Global Education Gamification Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

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Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.



Scope of the Report:

This report studies the Education Gamification market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Education Gamification market by product type and applications/end industries.

The growing improvements in game development engines will drive the growth prospects for the global education gamification market 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 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.

The global Education Gamification market is valued at xx million  in 2017 and is expected to reach xx million  by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Education Gamification.

Europe also play important roles in global market, with market size of xx million  in 2017 and will be xx million  in 2023, with a CAGR of xx%.



Market Segment by Companies, this report covers

    Badgeville

    Bunchball

    Classcraft Studios

    GoGo Labs

    6waves

    Recurrence

    Fundamentor

    Gametize

    GradeCraft

    Kuato Studios

    Kungfu-Math



Market Segment by Regions, regional analysis covers 

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)



Market Segment by Type, covers

    Augmented reality (AR) types

    Virtual reality (VR) types

    Other types



Market Segment by Applications, can be divided into

    K-12 education

    Higher education
Table of Contents



1 Education Gamification Market Overview

    1.1 Product Overview and Scope of Education Gamification

    1.2 Classification of Education Gamification by Types

        1.2.1 Global Education Gamification Revenue Comparison by Types (2017-2023)

        1.2.2 Global Education Gamification Revenue Market Share by Types in 2017

        1.2.3 Augmented reality (AR) types

        1.2.4 Virtual reality (VR) types

        1.2.5 Other types

    1.3 Global Education Gamification Market by Application

        1.3.1 Global Education Gamification Market Size and Market Share Comparison by Applications (2013-2023)

        1.3.2 K-12 education

        1.3.3 Higher education

    1.4 Global Education Gamification Market by Regions

        1.4.1 Global Education Gamification Market Size (Million ) Comparison by Regions (2013-2023)

        1.4.1 North America (USA, Canada and Mexico) Education Gamification Status and Prospect (2013-2023)

        1.4.2 Europe (Germany, France, UK, Russia and Italy) Education Gamification Status and Prospect (2013-2023)

        1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Education Gamification Status and Prospect (2013-2023)

        1.4.4 South America (Brazil, Argentina, Colombia) Education Gamification Status and Prospect (2013-2023)

        1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Education Gamification Status and Prospect (2013-2023)

    1.5 Global Market Size of Education Gamification (2013-2023)

2 Manufacturers Profiles

    2.1 Badgeville

        2.1.1 Business Overview

        2.1.2 Education Gamification Type and Applications

            2.1.2.1 Product A

            2.1.2.2 Product B

        2.1.3 Badgeville Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.2 Bunchball

        2.2.1 Business Overview

        2.2.2 Education Gamification Type and Applications

            2.2.2.1 Product A

            2.2.2.2 Product B

        2.2.3 Bunchball Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.3 Classcraft Studios

        2.3.1 Business Overview

        2.3.2 Education Gamification Type and Applications

            2.3.2.1 Product A

            2.3.2.2 Product B

        2.3.3 Classcraft Studios Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.4 GoGo Labs

        2.4.1 Business Overview

        2.4.2 Education Gamification Type and Applications

            2.4.2.1 Product A

            2.4.2.2 Product B

        2.4.3 GoGo Labs Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.5 6waves

        2.5.1 Business Overview

        2.5.2 Education Gamification Type and Applications

            2.5.2.1 Product A

            2.5.2.2 Product B

        2.5.3 6waves Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.6 Recurrence

        2.6.1 Business Overview

        2.6.2 Education Gamification Type and Applications

            2.6.2.1 Product A

            2.6.2.2 Product B

        2.6.3 Recurrence Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.7 Fundamentor

        2.7.1 Business Overview

        2.7.2 Education Gamification Type and Applications

            2.7.2.1 Product A

            2.7.2.2 Product B

        2.7.3 Fundamentor Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.8 Gametize

        2.8.1 Business Overview

        2.8.2 Education Gamification Type and Applications

            2.8.2.1 Product A

            2.8.2.2 Product B

        2.8.3 Gametize Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.9 GradeCraft

        2.9.1 Business Overview

        2.9.2 Education Gamification Type and Applications

            2.9.2.1 Product A

            2.9.2.2 Product B

        2.9.3 GradeCraft Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.10 Kuato Studios

        2.10.1 Business Overview

        2.10.2 Education Gamification Type and Applications

            2.10.2.1 Product A

            2.10.2.2 Product B

        2.10.3 Kuato Studios Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

    2.11 Kungfu-Math

        2.11.1 Business Overview

        2.11.2 Education Gamification Type and Applications

            2.11.2.1 Product A

            2.11.2.2 Product B

        2.11.3 Kungfu-Math Education Gamification Revenue, Gross Margin and Market Share (2016-2017)

3 Global Education Gamification Market Competition, by Players

    3.1 Global Education Gamification Revenue and Share by Players (2013-2018)

    3.2 Market Concentration Rate

        3.2.1 Top 5 Education Gamification Players Market Share

        3.2.2 Top 10 Education Gamification Players Market Share

    3.3 Market Competition Trend

4 Global Education Gamification Market Size by Regions

    4.1 Global Education Gamification Revenue and Market Share by Regions

    4.2 North America Education Gamification Revenue and Growth Rate (2013-2018)

    4.3 Europe Education Gamification Revenue and Growth Rate (2013-2018)

    4.4 Asia-Pacific Education Gamification Revenue and Growth Rate (2013-2018)

    4.5 South America Education Gamification Revenue and Growth Rate (2013-2018)

    4.6 Middle East and Africa Education Gamification Revenue and Growth Rate (2013-2018)

5 North America Education Gamification Revenue by Countries

    5.1 North America Education Gamification Revenue by Countries (2013-2018)

    5.2 USA Education Gamification Revenue and Growth Rate (2013-2018)

    5.3 Canada Education Gamification Revenue and Growth Rate (2013-2018)

    5.4 Mexico Education Gamification Revenue and Growth Rate (2013-2018)

6 Europe Education Gamification Revenue by Countries

    6.1 Europe Education Gamification Revenue by Countries (2013-2018)

    6.2 Germany Education Gamification Revenue and Growth Rate (2013-2018)

    6.3 UK Education Gamification Revenue and Growth Rate (2013-2018)

    6.4 France Education Gamification Revenue and Growth Rate (2013-2018)

    6.5 Russia Education Gamification Revenue and Growth Rate (2013-2018)

    6.6 Italy Education Gamification Revenue and Growth Rate (2013-2018)

7 Asia-Pacific Education Gamification Revenue by Countries

    7.1 Asia-Pacific Education Gamification Revenue by Countries (2013-2018)

    7.2 China Education Gamification Revenue and Growth Rate (2013-2018)

    7.3 Japan Education Gamification Revenue and Growth Rate (2013-2018)

    7.4 Korea Education Gamification Revenue and Growth Rate (2013-2018)

    7.5 India Education Gamification Revenue and Growth Rate (2013-2018)

    7.6 Southeast Asia Education Gamification Revenue and Growth Rate (2013-2018)

8 South America Education Gamification Revenue by Countries

    8.1 South America Education Gamification Revenue by Countries (2013-2018)

    8.2 Brazil Education Gamification Revenue and Growth Rate (2013-2018)

    8.3 Argentina Education Gamification Revenue and Growth Rate (2013-2018)

    8.4 Colombia Education Gamification Revenue and Growth Rate (2013-2018)

9 Middle East and Africa Revenue Education Gamification by Countries

    9.1 Middle East and Africa Education Gamification Revenue by Countries (2013-2018)

    9.2 Saudi Arabia Education Gamification Revenue and Growth Rate (2013-2018)

    9.3 UAE Education Gamification Revenue and Growth Rate (2013-2018)

    9.4 Egypt Education Gamification Revenue and Growth Rate (2013-2018)

    9.5 Nigeria Education Gamification Revenue and Growth Rate (2013-2018)

    9.6 South Africa Education Gamification Revenue and Growth Rate (2013-2018)

10 Global Education Gamification Market Segment by Type

    10.1 Global Education Gamification Revenue and Market Share by Type (2013-2018)

    10.2 Global Education Gamification Market Forecast by Type (2018-2023)

    10.3 Augmented reality (AR) types Revenue Growth Rate (2013-2023)

    10.4 Virtual reality (VR) types Revenue Growth Rate (2013-2023)

    10.5 Other types Revenue Growth Rate (2013-2023)

11 Global Education Gamification Market Segment by Application

    11.1 Global Education Gamification Revenue Market Share by Application (2013-2018)

    11.2 Education Gamification Market Forecast by Application (2018-2023)

    11.3 K-12 education Revenue Growth (2013-2018)

    11.4 Higher education Revenue Growth (2013-2018)

12 Global Education Gamification Market Size Forecast (2018-2023)

    12.1 Global Education Gamification Market Size Forecast (2018-2023)

    12.2 Global Education Gamification Market Forecast by Regions (2018-2023)

    12.3 North America Education Gamification Revenue Market Forecast (2018-2023)

    12.4 Europe Education Gamification Revenue Market Forecast (2018-2023)

    12.5 Asia-Pacific Education Gamification Revenue Market Forecast (2018-2023)

    12.6 South America Education Gamification Revenue Market Forecast (2018-2023)

    12.7 Middle East and Africa Education Gamification Revenue Market Forecast (2018-2023)

13 Research Findings and Conclusion

14 Appendix

    14.1 Methodology

    14.2 Data Source

List of Tables and Figures Figure Education Gamification Picture Table Product Specifications of Education Gamification Table Global Education Gamification and Revenue (Million ) Market Split by Product Type Figure Global Education Gamification Revenue Market Share by Types in 2017 Figure Augmented reality (AR) types Picture Figure Virtual reality (VR) types Picture Figure Other types Picture Table Global Education Gamification Revenue (Million ) by Application (2013-2023) Figure Education Gamification Revenue Market Share by Applications in 2017 Figure K-12 education Picture Figure Higher education Picture Table Global Market Education Gamification Revenue (Million ) Comparison by Regions 2013-2023 Figure North America Education Gamification Revenue (Million ) and Growth Rate (2013-2023) Figure Europe Education Gamification Revenue (Million ) and Growth Rate (2013-2023) Figure Asia-Pacific Education Gamification Revenue (Million ) and Growth Rate (2013-2023) Figure South America Education Gamification Revenue (Million ) and Growth Rate (2013-2023) Figure Middle East and Africa Education Gamification Revenue (Million ) and Growth Rate (2013-2023) Figure Global Education Gamification Revenue (Million ) and Growth Rate (2013-2023) Table Badgeville Basic Information, Manufacturing Base and Competitors Table Badgeville Education Gamification Type and Applications Table Badgeville Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Bunchball Basic Information, Manufacturing Base and Competitors Table Bunchball Education Gamification Type and Applications Table Bunchball Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Classcraft Studios Basic Information, Manufacturing Base and Competitors Table Classcraft Studios Education Gamification Type and Applications Table Classcraft Studios Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table GoGo Labs Basic Information, Manufacturing Base and Competitors Table GoGo Labs Education Gamification Type and Applications Table GoGo Labs Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table 6waves Basic Information, Manufacturing Base and Competitors Table 6waves Education Gamification Type and Applications Table 6waves Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Recurrence Basic Information, Manufacturing Base and Competitors Table Recurrence Education Gamification Type and Applications Table Recurrence Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Fundamentor Basic Information, Manufacturing Base and Competitors Table Fundamentor Education Gamification Type and Applications Table Fundamentor Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Gametize Basic Information, Manufacturing Base and Competitors Table Gametize Education Gamification Type and Applications Table Gametize Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table GradeCraft Basic Information, Manufacturing Base and Competitors Table GradeCraft Education Gamification Type and Applications Table GradeCraft Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Kuato Studios Basic Information, Manufacturing Base and Competitors Table Kuato Studios Education Gamification Type and Applications Table Kuato Studios Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Kungfu-Math Basic Information, Manufacturing Base and Competitors Table Kungfu-Math Education Gamification Type and Applications Table Kungfu-Math Education Gamification Revenue, Gross Margin and Market Share (2016-2017) Table Global Education Gamification Revenue (Million ) by Players (2013-2018) Table Global Education Gamification Revenue Share by Players (2013-2018) Figure Global Education Gamification Revenue Share by Players in 2016 Figure Global Education Gamification Revenue Share by Players in 2017 Figure Global Top 5 Players Education Gamification Revenue Market Share in 2017 Figure Global Top 10 Players Education Gamification Revenue Market Share in 2017 Figure Global Education Gamification Revenue (Million ) and Growth Rate (%) (2013-2018) Table Global Education Gamification Revenue (Million ) by Regions (2013-2018) Table Global Education Gamification Revenue Market Share by Regions (2013-2018) Figure Global Education Gamification Revenue Market Share by Regions (2013-2018) Figure Global Education Gamification Revenue Market Share by Regions in 2017 Figure North America Education Gamification Revenue and Growth Rate (2013-2018) Figure Europe Education Gamification Revenue and Growth Rate (2013-2018) Figure Asia-Pacific Education Gamification Revenue and Growth Rate (2013-2018) Figure South America Education Gamification Revenue and Growth Rate (2013-2018) Figure Middle East and Africa Education Gamification Revenue and Growth Rate (2013-2018) Table North America Education Gamification Revenue by Countries (2013-2018) Table North America Education Gamification Revenue Market Share by Countries (2013-2018) Figure North America Education Gamification Revenue Market Share by Countries (2013-2018) Figure North America Education Gamification Revenue Market Share by Countries in 2017 Figure USA Education Gamification Revenue and Growth Rate (2013-2018) Figure Canada Education Gamification Revenue and Growth Rate (2013-2018) Figure Mexico Education Gamification Revenue and Growth Rate (2013-2018) Table Europe Education Gamification Revenue (Million ) by Countries (2013-2018) Figure Europe Education Gamification Revenue Market Share by Countries (2013-2018) Figure Europe Education Gamification Revenue Market Share by Countries in 2017 Figure Germany Education Gamification Revenue and Growth Rate (2013-2018) Figure UK Education Gamification Revenue and Growth Rate (2013-2018) Figure France Education Gamification Revenue and Growth Rate (2013-2018) Figure Russia Education Gamification Revenue and Growth Rate (2013-2018) Figure Italy Education Gamification Revenue and Growth Rate (2013-2018) Table Asia-Pacific Education Gamification Revenue (Million ) by Countries (2013-2018) Figure Asia-Pacific Education Gamification Revenue Market Share by Countries (2013-2018) Figure Asia-Pacific Education Gamification Revenue Market Share by Countries in 2017 Figure China Education Gamification Revenue and Growth Rate (2013-2018) Figure Japan Education Gamification Revenue and Growth Rate (2013-2018) Figure Korea Education Gamification Revenue and Growth Rate (2013-2018) Figure India Education Gamification Revenue and Growth Rate (2013-2018) Figure Southeast Asia Education Gamification Revenue and Growth Rate (2013-2018) Table South America Education Gamification Revenue by Countries (2013-2018) Table South America Education Gamification Revenue Market Share by Countries (2013-2018) Figure South America Education Gamification Revenue Market Share by Countries (2013-2018) Figure South America Education Gamification Revenue Market Share by Countries in 2017 Figure Brazil Education Gamification Revenue and Growth Rate (2013-2018) Figure Argentina Education Gamification Revenue and Growth Rate (2013-2018) Figure Colombia Education Gamification Revenue and Growth Rate (2013-2018) Table Middle East and Africa Education Gamification Revenue (Million ) by Countries (2013-2018) Table Middle East and Africa Education Gamification Revenue Market Share by Countries (2013-2018) Figure Middle East and Africa Education Gamification Revenue Market Share by Countries (2013-2018) Figure Middle East and Africa Education Gamification Revenue Market Share by Countries in 2017 Figure Saudi Arabia Education Gamification Revenue and Growth Rate (2013-2018) Figure UAE Education Gamification Revenue and Growth Rate (2013-2018) Figure Egypt Education Gamification Revenue and Growth Rate (2013-2018) Figure Nigeria Education Gamification Revenue and Growth Rate (2013-2018) Figure South Africa Education Gamification Revenue and Growth Rate (2013-2018) Table Global Education Gamification Revenue (Million ) by Type (2013-2018) Table Global Education Gamification Revenue Share by Type (2013-2018) Figure Global Education Gamification Revenue Share by Type (2013-2018) Figure Global Education Gamification Revenue Share by Type in 2017 Table Global Education Gamification Revenue Forecast by Type (2018-2023) Figure Global Education Gamification Market Share Forecast by Type (2018-2023) Figure Global Augmented reality (AR) types Revenue Growth Rate (2013-2018) Figure Global Virtual reality (VR) types Revenue Growth Rate (2013-2018) Figure Global Other types Revenue Growth Rate (2013-2018) Table Global Education Gamification Revenue by Application (2013-2018) Table Global Education Gamification Revenue Share by Application (2013-2018) Figure Global Education Gamification Revenue Share by Application (2013-2018) Figure Global Education Gamification Revenue Share by Application in 2017 Table Global Education Gamification Revenue Forecast by Application (2018-2023) Figure Global Education Gamification Market Share Forecast by Application (2018-2023) Figure Global K-12 education Revenue Growth Rate (2013-2018) Figure Global Higher education Revenue Growth Rate (2013-2018) Figure Global Education Gamification Revenue (Million ) and Growth Rate Forecast (2018 -2023) Table Global Education Gamification Revenue (Million ) Forecast by Regions (2018-2023) Figure Global Education Gamification Revenue Market Share Forecast by Regions (2018-2023) Figure North America Education Gamification Revenue Market Forecast (2018-2023) Figure Europe Education Gamification Revenue Market Forecast (2018-2023) Figure Asia-Pacific Education Gamification Revenue Market Forecast (2018-2023) Figure South America Education Gamification Revenue Market Forecast (2018-2023) Figure Middle East and Africa Education Gamification Revenue Market Forecast (2018-2023)

Qualitative Analysis covers:

  • Industry Status and Trends
  • Manufacturer/Company profiles, manufacturing base distribution, sales areas, product introduction, main business, market position and their competitors.
  • Product Development, Technology, Price, Cost, Manufacturing Process and Trends
  • Market segment by regions, types, applications and forecast
  • Market opportunities, potential, government policies and influence factors.
     

Quantitative Analysis covers:

  • Market size (value, sales/output, historical data and forecasts)
  • Sales/output/capacity, revenue, price, gross margin, market share, for top players. Through interviewing each manufacturers,  distributors, traders, dealers and buyers etc.
  • Cost structure, proportion, price trend, gross margin and trend, status and trend, for 10 years
  • Market size by types, regions, applications for 10 years
  • Market forecast based on the potential demand from downstream clients/buyers, government, influence factors and the total economic indication, maybe occur in following years.
     

Data Sources:

Methodology

 

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