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Gamification in the Education Market: Global Outlook to 2023, Expecting to Grow at a CAGR of 32% - ResearchAndMarkets.com

March 11, 2019

DUBLIN--(BUSINESS WIRE)--Mar 11, 2019--The “Gamification in Education Market by Offering (Software and Services), Deployment Mode (Cloud and On-Premises), End User (Academic (K12 and Higher Education) and Corporate Training (SMEs and Large Enterprises)), and Region - Global Forecast to 2023” report has been added to ResearchAndMarkets.com’s offering.

The gamification in education market is expected to grow from USD 450 million in 2018 to USD 1,800 million by 2023, at a Compound Annual Growth Rate (CAGR) of 32% during the forecast period of 2018-2023.

The major factors driving the growth of the gamification in education market are increasing adoption of digital learning, growing need to enhance the learning experience for better outcomes, and adoption of AR/VR technologies. However, the lack of availability of skilled trainers and instructors is hindering the market growth.

Among offerings, the services segment is expected to grow at a higher rate during the forecast period

The services segment is expected to register the higher CAGR among offerings during the forecast period. The growth of this segment can be attributed to the rapid increase in demand for support services, as more institutions are looking for personalized products, leading to a rising need for consulting and support services.

The APAC gamification in education market is expected to grow at the highest CAGR during the forecast period

The Asia Pacific (APAC) region is projected to have the highest CAGR among all the regions covered, during the forecast period. This growth is primarily driven by the increase in spending on technologies such as cloud and digital learning, growth in the adoption of mobile devices, and entrance of startups with innovative software in the region.

The major vendors of gamification in education software and services include Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), and Kuato Studios (US). The study includes an in-depth competitive analysis of these key players with their company profiles, recent developments, and key growth strategies adopted by them.

Topics Covered

1 Introduction

1.1 Objectives of the Study

1.2 Market Definition

1.3 Market Scope

1.3.1 Market Segmentation

1.3.2 Regional Scope

1.4 Years Considered for the Study

1.5 Stakeholders

2 Research Methodology

2.1 Research Data

2.1.1 Breakup of Primaries

2.1.2 Key Industry Insights

2.2 Market Size Estimation

2.3 Market Forecast

2.4 Assumptions for the Study

3 Executive Summary

4 Premium Insights

4.1 Attractive Opportunities in the Gamification in Education Market

4.2 Gamification in Education Market, By Offering, 2018-2023

4.3 Gamification in Education Market, By Deployment Mode, 2018 & 2023

4.4 Gamification in Education Market, By End User, 2018

4.5 Market Investment Scenario

5 Market Overview and Industry Trends

5.1 Introduction

5.2 Market Dynamics

5.2.1 Drivers

5.2.1.1 Increasing Adoption of Gamification and Digital Learning

5.2.1.2 Extensive Government Initiatives for Growth of E-Learning and Learning Management Systems

5.2.1.3 Rise in Cloud Adoption Among Organizations and Institutions Motivate Learners to Adopt Web-Based Gamification Solutions

5.2.1.4 Increasing Importance of Continuous Learning in Corporate Setups

5.2.2 Restraints

5.2.2.1 Low Motivation and Engagement in the Adoption of Gamification Solutions

5.2.3 Opportunities

5.2.3.1 Growing Use of AR and VR in Gamification

5.2.3.2 Collaborative Learning Culture in Corporates is Providing Opportunities for Employees

5.2.4 Challenges

5.2.4.1 Lack of Skilled Trainers and Instructors

5.2.4.2 Lack of Improvements in Game Designs and in Establishing Data Ownership/Precise Data Standards

5.3 Industry Trends

5.4 Gamification in Education Market: Value Chain Analysis

5.5 Use Cases

5.5.1 Class Dojo: A Management Tool to Help Teachers Improve Behavior in Classrooms Easier and Faster

5.5.2 Course Hero: Gamification Education Platform for Providing Materials

5.5.3 Ribbon Hero: Add-In Game to Help Educate Users of MS Office 2007 and 2010

5.5.4 Socrative 101: A Student-Teacher Response System That Offers Educational Exercises and Games

5.5.5 Zondle: Game-Based Learning Platform for Small Children

6 Gamification in Education Market, By Offering

6.1 Introduction

6.2 Software

6.2.1 Increasing Adoption of AR/VR and Simulation Would Increase the Demand for Gamification Software

6.3 Services

6.3.1 Requirement of Highly Customized Solutions and the Need to Focus on Core Operations to Drive the Services Segment

7 Gamification in Education Market, By Deployment Mode

7.1 Introduction

7.2 Cloud

7.2.1 Demand for Cloud-Based Gamification Software Expected to Be High in North America

7.3 On-Premises

7.3.1 High Cost of Deployment and Maintenance Acting as A Barrier for the Growth of On-Premises Deployment

8 Gamification in Education Market, By End User

8.1 Introduction

8.2 Academic

8.2.1 K-12

8.2.1.1 Gamification is Adding the Confidence and Motivation Among the Students

8.2.2 Higher Education

8.2.2.1 Rapid Adoption of Gamification By the Institutes to Enhance the Employability and Expertise of Students

8.3 Corporate Training

8.3.1 Small and Medium-Sized Enterprises

8.3.1.1 Flexible Pricing Models are Increasing the Adoption of Gamification By SMES

8.3.2 Large Enterprises

8.3.2.1 Simulation-Based Case Studies are Enhancing the Critical Thinking of Employees

9 Gamification in Education Market, By Region

9.1 Introduction

9.2 North America

9.2.1 United States

9.2.1.1 Increasing Partnerships Between Vendors and Institutes are Expected to Drive the US Gamification in Education Market

9.2.2 Canada

9.2.2.1 Implementation of Gamification Solutions By Government Agencies is Expected to Drive the Canadian Gamification in Education Market

9.3 Europe

9.3.1 UK

9.3.1.1 Presence of Established Academic Sector is Expected to Drive the Demand for Gamification Solutions for Education in the UK

9.3.2 Germany

9.3.2.1 Growing Trend of Byod Supports the Adoption of Gamification for Education in Germany

9.3.3 France

9.3.3.1 Increasing Investments By Menesr for Modernization of Education Technology is Expected to Drive the Gamification in Education in France

9.3.4 Rest of Europe

9.4 Asia Pacific

9.4.1 China

9.4.1.1 High Penetration of Mobile Devices in China is Expected to Drive the Adoption of Gamification in Education

9.4.2 Japan

9.4.2.1 High Investments By Corporates for Learning and Development Will Fuel the Adoption of Gamification in Japan

9.4.3 India

9.4.3.1 Digital India Initiative is Expected to Provide Wholesome Opportunities to Gamification Vendors

9.4.4 Rest of APAC

9.5 Rest of the World

10 Competitive Landscape

10.1 Competitive Leadership Mapping (Start-Up/SMES)

10.1.1 Progressive Companies

10.1.2 Responsive Companies

10.1.3 Dynamic Companies

10.1.4 Starting Blocks

11 Company Profiles

11.1 Microsoft

11.2 MPS Interactive Systems

11.3 Bunchball

11.4 NIIT Ltd

11.5 D2L Corporation

11.6 Cognizant

11.7 Fundamentor

11.8 Top Hat

11.9 Classcraft Studios

11.10 Recurrence Inc

11.11 Kahoot!

11.12 Google

11.13 CK-12

11.14 Kuato Studios

11.15 BLUErabbit

For more information about this report visit https://www.researchandmarkets.com/research/p746cl/gamification_in?w=4

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Related Topics:Gaming

KEYWORD:

INDUSTRY KEYWORD: EDUCATION PRIMARY/SECONDARY UNIVERSITY ENTERTAINMENT ELECTRONIC GAMES TECHNOLOGY SOFTWARE TRAINING

SOURCE: Research and Markets

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PUB: 03/11/2019 02:15 PM/DISC: 03/11/2019 02:15 PM

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