The global gamification in education market is expected to reach USD 2,345.5 million in 2026, growing at a CAGR of 26.3% during the forecast period.
Gamification is the method of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Gamification is very important in various industries as a promising way to engage employees as well as customers for enhanced business process. In recent time, gamification has gained importance and a powerful instructional method in the education system across schools, colleges, and universities. The main importance of gamification in education is to encourage students to learn independently, improve their skills and build a positive student-teacher relationship.
Gamification in Education Market Segmentation |
|
By Offering | Software |
Services | |
By Deployment Mode | Cloud |
On-Premises | |
By End User | Academic |
Corporate Training | |
By Region | North America (US and Canada) |
Europe (UK, Germany, France and Rest of Europe) | |
Asia Pacific (China, Japan, India and Rest of Asia Pacific) | |
Latin America (Brazil, Mexico and Rest of Latin America) | |
Middle East & Africa (GCC and Rest of Middle East & Africa) | |
The growth of the gamification in education market is primarily driven by increasing adoption of gamification and digital learning; extensive government initiatives for the growth of e-learning and learning management systems, increasing importance of continuous learning in corporate setups, and rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions. Moreover, the growing use of AR and VR in gamification and collaborative learning culture incorporates are expected to create opportunities for the manufacturers in the global market over the forecast period. However, low motivation and engagement in the adoption of gamification solutions are expected to hamper the growth of the global gamification in education market in the coming years.
The software segment expected to dominate the market throughout the forecast period
Based on offering, the global gamification in education market has been segmented into software and services. The software segment accounted for approximately 52% of the share in the global gamification in education market in 2018.
The major factors that are driving the growth of this segment are increasing adoption of technologies such as AR/VR and simulation for gamification in academic and corporate learning.
Based on deployment mode, the cloud segment is expected to grow at a CAGR of around 25.6% throughout the forecast period
Based on deployment mode, the market has been segmented into the cloud and on-premises. The cloud segment accounts of the largest share in the market and are expected to grow at a CAGR of around 32.6% during the forecast period.
While the on-premises are expected to hold the CAGR of nearly 29.2% during the forecast period. The increase in the development and easy availability of internet in the developed countries are expected to increase its market share in terms of value in the global gamification in education market. Furthermore, growth in the future due to cost efficiency and increased acceptance from industry stakeholders are expected to increase the growth of on-premises in the global market.
Based on end-users, the academic segment is expected to dominate during the forecast period
Based on end-user, the market has been segmented into academic and corporate training. The academic segment accounts of the largest share in the market and held for more than 50% of the total market in 2018. The major factors that are driving the growth of this segment are growing inclination of schools, colleges, and universities to implement and leverage gamification platforms to offer a flexible, interactive, and innovative learning experience.
The manufacturers Blue Bunchball, Cognizant, Google, Microsoft, D2L and Classcraft Studios are mainly investing in the development of academic software’s, which expected the lead the market in the coming years.
North America dominates the gamification in education market throughout the forecast period
North America accounted for nearly 37% share of the global gamification in education market in 2018 and is expected to dominate the market throughout the forecast period. Increasing importance is given to the education sector and the presence of a large number of prominent educational institutes is the major driving factor for the region in the global market. Moreover, the region has the highest incorporation of gamification systems in enterprise-level solutions and a shift toward more technologically advanced methods in the case of consumer involvement systems.
Asia Pacific is expected to hold the highest CAGR in the global market during the forecast period. The manufacturers are investing in developing countries to meet the demand for education software. The increasing demand from the education sector and diversification of education in this region are expected to enhance the market growth in the global gamification in education market during the forecast.
Company Profiles and Competitive Intelligence:
The major players operating in the global gamification in education market are Bunchball (US), Cognizant (US), Google (US), Microsoft (US), D2L (Canada) and Classcraft Studios (Canada), NIIT Ltd (India), Top Hat (Canada), Recurrence (US) and Fundamentor (India) among others.
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Chapter 1 Executive Summary
1.1. Market Summary
1.1.1. Global Gamification in Education Market, 2016-2026, (USD Million)
1.2. Market Snapshot: Global Gamification in Education Market
1.3. Market Dynamics
1.4. Global Gamification in Education Market, by Segment, 2018
1.4.1. Global Gamification in Education Market, by Offering, 2018, (USD Million)
1.4.2. Global Gamification in Education Market, by Deployment Mode, 2018, (USD Million)
1.4.3. Global Gamification in Education Market, by End User, 2018, (USD Million)
1.4.4. Global Gamification in Education Market, by Region, 2018 (USD Million)
1.5. Premium Insights
1.5.1. Gamification in Education Market In Developed Vs. Developing Economies, 2018 vs 2026
1.5.2. Global Gamification in Education Market: Regional Life Cycle Analysis
Chapter 2 Market Dynamics
2.1. Market Overview
2.2. Market Drivers
2.2.1. Extensive government initiatives for growth of E-learning and learning management systems
2.2.2. Increasing adoption of gamification and digital learning
2.2.3. Rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions
2.3. Market Restraints
2.3.1. Low motivation and engagement in the adoption of gamification solutions
2.3.2. Restraint 2
2.4. Market Opportunities
2.4.1. Growing Use of AR and VR in gamification
2.4.2. Collaborative learning culture incorporates is providing opportunities for employees
2.5. Industry Value Chain Analysis
2.6. Pricing Analysis
2.7. Porter’s Five Forces Analysis
Chapter 3 Global Gamification in Education Market, by Offering
3.1. Market Overview, by Offering
3.1.1. Global Gamification in Education Market, by Offering, 2016-2026 (USD Million)
3.1.2. Incremental Opportunity, by Offering, 2018
3.2. Software
3.2.1. Global Gamification in Education Market, by Software, 2016-2026, (USD Million)
3.3. Services
3.3.1. Global Gamification in Education Market, by Services, 2016-2026, (USD Million)
Chapter 4 Global Gamification in Education Market, by Deployment Mode
4.1. Market Overview, by Deployment Mode
4.1.1. Global Gamification in Education Market, by Deployment Mode, 2016-2026 (USD Million)
4.1.2. Incremental Opportunity, by Deployment Mode, 2018
4.2. Cloud
4.2.1. Global Gamification in Education Market, by Cloud, 2016-2026, (USD Million)
4.3. On-Premises
4.3.1. Global Gamification in Education Market, by On-Premises, 2016-2026, (USD Million)
Chapter 5 Global Gamification in Education Market, by End User
5.1. Market Overview, by End User
5.1.1. Global Gamification in Education Market, by End User, 2016-2026 (USD Million)
5.1.2. Incremental Opportunity, by End User, 2018
5.2. Academic
5.2.1. Global Gamification in Education Market, by Academic , 2016-2026, (USD Million)
5.3. Corporate Training
5.3.1. Global Gamification in Education Market, by Corporate Training, 2016-2026, (USD Million)
Chapter 6 Global Gamification in Education Market, by Region
6.1. Market Overview, by Region
6.1.1. Global Gamification in Education Market, by Region, 2016-2026, (USD Million)
6.2. Attractive Investment Opportunity, by Region, 2018
6.3. North America Gamification in Education Market
6.3.1. North America Gamification in Education Market, by Offering, 2016-2026 (USD Million)
6.3.2. North America Gamification in Education Market, by Deployment Mode, 2016-2026 (USD Million)
6.3.3. North America Gamification in Education Market, by End User, 2016-2026 (USD Million)
6.3.4. United States Gamification in Education Market, 2016-2026 (USD Million)
6.3.5. Canada Gamification in Education Market, 2016-2026 (USD Million)
6.4. Europe Gamification in Education Market
6.4.1. Europe Gamification in Education Market, by Offering, 2016-2026 (USD Million)
6.4.2. Europe Gamification in Education Market, by Deployment Mode, 2016-2026 (USD Million)
6.4.3. Europe Gamification in Education Market, by End User, 2016-2026 (USD Million)
6.4.4. United Kingdom Gamification in Education Market, 2016-2026 (USD Million)
6.4.5. Germany Gamification in Education Market, 2016-2026 (USD Million)
6.4.6. France Gamification in Education Market, 2016-2026 (USD Million)
6.4.7. Rest of Europe Gamification in Education Market, 2016-2026 (USD Million)
6.5. Asia Pacific Gamification in Education Market
6.5.1. Asia Pacific Gamification in Education Market, by Offering, 2016-2026 (USD Million)
6.5.2. Asia Pacific Gamification in Education Market, by Deployment Mode, 2016-2026 (USD Million)
6.5.3. Asia Pacific Gamification in Education Market, by End User, 2016-2026 (USD Million)
6.5.4. China Gamification in Education Market, 2016-2026 (USD Million)
6.5.5. Japan Gamification in Education Market, 2016-2026 (USD Million)
6.5.6. India Gamification in Education Market, 2016-2026 (USD Million)
6.5.7. Rest of Asia Pacific Gamification in Education Market, 2016-2026 (USD Million)
6.6. Latin America Gamification in Education Market
6.6.1. Latin America Gamification in Education Market, by Offering, 2016-2026 (USD Million)
6.6.2. Latin America Gamification in Education Market, by Deployment Mode, 2016-2026 (USD Million)
6.6.3. Latin America Gamification in Education Market, by End User, 2016-2026 (USD Million)
6.6.4. Brazil Gamification in Education Market, 2016-2026 (USD Million)
6.6.5. Mexico Gamification in Education Market, 2016-2026 (USD Million)
6.6.6. Rest of Latin America Gamification in Education Market, 2016-2026 (USD Million)
6.7. Middle East & Africa Gamification in Education Market
6.7.1. Middle East & Africa Gamification in Education Market, by Offering, 2016-2026 (USD Million)
6.7.2. Middle East & Africa Gamification in Education Market, by Deployment Mode, 2016-2026 (USD Million)
6.7.3. Middle East & Africa Gamification in Education Market, by End User, 2016-2026 (USD Million)
6.7.4. GCC Gamification in Education Market, 2016-2026 (USD Million)
6.7.5. Rest of Middle East & Africa Gamification in Education Market, 2016-2026 (USD Million)
Chapter 7 Competitive Intelligence
7.1. Top 5 Players Comparison
7.2. Market Positioning of Key Players, 2018
7.3. Market Players Mapping
7.3.1. By Offering
7.3.2. By Deployment Mode
7.3.3. By End User
7.3.4. By Region
7.4. Strategies Adopted by Key Market Players
7.5. Recent Developments in the Market
7.5.1. Mergers & Acquisitions, Partnership, New Offering Developments
Chapter 8 Company Profiles
8.1. Cognizant
8.1.1. Cognizant Overview
8.1.2. Cognizant Offerings Portfolio
8.1.3. Cognizant Financial Overview
8.1.4. Cognizant News/Recent Developments
8.2. Microsoft
8.2.1. Microsoft Overview
8.2.2. Microsoft Offerings Portfolio
8.2.3. Microsoft Financial Overview
8.2.4. Microsoft News/Recent Developments
8.3. Bunchball
8.3.1. Bunchball Overview
8.3.2. Bunchball Offerings Portfolio
8.3.3. Bunchball Financial Overview
8.3.4. Bunchball News/Recent Developments
8.4. Google
8.4.1. Google Overview
8.4.2. Google Offerings Portfolio
8.4.3. Google Financial Overview
8.4.4. Google News/Recent Developments
8.5. NIIT Ltd
8.5.1. NIIT Ltd Overview
8.5.2. NIIT Ltd Offerings Portfolio
8.5.3. NIIT Ltd Financial Overview
8.5.4. NIIT Ltd News/Recent Developments
8.6. Top Hat
8.6.1. Top Hat Overview
8.6.2. Top Hat Offerings Portfolio
8.6.3. Top Hat Financial Overview
8.6.4. Top Hat News/Recent Developments
8.7. Recurrence
8.7.1. Recurrence Overview
8.7.2. Recurrence Offerings Portfolio
8.7.3. Recurrence Financial Overview
8.7.4. Recurrence News/Recent Developments
8.8. Fundamentor
8.8.1. Fundamentor Overview
8.8.2. Fundamentor Offerings Portfolio
8.8.3. Fundamentor Financial Overview
8.8.4. Fundamentor News/Recent Developments
8.9. Classcraft Studios
8.9.1. Classcraft Studios Overview
8.9.2. Classcraft Studios Offerings Portfolio
8.9.3. Classcraft Studios Financial Overview
8.9.4. Classcraft Studios News/Recent Developments
8.10. D2L
8.10.1. D2L Overview
8.10.2. D2L Offerings Portfolio
8.10.3. D2L Financial Overview
8.10.4. D2L News/Recent Developments
Chapter 9 Preface
9.1. Data Triangulation
9.2. Research Methodology
9.2.1. Phase I – Secondary Research
9.2.2. Phase II – Primary Research
9.2.3. Phase III – Expert Panel Review
9.2.4. Approach Adopted
9.2.4.1. Top-Down Approach
9.2.4.2. Bottom-Up Approach
9.2.5. Supply- Demand side
9.2.6. Breakup of the Primary Profiles