Global Education Gamification Market: Research Report 2015-2019

  • Published: Sep 2015
  • Pages: 60
  • SKU: IRTNTR7080
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Global education gamification market overview

According to the education gamification market analysis, the market is growing staggeringly, and the research report projects the market to reach a CAGR of more than 64% until 2019. The staggering growth rate of this market has prompted vendors catering to all segments of the education ecosystem to develop solutions to capture their share of the market.

For instance, Pearson, which is a market leader in textbook publishing, has begun to develop education games, while technology players like Microsoft and SAP which develop complex learning technologies have begun entering the education games market. However, learning games are primarily available for the higher education segment. Therefore, the current market scenario poses a huge potential for new entrants into this market. Despite the wide range of games available for this segment, there are limited games that strongly complement the learning process. This supply gap provides business opportunities for vendors to collaborate with educational institutions and develop sustainable education games.   

Global education gamification market segmentation by end-users

  • Higher education institutes
  • K12 schools

Based on the education gamification market report, K-12 classroom education has gradually evolved into many digitized versions. The change is visible on smooth transformation of blackboards to smart boards, markers to stylus pens, notebooks to laptops and tablets, and most recently homework assignments to game-based instruction have also started gaining a foothold in this market.

Geographical segmentation of the global education gamification market

  • Americas
  • EMEA
  • APAC

Americas comprised of the highest percentage share of the global education gamification market in 2014 and is expected to grow at a steady rate for the next five years. This is majorly due to the adequate infrastructure and increased adoption of technologies among educational institutes in the North America region. The education gamification market growth is expected to increase during the forecast period in this region.

Competitive analysis of the leading vendors of the global education gamification market

The global education gamification market has the presence of numerous vendors. These vendors are mainly concentrated in specific geographies such as North America and Europe. The competition is very intense because most of the vendors are technologically advanced and use market information to influence consumers.

The market leaders of education gamification include

  • Badgeville          
  • Bunchball           
  • Gigya
  • Kuato Studios   
  • Lithium Technologies    

Some of the other prominent vendors of the market include Big Door, Captain Up, Crowd Twist, Gamify, IActionable, and Pug Pharm.

Key questions answered in the report

  • What are the key factors driving the global education gamification market?
  • What are the key market trends impacting the growth of the global education gamification market?
  • What are the various opportunities and threats faced by the vendors in the global education gamification market?
  • Trending factors influencing the market shares for the global education gamification market?
  • Key outcome of the five forces analysis on the global education gamification market?
  • Trending factors influencing the market shares for EMEA, APAC, and Americas?
  • Growth forecast of the global education gamification market?

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PART 01: Executive summary
Highlights 
PART 02: Scope of the report
Market overview 
Top-vendor offerings 
PART 03: Market research methodology
Research methodology 
Economic indicators 
PART 04: Introduction
Key market highlights 
PART 05: Market landscape
Evolution of gamification 
Process of Gamification 
Application areas of gamification 
Market overview 
Market size and forecast 
Five forces analysis 
PART 06: Market segmentation by end-user
Global education gamification market segmentation by end-users 
Global education gamification market by K-12 schools 
Global education gamification market by higher education institutes 
PART 07: Geographical segmentation
Global education gamification market by geographical segmentation 2015-2019 
Global education gamification market in the Americas 
Global education gamification market in EMEA 
Global education gamification market in APAC 
PART 08: Market drivers
PART 09: Impact of drivers
PART 10: Market challenges
PART 11: Impact of drivers and challenges
PART 12: Market trends
PART 13: Vendor landscape
Competitive Scenario 
Competitor Analysis 
Other prominent vendors 
PART 14: Key vendor analysis
Badgeville 
Bunchball 
Gigya 
Kuato Studios 
Lithium Technologies 
PART 15: Appendix
List of abbreviation 

Research Framework

Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

TechnavioINFORMATION SOURCES

Primary sources

  • Manufacturers and suppliers
  • Channel partners
  • Industry experts
  • Strategic decision makers

Secondary sources

  • Industry journals and periodicals
  • Government data
  • Financial reports of key industry players
  • Historical data
  • Press releases
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TechnavioDATA ANALYSIS

Data Synthesis

  • Collation of data
  • Estimation of key figures
  • Analysis of derived insights

Data Validation

  • Triangulation with data models
  • Reference against proprietary databases
  • Corroboration with industry experts
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TechnavioREPORT WRITING

Qualitative

  • Market drivers
  • Market challenges
  • Market trends
  • Five forces analysis

Quantitative

  • Market size and forecast
  • Market segmentation
  • Geographical insights
  • Competitive landscape
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