D2L, Recurrence, Bunchball, Classcraft Studios, Top Hat, Cognizant, Fundamentor.
1. Introduction
1.1. Objectives of the Study
1.2. Market Definition
1.3. Research Scope
1.4. Currency
1.5. Key Target Audience
2. Research Methodology and Assumptions
3. Executive Summary
4. Premium Insights
4.1. Porter’s Five Forces Analysis
4.2. Value Chain Analysis
4.3. Top Investment Pockets
4.3.1. Market Attractiveness Analysis By Deployment Mode
4.3.2. Market Attractiveness Analysis By End-User
4.3.3. Market Attractiveness Analysis By Region
4.4. Industry Trends
5. Market Dynamics
5.1. Market Evaluation
5.2. Drivers
5.2.1. Rising adoption of digital learning
5.3. Restraints
5.3.1. Low motivation and engagement
5.4. Opportunities
5.4.1. Increasing adoption of smartphones
6. Global Gamification in Education Market Analysis and Forecast, By Deployment Mode
6.1. Segment Overview
6.2. On-Premises
6.3. Cloud
7. Global Gamification in Education Market Analysis and Forecast, By End-User
7.1. Segment Overview
7.2. Corporate Training
7.3. Academic
8. Global Gamification in Education Market Analysis and Forecast, By Regional Analysis
8.1. Segment Overview
8.2. North America
8.2.1. U.S.
8.2.2. Canada
8.2.3. Mexico
8.3. Europe
8.3.1. Germany
8.3.2. France
8.3.3. U.K.
8.3.4. Italy
8.3.5. Spain
8.4. Asia-Pacific
8.4.1. Japan
8.4.2. China
8.4.3. India
8.5. South America
8.5.1. Brazil
8.6. Middle East and Africa
8.6.1. UAE
8.6.2. South Africa
9. Global Gamification in Education Market-Competitive Landscape
9.1. Overview
9.2. Market Share of Key Players in the Gamification in Education Market
9.2.1. Global Company Market Share
9.2.2. North America Company Market Share
9.2.3. Europe Company Market Share
9.2.4. APAC Company Market Share
9.3. Competitive Situations and Trends
9.3.1. Product Launches and Developments
9.3.2. Partnerships, Collaborations, and Agreements
9.3.3. Mergers & Acquisitions
9.3.4. Expansions
10. Company Profiles
10.1. Microsoft
10.1.1. Business Overview
10.1.2. Company Snapshot
10.1.3. Company Market Share Analysis
10.1.4. Company Component Portfolio
10.1.5. Recent Developments
10.1.6. SWOT Analysis
10.2. NIIT
10.2.1. Business Overview
10.2.2. Company Snapshot
10.2.3. Company Market Share Analysis
10.2.4. Company Component Portfolio
10.2.5. Recent Developments
10.2.6. SWOT Analysis
10.3. MPS Interactive
10.3.1. Business Overview
10.3.2. Company Snapshot
10.3.3. Company Market Share Analysis
10.3.4. Company Component Portfolio
10.3.5. Recent Developments
10.3.6. SWOT Analysis
10.4. D2L
10.4.1. Business Overview
10.4.2. Company Snapshot
10.4.3. Company Market Share Analysis
10.4.4. Company Component Portfolio
10.4.5. Recent Developments
10.4.6. SWOT Analysis
10.5. Recurrence
10.5.1. Business Overview
10.5.2. Company Snapshot
10.5.3. Company Market Share Analysis
10.5.4. Company Component Portfolio
10.5.5. Recent Developments
10.5.6. SWOT Analysis
10.6. Bunchball
10.6.1. Business Overview
10.6.2. Company Snapshot
10.6.3. Company Market Share Analysis
10.6.4. Company Component Portfolio
10.6.5. Recent Developments
10.6.6. SWOT Analysis
10.7. Classcraft Studios
10.7.1. Business Overview
10.7.2. Company Snapshot
10.7.3. Company Market Share Analysis
10.7.4. Company Component Portfolio
10.7.5. Recent Developments
10.7.6. SWOT Analysis
10.8. Top Hat
10.8.1. Business Overview
10.8.2. Company Snapshot
10.8.3. Company Market Share Analysis
10.8.4. Company Component Portfolio
10.8.5. Recent Developments
10.8.6. SWOT Analysis
10.9. Cognizant
10.9.1. Business Overview
10.9.2. Company Snapshot
10.9.3. Company Market Share Analysis
10.9.4. Company Component Portfolio
10.9.5. Recent Developments
10.9.6. SWOT Analysis
10.10. Fundamentor
10.10.1. Business Overview
10.10.2. Company Snapshot
10.10.3. Company Market Share Analysis
10.10.4. Company Component Portfolio
10.10.5. Recent Developments
10.10.6. SWOT Analysis
List of Table
1. Global Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
2. Global On-Premises Gamification in Education Market, By Region, 2019-2030 (USD Million)
3. Global Cloud Gamification in Education Market, By Region, 2019-2030 (USD Million)
4. Global Gamification in Education Market, By End-User, 2019-2030 (USD Million)
5. Global Corporate Training Gamification in Education Market, By Region, 2019-2030 (USD Million)
6. Global Academic Gamification in Education Market, By Region, 2019-2030 (USD Million)
7. Global Gamification in Education Market, By Region, 2019-2030 (USD Million)
8. North America Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
9. North America Gamification in Education Market, By End-User, 2019-2030 (USD Million)
10. U.S. Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
11. U.S. Gamification in Education Market, By End-User, 2019-2030 (USD Million)
12. Canada Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
13. Canada Gamification in Education Market, By End-User, 2019-2030 (USD Million)
14. Mexico Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
15. Mexico Gamification in Education Market, By End-User, 2019-2030 (USD Million)
16. Europe Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
17. Europe Gamification in Education Market, By End-User, 2019-2030 (USD Million)
18. Germany Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
19. Germany Gamification in Education Market, By End-User, 2019-2030 (USD Million)
20. France Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
21. France Gamification in Education Market, By End-User, 2019-2030 (USD Million)
22. U.K. Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
23. U.K. Gamification in Education Market, By End-User, 2019-2030 (USD Million)
24. Italy Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
25. Italy Gamification in Education Market, By End-User, 2019-2030 (USD Million)
26. Spain Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
27. Spain Gamification in Education Market, By End-User, 2019-2030 (USD Million)
28. Asia Pacific Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
29. Asia Pacific Gamification in Education Market, By End-User, 2019-2030 (USD Million)
30. Japan Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
31. Japan Gamification in Education Market, By End-User, 2019-2030 (USD Million)
32. China Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
33. China Gamification in Education Market, By End-User, 2019-2030 (USD Million)
34. India Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
35. India Gamification in Education Market, By End-User, 2019-2030 (USD Million)
36. South America Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
37. South America Gamification in Education Market, By End-User, 2019-2030 (USD Million)
38. Brazil Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
39. Brazil Gamification in Education Market, By End-User, 2019-2030 (USD Million)
40. Middle East and Africa Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
41. Middle East and Africa Gamification in Education Market, By End-User, 2019-2030 (USD Million)
42. UAE Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
43. UAE Gamification in Education Market, By End-User, 2019-2030 (USD Million)
44. South Africa Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million)
45. South Africa Gamification in Education Market, By End-User, 2019-2030 (USD Million)
List of Figures
1. Global Gamification in Education Market Segmentation
2. Gamification in Education Market: Research Methodology
3. Market Size Estimation Methodology: Bottom-Up Approach
4. Market Size Estimation Methodology: Top-Down Approach
5. Data Triangulation
6. Porter’s Five Forces Analysis
7. Value Chain Analysis
8. Global Gamification in Education Market Attractiveness Analysis By Deployment Mode
9. Global Gamification in Education Market Attractiveness Analysis By End-User
10. Global Gamification in Education Market Attractiveness Analysis By Region
11. Global Gamification in Education Market: Dynamics
12. Global Gamification in Education Market Share By Deployment Mode (2022 & 2030)
13. Global Gamification in Education Market Share By End-User (2022 & 2030)
14. Global Gamification in Education Market Share by Regions (2022 & 2030)
15. Global Gamification in Education Market Share by Company (2021)
This study forecasts revenue at global, regional, and country levels from 2019 to 2030. The Brainy Insights has segmented the global gamification in education market based on below mentioned segments:
Global Gamification in Education Market by Deployment Mode:
Global Gamification in Education Market by End-User:
Global Gamification in Education Market by Region:
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