Global Gamification of Learning Market Size, Status and Forecast 2019-2025

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.
In 2018, the global Gamification of Learning market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

This report focuses on the global Gamification of Learning status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification of Learning development in United States, Europe and China.

The key players covered in this study
    Microsoft
    MPS Interactive Systems
    Bunchball
    NIIT
    D2L Corporation
    Cognizant
    Fundamentor
    Top Hat
    Classcraft Studios
    Recurrence

Market segment by Type, the product can be split into
    Cloud
    On-premises

Market segment by Application, split into
    Academic
    Corporate Training

Market segment by Regions/Countries, this report covers
    United States
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

The study objectives of this report are:
    To analyze global Gamification of Learning status, future forecast, growth opportunity, key market and key players.
    To present the Gamification of Learning development in United States, Europe and China.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by product type, market and key regions.

In this study, the years considered to estimate the market size of Gamification of Learning are as follows:
    History Year: 2014-2018
    Base Year: 2018
    Estimated Year: 2019
    Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Table of Contents

1 Report Overview
    1.1 Study Scope
    1.2 Key Market Segments
    1.3 Players Covered
    1.4 Market Analysis by Type
        1.4.1 Global Gamification of Learning Market Size Growth Rate by Type (2014-2025)
        1.4.2 Cloud
        1.4.3 On-premises
    1.5 Market by Application
        1.5.1 Global Gamification of Learning Market Share by Application (2014-2025)
        1.5.2 Academic
        1.5.3 Corporate Training
    1.6 Study Objectives
    1.7 Years Considered

2 Global Growth Trends
    2.1 Gamification of Learning Market Size
    2.2 Gamification of Learning Growth Trends by Regions
        2.2.1 Gamification of Learning Market Size by Regions (2014-2025)
        2.2.2 Gamification of Learning Market Share by Regions (2014-2019)
    2.3 Industry Trends
        2.3.1 Market Top Trends
        2.3.2 Market Drivers
        2.3.3 Market Opportunities

3 Market Share by Key Players
    3.1 Gamification of Learning Market Size by Manufacturers
        3.1.1 Global Gamification of Learning Revenue by Manufacturers (2014-2019)
        3.1.2 Global Gamification of Learning Revenue Market Share by Manufacturers (2014-2019)
        3.1.3 Global Gamification of Learning Market Concentration Ratio (CR5 and HHI)
    3.2 Gamification of Learning Key Players Head office and Area Served
    3.3 Key Players Gamification of Learning Product/Solution/Service
    3.4 Date of Enter into Gamification of Learning Market
    3.5 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type and Application
    4.1 Global Gamification of Learning Market Size by Type (2014-2019)
    4.2 Global Gamification of Learning Market Size by Application (2014-2019)

5 United States
    5.1 United States Gamification of Learning Market Size (2014-2019)
    5.2 Gamification of Learning Key Players in United States
    5.3 United States Gamification of Learning Market Size by Type
    5.4 United States Gamification of Learning Market Size by Application

6 Europe
    6.1 Europe Gamification of Learning Market Size (2014-2019)
    6.2 Gamification of Learning Key Players in Europe
    6.3 Europe Gamification of Learning Market Size by Type
    6.4 Europe Gamification of Learning Market Size by Application

7 China
    7.1 China Gamification of Learning Market Size (2014-2019)
    7.2 Gamification of Learning Key Players in China
    7.3 China Gamification of Learning Market Size by Type
    7.4 China Gamification of Learning Market Size by Application

8 Japan
    8.1 Japan Gamification of Learning Market Size (2014-2019)
    8.2 Gamification of Learning Key Players in Japan
    8.3 Japan Gamification of Learning Market Size by Type
    8.4 Japan Gamification of Learning Market Size by Application

9 Southeast Asia
    9.1 Southeast Asia Gamification of Learning Market Size (2014-2019)
    9.2 Gamification of Learning Key Players in Southeast Asia
    9.3 Southeast Asia Gamification of Learning Market Size by Type
    9.4 Southeast Asia Gamification of Learning Market Size by Application

10 India
    10.1 India Gamification of Learning Market Size (2014-2019)
    10.2 Gamification of Learning Key Players in India
    10.3 India Gamification of Learning Market Size by Type
    10.4 India Gamification of Learning Market Size by Application

11 Central & South America
    11.1 Central & South America Gamification of Learning Market Size (2014-2019)
    11.2 Gamification of Learning Key Players in Central & South America
    11.3 Central & South America Gamification of Learning Market Size by Type
    11.4 Central & South America Gamification of Learning Market Size by Application

12 International Players Profiles
    12.1 Microsoft
        12.1.1 Microsoft Company Details
        12.1.2 Company Description and Business Overview
        12.1.3 Gamification of Learning Introduction
        12.1.4 Microsoft Revenue in Gamification of Learning Business (2014-2019)
        12.1.5 Microsoft Recent Development
    12.2 MPS Interactive Systems
        12.2.1 MPS Interactive Systems Company Details
        12.2.2 Company Description and Business Overview
        12.2.3 Gamification of Learning Introduction
        12.2.4 MPS Interactive Systems Revenue in Gamification of Learning Business (2014-2019)
        12.2.5 MPS Interactive Systems Recent Development
    12.3 Bunchball
        12.3.1 Bunchball Company Details
        12.3.2 Company Description and Business Overview
        12.3.3 Gamification of Learning Introduction
        12.3.4 Bunchball Revenue in Gamification of Learning Business (2014-2019)
        12.3.5 Bunchball Recent Development
    12.4 NIIT
        12.4.1 NIIT Company Details
        12.4.2 Company Description and Business Overview
        12.4.3 Gamification of Learning Introduction
        12.4.4 NIIT Revenue in Gamification of Learning Business (2014-2019)
        12.4.5 NIIT Recent Development
    12.5 D2L Corporation
        12.5.1 D2L Corporation Company Details
        12.5.2 Company Description and Business Overview
        12.5.3 Gamification of Learning Introduction
        12.5.4 D2L Corporation Revenue in Gamification of Learning Business (2014-2019)
        12.5.5 D2L Corporation Recent Development
    12.6 Cognizant
        12.6.1 Cognizant Company Details
        12.6.2 Company Description and Business Overview
        12.6.3 Gamification of Learning Introduction
        12.6.4 Cognizant Revenue in Gamification of Learning Business (2014-2019)
        12.6.5 Cognizant Recent Development
    12.7 Fundamentor
        12.7.1 Fundamentor Company Details
        12.7.2 Company Description and Business Overview
        12.7.3 Gamification of Learning Introduction
        12.7.4 Fundamentor Revenue in Gamification of Learning Business (2014-2019)
        12.7.5 Fundamentor Recent Development
    12.8 Top Hat
        12.8.1 Top Hat Company Details
        12.8.2 Company Description and Business Overview
        12.8.3 Gamification of Learning Introduction
        12.8.4 Top Hat Revenue in Gamification of Learning Business (2014-2019)
        12.8.5 Top Hat Recent Development
    12.9 Classcraft Studios
        12.9.1 Classcraft Studios Company Details
        12.9.2 Company Description and Business Overview
        12.9.3 Gamification of Learning Introduction
        12.9.4 Classcraft Studios Revenue in Gamification of Learning Business (2014-2019)
        12.9.5 Classcraft Studios Recent Development
    12.10 Recurrence
        12.10.1 Recurrence Company Details
        12.10.2 Company Description and Business Overview
        12.10.3 Gamification of Learning Introduction
        12.10.4 Recurrence Revenue in Gamification of Learning Business (2014-2019)
        12.10.5 Recurrence Recent Development

13 Market Forecast 2019-2025
    13.1 Market Size Forecast by Regions
    13.2 United States
    13.3 Europe
    13.4 China
    13.5 Japan
    13.6 Southeast Asia
    13.7 India
    13.8 Central & South America
    13.9 Market Size Forecast by Product (2019-2025)
    13.10 Market Size Forecast by Application (2019-2025)

14 Analyst's Viewpoints/Conclusions

15 Appendix
    15.1 Research Methodology
        15.1.1 Methodology/Research Approach
            15.1.1.1 Research Programs/Design
            15.1.1.2 Market Size Estimation
            12.1.1.3 Market Breakdown and Data Triangulation
        15.1.2 Data Source
            15.1.2.1 Secondary Sources
            15.1.2.2 Primary Sources
    15.2 Disclaimer
    15.3 Author Details

List of Tables and Figures Table Gamification of Learning Key Market Segments Table Key Players Gamification of Learning Covered Table Global Gamification of Learning Market Size Growth Rate by Type 2014-2025 (Million US$) Figure Global Gamification of Learning Market Size Market Share by Type 2014-2025 Figure Cloud Figures Table Key Players of Cloud Figure On-premises Figures Table Key Players of On-premises Table Global Gamification of Learning Market Size Growth by Application 2014-2025 (Million US$) Figure Academic Case Studies Figure Corporate Training Case Studies Figure Gamification of Learning Report Years Considered Table Global Gamification of Learning Market Size 2014-2025 (Million US$) Figure Global Gamification of Learning Market Size and Growth Rate 2014-2025 (Million US$) Table Global Gamification of Learning Market Size by Regions 2014-2025 (Million US$) Table Global Gamification of Learning Market Size by Regions 2014-2019 (Million US$) Table Global Gamification of Learning Market Share by Regions 2014-2019 Figure Global Gamification of Learning Market Share by Regions 2014-2019 Figure Global Gamification of Learning Market Share by Regions 2019 Table Market Top Trends Table Global Gamification of Learning Revenue by Manufacturers (2014-2019) (Million US$) Table Global Gamification of Learning Market Share by Manufacturers (2014-2019) Figure Global Gamification of Learning Market Share by Manufacturers in 2018 Table Global Gamification of Learning Manufacturers Market Concentration Ratio (CR5 and HHI) Table Key Players Head office and Area Served Table Key Players Gamification of Learning Product/Solution/Service Table Date of Enter into Gamification of Learning Market Table Mergers & Acquisitions, Expansion Plans Table Global Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table Global Gamification of Learning Market Size Share by Type (2014-2019) Figure Global Gamification of Learning Market Size Market Share by Type (2014-2019) Table Global Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table Global Gamification of Learning Market Size Share by Application (2014-2019) Figure Global Gamification of Learning Market Size Market Share by Application (2014-2019) Figure Global Gamification of Learning Revenue Market Share by Application in 2018 Figure United States Gamification of Learning Market Size 2014-2019 (Million US$) Table United States Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table United States Key Players Gamification of Learning Market Share (2018-2019) Table United States Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table United States Gamification of Learning Market Share by Type (2014-2019) Table United States Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table United States Gamification of Learning Market Share by Application (2014-2019) Figure Europe Gamification of Learning Market Size 2014-2019 (Million US$) Table Europe Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table Europe Key Players Gamification of Learning Market Share (2018-2019) Table Europe Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table Europe Gamification of Learning Market Share by Type (2014-2019) Table Europe Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table Europe Gamification of Learning Market Share by Application (2014-2019) Figure China Gamification of Learning Market Size 2014-2019 (Million US$) Table China Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table China Key Players Gamification of Learning Market Share (2018-2019) Table China Gamification of Learning Market Size by Type (2014-20189) (Million US$) Table China Gamification of Learning Market Share by Type (2014-2019) Table China Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table China Gamification of Learning Market Share by Application (2014-2019) Figure Japan Gamification of Learning Market Size 2014-2019 (Million US$) Table Japan Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table Japan Key Players Gamification of Learning Market Share (2018-2019) Table Japan Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table Japan Gamification of Learning Market Share by Type (2014-2019) Table Japan Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table Japan Gamification of Learning Market Share by Application (2014-2019) Figure Southeast Asia Gamification of Learning Market Size 2014-2019 (Million US$) Table Southeast Asia Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table Southeast Asia Key Players Gamification of Learning Market Share (2018-2019) Table Southeast Asia Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table Southeast Asia Gamification of Learning Market Share by Type (2014-2019) Table Southeast Asia Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table Southeast Asia Gamification of Learning Market Share by Application (2014-2019) Figure India Gamification of Learning Market Size 2014-2019 (Million US$) Table India Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table India Key Players Gamification of Learning Market Share (2018-2019) Table India Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table India Gamification of Learning Market Share by Type (2014-2019) Table India Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table India Gamification of Learning Market Share by Application (2014-2019) Figure Central & South America Gamification of Learning Market Size 2014-2019 (Million US$) Table Central & South America Key Players Gamification of Learning Revenue (2018-2019) (Million US$) Table Central & South America Key Players Gamification of Learning Market Share (2018-2019) Table Central & South America Gamification of Learning Market Size by Type (2014-2019) (Million US$) Table Central & South America Gamification of Learning Market Share by Type (2014-2019) Table Central & South America Gamification of Learning Market Size by Application (2014-2019) (Million US$) Table Central & South America Gamification of Learning Market Share by Application (2014-2019) Table Microsoft Company Details Table Microsoft Revenue in Gamification of Learning Business (2014-2019) (Million US$) Figure Microsoft Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Microsoft Recent Development Table MPS Interactive Systems Company Details Table MPS Interactive Systems Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure MPS Interactive Systems Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table MPS Interactive Systems Recent Development Table Bunchball Company Details Table Bunchball Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure Bunchball Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Bunchball Recent Development Table NIIT Company Details Table NIIT Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure NIIT Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table NIIT Recent Development Table D2L Corporation Company Details Table D2L Corporation Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure D2L Corporation Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table D2L Corporation Recent Development Table Cognizant Company Details Table Cognizant Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure Cognizant Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Cognizant Recent Development Table Fundamentor Company Details Table Fundamentor Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure Fundamentor Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Fundamentor Recent Development Table Top Hat Company Details Table Top Hat Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure Top Hat Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Top Hat Recent Development Table Classcraft Studios Company Details Table Classcraft Studios Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure Classcraft Studios Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Classcraft Studios Recent Development Table Recurrence Company Details Table Recurrence Revenue in Gamification of Learning Business (2014-2019)(Million US$) Figure Recurrence Revenue Growth Rate in Gamification of Learning Business (2014-2019) Table Recurrence Recent Development Table Global Gamification of Learning Market Size by Regions (Million US$) 2019-2025 Figure Global Gamification of Learning Market Size Share by Regions (2019-2025) Figure Global Gamification of Learning Market Size Share by Regions in 2025 Figure United States Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Figure Europe Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Figure China Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Figure Japan Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Figure Southeast Asia Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Figure India Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Figure Central & South America Gamification of Learning Market Size Forecast (2019-2025)(Million USD) Table Global Gamification of Learning Market Size by Product (2019-2025) (Million US$) Figure Global Gamification of Learning Market Size by Product (2019-2025) Figure Global Gamification of Learning Market Size by Product in 2025 Table Global Gamification of Learning Market Size by Application (2019-2025) (Million US$) Figure Global Gamification of Learning Market Size by Application (2019-2025) Figure Global Gamification of Learning Market Size by Application in 2025 Table Research Programs/Design for This Report Figure Bottom-up and Top-down Approaches for This Report Figure Data Triangulation Table Key Data Information from Secondary Sources Table Key Data Information from Primary Sources

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

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Publisher: QY Research 91 Pages   |  105 Tables