Gamification In Education Market, By Offering (Software and Services), By Deployment Mode (Cloud and On-Premises), By End User (Academic (K12 and Higher Education), Corporate Training (SMEs and Large Enterprises)), By Region (North America, Eastern Europe, Western Europe, Asia Pacific, Middle East, Rest of the World) – Market Size & Forecasting (2016-2028)

The Gamification in Education Market report highlights market opportunities and competitive scenarios for gamification in education on a regional and global basis. Market size estimation and forecasts have been provided based on a unique research design customized to the dynamics of the gamification in education market. The gamification in education market has been segmented, by offering (software and services), by deployment mode (cloud and on-premises), by end user (academic (k12 and higher education), corporate training (smes and large enterprises)). Historic back-drop for the gamification in education market has been analyzed according to organic and inorganic developments to provide precise market size estimations. Also, key factors impacting the growth of the gamification in education market have been identified with potential gravity. Major regions covered in the study include North America, Western Europe, Eastern Europe, Asia Pacific, Middle East, and Rest of the World.

Market Segmentation:

By Offering:

  • Software and Services

By Deployment Mode:

  • Cloud and On-Premises

By End User:

  • Academic
    • K12 and Higher Education
  • Corporate Training
    • SMEs and Large Enterprises

By Region:

  • North America
    • North America, by Country
      • US
      • Canada
      • Mexico
    • North America, by Offering
    • North America, by Deployment Mode
    • North America, by End User
  • Western Europe
    • Western Europe, by Country
      • Germany
      • UK
      • France
      • Italy
      • Spain
      • The Netherlands
      • Rest of Western Europe
    • Western Europe, by Offering
    • Western Europe, by Deployment Mode
    • Western Europe, by End User
  • Asia Pacific
    • Asia Pacific, by Country
      • China
      • India
      • Japan
      • South Korea
      • Australia
      • Indonesia
      • Rest of Asia Pacific
    • Asia Pacific, by Offering
    • Asia Pacific, by Deployment Mode
    • Asia Pacific, by End User
  • Eastern Europe
    • Eastern Europe, by Country
      • Russia
      • Turkey
      • Rest of Eastern Europe
    • Eastern Europe, by Offering
    • Eastern Europe, by Deployment Mode
    • Eastern Europe, by End User
  • Middle East
    • Middle East, by Country
      • UAE
      • Saudi Arabia
      • Qatar
      • Iran
      • Rest of Middle East
    • Middle East, by Offering
    • Middle East, by Deployment Mode
    • Middle East, by End User
  • Rest of the World
    • Rest of the World, by Country
      • South America
      • Africa
    • Rest of the World, by Offering
    • Rest of the World, by Deployment Mode
    • Rest of the World, by End User

Companies Covered: 

Bunchball, NIIT, MPS Interactive, Microsoft, D2L, Top Hat, Classcraft Studios, Recurrence, Fundamentor, Cognizant, BLUErabbit, Google (Grasshopper), Kahoot, CK-12, Kuato Studios.

 

Years Covered in the Study:

Historic Year: 2016-2017

Base Year: 2018

Estimated Year: 2019

Forecast Year: 2028

Objectives of this report:

  • To estimate the market size for the gamification in education market on a regional and global basis.
  • To identify major segments in the gamification in education market and evaluate their market shares and demand.
  • To provide a competitive scenario for the gamification in education market with major developments observed by key companies in the historic years.
  • To evaluate key factors governing the dynamics of the gamification in education market with their potential gravity during the forecast period.

Reasons to Buy This Report:

  • It provides niche insights for a decision about every possible segment helping in the strategic decision-making process.
  • Market size estimation of the gamification in education market on a regional and global basis.
  • A unique research design for market size estimation and forecast.
  • Identification of major companies operating in the market with related developments
  • Exhaustive scope to cover all the possible segments helping every stakeholder in the gamification in education market.

Customization:

This study is customized to meet your specific requirements:

  • By Segment
  • By Sub-segment
  • By Region/Country
  • Product Specific Competitive Analysis

For more information, contact: sales@quincemarketinsights.com