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Global Education Gamification Market 2016-2020

  • Published: Nov 2016
  • Pages: 58
  • SKU: IRTNTR10918
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This market research study identifies Badgeville, Bunchball, Classcraft Studios, and GoGo Labs as the leading players in the global education gamification market. A comprehensive analysis of this market is also presented by end-user (K-12 education and higher education) and geography (the Americas, APAC, and EMEA).

Overview of the global education gamification market

The global education gamification market is anticipated to grow rapidly and will post a CAGR of more than 68% during the forecast period. The growing improvements in game development engines will drive the growth of the gamification market size during the forecast period. The purpose of the game engine is to develop games, which are developed using advanced technologies that target mobile, online, and desktop platforms. Also, since game engines provide a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also provide core functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Furthermore, with the evolving game design engines, the vendors in the education gamification market obtains advanced tools to incorporate more functionalities and graphics into both serious and simulation games. For instance, the Unity 3D and Unreal Development Kit engines are used to for building games with better quality in features. Moreover, the increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

The rising use of augmented reality (AR) and virtual reality (VR) in the education gamification sector will drive the growth prospects for the global education gamification market during the forecast period. VR and AR applications are used to provide interactive and immersive experiences using digital platforms. Also, the education gamification in VR and AR will increase with the growing adoption of products like the Google Cardboard or Oculus Rift. Furthermore, they can enhance education by improving kinesthetic experiences, which can increase motivation, retention rates, and engagement in students.

Competitive landscape and key vendors

The demand for gamification solutions is increasing because it provides an enhanced learning process. Since developed countries have numerous educational institutions equipped with the infrastructure and potential student population who are willing to spend on gamification solutions, the market demand for these solutions increases. Additionally, vendors in the market have an opportunity to improve K-12 and higher education by introducing new gamification products and program implementations.

Key vendors in this market are -

  • Badgeville
  • Bunchball
  • Classcraft Studios
  • GoGo Labs

Other prominent vendors in the market include 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, and Kungfu-Math.

Segmentation by end-user and analysis of the education gamification market

  • K-12 education
  • Higher education

According to the gamification report, the K-12 education segment accounted for the maximum market share during 2015 and will continue to dominate the market for the next few years. The adoption of educational technology like smartboards, stylus pens, and educational software have boosted the use of learning management systems, virtual laboratories, assessment systems, and adaptive learning platforms. Similarly, with the increasing initiatives to evolve curriculums, the educational institutions are encouraged to adopt the gamification solutions also. Moreover, the availability of different sets of gaming applications for a different set of age groups will drive the market segment’s growth for the next few years.

Segmentation by geography and analysis of the education gamification market

  • Americas
  • APAC
  • EMEA

In terms of geography, the Americas accounted for the maximum market share during 2015 and will continue to dominate the market for the next few years. Various factors such as the implementation of bring-your-own-device in educational institutions and increased mobile Internet browsing will propel the growth prospects for the market in the region.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2020?
  • 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 challenges to market growth?
  • Who are the key vendors in the global education gamification market?
  • What are the market opportunities and threats faced by the vendors in the global education gamification market?
  • What are the trending factors influencing the market shares of the Americas, APAC, and EMEA?
  • What are the key outcomes of the five forces analysis of the global education gamification market?

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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

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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