Gamification in Education Market

Gamification in Education Market Research Report: Information Based on By Offering Type (Software, Services), By Deployment Type (Cloud, On-premises), By End-User Type (Academic, Higher Education), and Region (North America, Europe, Asia-Pacific, and Rest of the World) Global Industry Analysis, Size, Share, Growth, Trends, Regional Analysis, Competitor Analysis and Forecast 2023-2031.

ICT & Media | January 2024 | Report ID: EMR00402 | Pages: 301

Gamification in Education Market is predicted to reach approximately USD 7,410.1 million by 2031, at a CAGR of 30.80% from 2022 to 2031.

Gamification is the incorporation of game features and design into the classroom environment and daily educational tasks. Its goal is to make learning into a game-like experience. Gamification of learning is, in essence, an educational strategy that uses video game design and aspects to inspire students in their learning environments. Educators hope to engage and inspire students by introducing game dynamics such as challenges, prizes, and competition, making the learning process more entertaining and successful.

 

 

Gamification in Education Market REPORT SCOPE & SEGMENTATION

Report Attribute

Details

Estimated Market Value (2022)

865.03 million

Projected Market Value (2031)

7,410.1 million

Base Year

2022

Forecast Years

2023 - 2031

Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Based on Offering Type, By Deployment Type, By End-User Type Type & Region.

Segments Covered

Offering Type, By Deployment Type, By End-User Type Type & Region.

Forecast Units

Value (USD Billion or Million), and Volume (Units)

Quantitative Units

Revenue in USD million/billion and CAGR from 2023 to 2031.

Regions Covered

North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World

Countries Covered

U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others.

Report Coverage

Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis.

Delivery Format

Delivered as an attached PDF and Excel through email, according to the purchase option.

 

Gamification in Education Market Dynamics

The gamification education market is driven by the need for innovative and engaging learning methodologies. Advancements in technology and the adoption of e-learning platforms have made gamified learning easily accessible. Personalized and adaptive learning experiences are in demand, and gamification provides tailored content and progress tracking. The continuous development of gamification platforms, tools, and content, along with the active involvement of educational institutions and industry players, contributes to the market's expansion. These dynamics collectively shape the growth and evolution of the gamification education market globally.

 

Gamification in Education Market Drivers

Several elements are driving the growth of the gamification market in education. For instance, the widespread adoption of digital learning platforms has substantially contributed to the growing need for gamification in education. In addition, organisations are rapidly adopting cloud technology, which has enabled the introduction of web-based gamification solutions. Because of the shift towards cloud use, learners can now easily access gamified learning experiences. Using web-based gamification systems, instructors can engage students through engaging game mechanics, incentives, and challenges. Overall, the combination of digital learning adoption and cloud technology has emerged as critical driving reasons behind the expansion of gamification in education.

             

  • Restraints:

One of the major impediments to the expansion of the gamification in education business is a scarcity of experienced trainers and instructors. Gamified learning demands educators who have the knowledge and competence to design and facilitate effective gamification activities. However, there is a scarcity of trainers and instructors that are skilled at properly integrating gamification approaches into the curriculum. This shortage impedes gamification's general adoption and application in educational institutions.

  • Opportunities:

The gamification education sector offers numerous prospects for expansion and success. With digital gaming becoming an essential component of modern training systems, the incorporation of advanced techniques such as data mining has improved the educational experience even further. Gamification has provided students with secure and immersive learning environments. The worldwide education gamification industry's future potential resides in the development of products that engage learners through captivating storytelling and rich narratives. There is a chance to stimulate curiosity, discovery, and deeper learning by generating fascinating gamified experiences, leading to the development of novel educational tools that revolutionise the way students engage with knowledge.

 

Segment Overview

By Offering Type

By offering type the gamification in education market is divided into two parts: software and services. The software section includes gamification platforms, programmes, and tools that enable the incorporation of game elements into educational environments. These software options include game creation, progress tracking, and reward systems. Gamification consulting, implementation, and training services, on the other hand, are supplied by specialists who aid educational institutions in properly adopting and using gamification tactics for increased learning experiences.

By Deployment Type

The gamification in education industry by deployment type is segmented into cloud and on-premises deployment modes. Cloud-based deployment has the benefit of accessibility, allowing instructors and students to access gamified learning platforms and materials from any location with internet access. It also offers scalability and cost-effectiveness because resources may be readily increased or decreased as needed. On the other hand, on-premises deployment entails hosting gamification systems within an organization's infrastructure, which provides direct control over data and security but may necessitate greater initial investments and maintenance work.

By End-User Type

The gamification education market is separated into two major areas based on the end user: academic and higher education. The academic sector includes K-12 educational institutions, such as elementary and secondary schools, where gamified learning methodologies are used to engage and inspire students throughout their academic journey. Gamification is used at colleges and universities to improve student learning experiences and encourage active involvement in a variety of academic areas. Both sectors benefit from gamification tactics that provide a more dynamic and effective learning environment.

 

Gamification in Education Market Overview by Region

North America,

North America is positioned to dominate the gamification education market due to a number of factors. For instance, the region's early acceptance of emerging technology helps to its standing as a leader. Furthermore, North America has a significant presence of renowned educational institutes that emphasise interactive and engaging ways of instruction. The emphasis on innovation and technology-driven learning approaches is fueling demand for gamification in education. The region's commitment to upgrading educational practises, together with its robust technology infrastructure, presents a favourable atmosphere for the growth and success of the North American gamification education sector.

Asia Pacific,

The Asia Pacific region is poised for strong growth in the gamification education market due to a number of major factors. The region is seeing a rapid expansion of the digital learning landscape, with growing usage of e-learning platforms and educational technologies. Second, there is a rising realisation of the necessity for innovative and engaging learning techniques to accommodate the diverse student population. Furthermore, increasing internet penetration, smartphone usage, and the availability of low-cost devices are improving access to gamified learning experiences. Additionally, government initiatives encouraging digital education and technical improvements are propelling market expansion in Asia Pacific, making it a promising and lucrative market for gamification in education.

 

 

Gamification in Education Market Competitive Landscape

The gamification education market's competitive landscape is characterised by a varied spectrum of firms offering unique solutions. Microsoft, Google, and D2L are important players in the education sector, exploiting their technology competence and vast reach. Additionally, companies like Top Hat, Classcraft Studios, and BLUErabbit are making their mark by providing gamified learning platforms and tools. NIIT, MPS Interactive, and Recurrence are among prominent players that provide educational gamification solutions. The gamification education market is a dynamic terrain with multiple chances for growth and collaboration, thanks to a competitive atmosphere powered by innovation. The major companies operating in Gamification in Education Market include,

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

 

Gamification in Education Market Recent Developments

In April 2022,

Tech Mahindra's research and development division, Makers LabTM, has unveiled a pioneering initiative named 'Meta Village' on the Roblox platform. Serving as a digital twin for Pargaon in Maharashtra, this innovative project is designed to gamify the learning experience. As a leading provider of digital transformation, consulting, and business reengineering services, Tech Mahindra aims to reinforce its dedication to 'Make in India' by fostering innovation in the education sector at the grassroots level through the launch of Meta Village.

 

Scope of Gamification in Education Market Report

Gamification in Education Market Report Segmentation

ATTRIBUTE

DETAILS

By Offering Type

  • Software
  • Services

By Deployment Type

  • Cloud
  • On-premises

By End-User Type

  • Academic
  • Higher education

By Geography

  • North America (USA, and Canada)
  • Europe (UK, Germany, France, Italy, Spain, Russia and Rest of Europe)
  • Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
  • Latin America (Brazil, Mexico, and Rest of Latin America)
  • Middle East & Africa (South Africa, GCC, and Rest of Middle East & Africa)

Customization Scope

  • Available upon request

Pricing

  • Available upon request

 

Objectives of the Study

The objectives of the study are summarized in 5 stages. They are as mentioned below:

  • Gamification in Education Market Size and Forecast: To identify and estimate the market size for Gamification in Education Market segmented by Offering Type, By Deployment Type, By End-User Type, and by value (in U.S. dollars). Also, to understand the consumption/ demand created by consumers between 2023 and 2031.
  • Market Landscape and Trends: To identify and infer the drivers, restraints, opportunities, and challenges for the Gamification in Education Market
  • Market Influencing Factors: To find out the factors which are affecting the market of Gamification in Education Market among consumers
  • Company Profiling:  To provide a detailed insight into the major companies operating in the market. The profiling will include the financial health of the company's past 2-3 years with segmental and regional revenue breakup, product offering, recent developments, SWOT analysis, and key strategies.

 

Research Methodology

Our research methodology has always been the key differentiating reason which sets us apart in comparison from the competing organizations in the industry. Our organization believes in consistency along with quality and establishing a new level with every new report we generate; our methods are acclaimed and the data/information inside the report is coveted. Our research methodology involves a combination of primary and secondary research methods. Data procurement is one of the most extensive stages in our research process. Our organization helps in assisting the clients to find the opportunities by examining the market across the globe coupled with providing economic statistics for each and every region.  The reports generated and published are based on primary & secondary research. In secondary research, we gather data for global Market through white papers, case studies, blogs, reference customers, news, articles, press releases, white papers, and research studies. We also have our paid data applications which includes hoovers, Bloomberg business week, Avention, and others.

Data Collection

Data collection is the process of gathering, measuring, and analyzing accurate and relevant data from a variety of sources to analyze market and forecast trends. Raw market data is obtained on a broad front. Data is continuously extracted and filtered to ensure only validated and authenticated sources are considered. Data is mined from a varied host of sources including secondary and primary sources.

Primary Research

After the secondary research process, we initiate the primary research phase in which we interact with companies operating within the market space. We interact with related industries to understand the factors that can drive or hamper a market. Exhaustive primary interviews are conducted. Various sources from both the supply and demand sides are interviewed to obtain qualitative and quantitative information for a report which includes suppliers, product providers, domain experts, CEOs, vice presidents, marketing & sales directors, Type & innovation directors, and related key executives from various key companies to ensure a holistic and unbiased picture of the market. 

Secondary Research

A secondary research process is conducted to identify and collect information useful for the extensive, technical, market-oriented, and comprehensive study of the market. Secondary sources include published market studies, competitive information, white papers, analyst reports, government agencies, industry and trade associations, media sources, chambers of commerce, newsletters, trade publications, magazines, Bloomberg BusinessWeek, Factiva, D&B, annual reports, company house documents, investor presentations, articles, journals, blogs, and SEC filings of companies, newspapers, and so on. We have assigned weights to these parameters and quantified their market impacts using the weighted average analysis to derive the expected market growth rate.

Top-Down Approach & Bottom-Up Approach

In the top – down approach, the Global Batteries for Solar Energy Storage Market was further divided into various segments on the basis of the percentage share of each segment. This approach helped in arriving at the market size of each segment globally. The segments market size was further broken down in the regional market size of each segment and sub-segments. The sub-segments were further broken down to country level market. The market size arrived using this approach was then crosschecked with the market size arrived by using bottom-up approach.

In the bottom-up approach, we arrived at the country market size by identifying the revenues and market shares of the key market players. The country market sizes then were added up to arrive at regional market size of the decorated apparel, which eventually added up to arrive at global market size.

This is one of the most reliable methods as the information is directly obtained from the key players in the market and is based on the primary interviews from the key opinion leaders associated with the firms considered in the research. Furthermore, the data obtained from the company sources and the primary respondents was validated through secondary sources including government publications and Bloomberg.

Market Analysis & size Estimation

Post the data mining stage, we gather our findings and analyze them, filtering out relevant insights. These are evaluated across research teams and industry experts. All this data is collected and evaluated by our analysts. The key players in the industry or markets are identified through extensive primary and secondary research. All percentage share splits, and breakdowns have been determined using secondary sources and verified through primary sources. The market size, in terms of value and volume, is determined through primary and secondary research processes, and forecasting models including the time series model, econometric model, judgmental forecasting model, the Delphi method, among Flywheel Energy Storage. Gathered information for market analysis, competitive landscape, growth trends, product development, and pricing trends is fed into the model and analyzed simultaneously.

Quality Checking & Final Review

The analysis done by the research team is further reviewed to check for the accuracy of the data provided to ensure the clients’ requirements. This approach provides essential checks and balances which facilitate the production of quality data. This Type of revision was done in two phases for the authenticity of the data and negligible errors in the report. After quality checking, the report is reviewed to look after the presentation, Type and to recheck if all the requirements of the clients were addressed.

Frequently Asked Questions

Gamification in Education Market forecast period is 2023 - 2031.
According to Gamification in Education Market research, the market is expected to grow at a CAGR of ~ 30.80% billion over the next eight years.
The possible segments in Gamification in Education Market are Based on Offering Type, By Deployment Type, By End-User Type Type & Region.
The expected market size for Gamification in Education Market is USD 7,410.1 million in 2031.
Recurrence, MPS Interactive, NIIT, Bunchball, D2L, Microsoft, Fundamentor, BLUErabbit, Cognizant, Kuato Studios, Top Hat, Classcraft Studios, Google, Kahoot, CK-12 are some of the leading players operating in the Female Fragrance market.
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