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Gamification in Education Market, Global Outlook and Forecast 2023-2029

Report ID: MMG141346 | Category: Service & Software | Pages: 105 | Format: PDF | Published Date: July 21,2023


Table of Contents

1 Introduction to Research & Analysis Reports
    1.1 Gamification in Education Market Definition
    1.2 Market Segments
        1.2.1 Market by Type
        1.2.2 Market by Application
    1.3 Global Gamification in Education Market Overview
    1.4 Features & Benefits of This Report
    1.5 Methodology & Sources of Information
        1.5.1 Research Methodology
        1.5.2 Research Process
        1.5.3 Base Year
        1.5.4 Report Assumptions & Caveats
2 Global Gamification in Education Overall Market Size
    2.1 Global Gamification in Education Market Size: 2022 VS 2029
    2.2 Global Gamification in Education Market Size, Prospects & Forecasts: 2018-2029
    2.3 Key Market Trends, Opportunity, Drivers and Restraints
        2.3.1 Market Opportunities & Trends
        2.3.2 Market Drivers
        2.3.3 Market Restraints
3 Company Landscape
    3.1 Top Gamification in Education Players in Global Market
    3.2 Top Global Gamification in Education Companies Ranked by Revenue
    3.3 Global Gamification in Education Revenue by Companies
    3.4 Top 3 and Top 5 Gamification in Education Companies in Global Market, by Revenue in 2022
    3.5 Global Companies Gamification in Education Product Type
    3.6 Tier 1, Tier 2 and Tier 3 Gamification in Education Players in Global Market
        3.6.1 List of Global Tier 1 Gamification in Education Companies
        3.6.2 List of Global Tier 2 and Tier 3 Gamification in Education Companies
4 Market Sights by Product
    4.1 Overview
        4.1.1 By Type - Global Gamification in Education Market Size Markets, 2022 & 2029
        4.1.2 Cloud Based
        4.1.3 On-Premises Based
    4.2 By Type - Global Gamification in Education Revenue & Forecasts
        4.2.1 By Type - Global Gamification in Education Revenue, 2018-2023
        4.2.2 By Type - Global Gamification in Education Revenue, 2024-2029
        4.2.3 By Type - Global Gamification in Education Revenue Market Share, 2018-2029
5 Sights by Application
    5.1 Overview
        5.1.1 By Application - Global Gamification in Education Market Size, 2022 & 2029
        5.1.2 Academic
        5.1.3 Corporate Training
        5.1.4 Others
    5.2 By Application - Global Gamification in Education Revenue & Forecasts
        5.2.1 By Application - Global Gamification in Education Revenue, 2018-2023
        5.2.2 By Application - Global Gamification in Education Revenue, 2024-2029
        5.2.3 By Application - Global Gamification in Education Revenue Market Share, 2018-2029
6 Sights by Region
    6.1 By Region - Global Gamification in Education Market Size, 2022 & 2029
    6.2 By Region - Global Gamification in Education Revenue & Forecasts
        6.2.1 By Region - Global Gamification in Education Revenue, 2018-2023
        6.2.2 By Region - Global Gamification in Education Revenue, 2024-2029
        6.2.3 By Region - Global Gamification in Education Revenue Market Share, 2018-2029
    6.3 North America
        6.3.1 By Country - North America Gamification in Education Revenue, 2018-2029
        6.3.2 US Gamification in Education Market Size, 2018-2029
        6.3.3 Canada Gamification in Education Market Size, 2018-2029
        6.3.4 Mexico Gamification in Education Market Size, 2018-2029
    6.4 Europe
        6.4.1 By Country - Europe Gamification in Education Revenue, 2018-2029
        6.4.2 Germany Gamification in Education Market Size, 2018-2029
        6.4.3 France Gamification in Education Market Size, 2018-2029
        6.4.4 U.K. Gamification in Education Market Size, 2018-2029
        6.4.5 Italy Gamification in Education Market Size, 2018-2029
        6.4.6 Russia Gamification in Education Market Size, 2018-2029
        6.4.7 Nordic Countries Gamification in Education Market Size, 2018-2029
        6.4.8 Benelux Gamification in Education Market Size, 2018-2029
    6.5 Asia
        6.5.1 By Region - Asia Gamification in Education Revenue, 2018-2029
        6.5.2 China Gamification in Education Market Size, 2018-2029
        6.5.3 Japan Gamification in Education Market Size, 2018-2029
        6.5.4 South Korea Gamification in Education Market Size, 2018-2029
        6.5.5 Southeast Asia Gamification in Education Market Size, 2018-2029
        6.5.6 India Gamification in Education Market Size, 2018-2029
    6.6 South America
        6.6.1 By Country - South America Gamification in Education Revenue, 2018-2029
        6.6.2 Brazil Gamification in Education Market Size, 2018-2029
        6.6.3 Argentina Gamification in Education Market Size, 2018-2029
    6.7 Middle East & Africa
        6.7.1 By Country - Middle East & Africa Gamification in Education Revenue, 2018-2029
        6.7.2 Turkey Gamification in Education Market Size, 2018-2029
        6.7.3 Israel Gamification in Education Market Size, 2018-2029
        6.7.4 Saudi Arabia Gamification in Education Market Size, 2018-2029
        6.7.5 UAE Gamification in Education Market Size, 2018-2029
7 Gamification in Education Companies Profiles
    7.1 Bunchball
        7.1.1 Bunchball Company Summary
        7.1.2 Bunchball Business Overview
        7.1.3 Bunchball Gamification in Education Major Product Offerings
        7.1.4 Bunchball Gamification in Education Revenue in Global Market (2018-2023)
        7.1.5 Bunchball Key News & Latest Developments
    7.2 NIIT
        7.2.1 NIIT Company Summary
        7.2.2 NIIT Business Overview
        7.2.3 NIIT Gamification in Education Major Product Offerings
        7.2.4 NIIT Gamification in Education Revenue in Global Market (2018-2023)
        7.2.5 NIIT Key News & Latest Developments
    7.3 MPS Interactive
        7.3.1 MPS Interactive Company Summary
        7.3.2 MPS Interactive Business Overview
        7.3.3 MPS Interactive Gamification in Education Major Product Offerings
        7.3.4 MPS Interactive Gamification in Education Revenue in Global Market (2018-2023)
        7.3.5 MPS Interactive Key News & Latest Developments
    7.4 Microsoft
        7.4.1 Microsoft Company Summary
        7.4.2 Microsoft Business Overview
        7.4.3 Microsoft Gamification in Education Major Product Offerings
        7.4.4 Microsoft Gamification in Education Revenue in Global Market (2018-2023)
        7.4.5 Microsoft Key News & Latest Developments
    7.5 D2L
        7.5.1 D2L Company Summary
        7.5.2 D2L Business Overview
        7.5.3 D2L Gamification in Education Major Product Offerings
        7.5.4 D2L Gamification in Education Revenue in Global Market (2018-2023)
        7.5.5 D2L Key News & Latest Developments
    7.6 Top Hat
        7.6.1 Top Hat Company Summary
        7.6.2 Top Hat Business Overview
        7.6.3 Top Hat Gamification in Education Major Product Offerings
        7.6.4 Top Hat Gamification in Education Revenue in Global Market (2018-2023)
        7.6.5 Top Hat Key News & Latest Developments
    7.7 Classcraft Studios
        7.7.1 Classcraft Studios Company Summary
        7.7.2 Classcraft Studios Business Overview
        7.7.3 Classcraft Studios Gamification in Education Major Product Offerings
        7.7.4 Classcraft Studios Gamification in Education Revenue in Global Market (2018-2023)
        7.7.5 Classcraft Studios Key News & Latest Developments
    7.8 Recurrence
        7.8.1 Recurrence Company Summary
        7.8.2 Recurrence Business Overview
        7.8.3 Recurrence Gamification in Education Major Product Offerings
        7.8.4 Recurrence Gamification in Education Revenue in Global Market (2018-2023)
        7.8.5 Recurrence Key News & Latest Developments
    7.9 Fundamentor
        7.9.1 Fundamentor Company Summary
        7.9.2 Fundamentor Business Overview
        7.9.3 Fundamentor Gamification in Education Major Product Offerings
        7.9.4 Fundamentor Gamification in Education Revenue in Global Market (2018-2023)
        7.9.5 Fundamentor Key News & Latest Developments
    7.10 Cognizant
        7.10.1 Cognizant Company Summary
        7.10.2 Cognizant Business Overview
        7.10.3 Cognizant Gamification in Education Major Product Offerings
        7.10.4 Cognizant Gamification in Education Revenue in Global Market (2018-2023)
        7.10.5 Cognizant Key News & Latest Developments
    7.11 BLUErabbit
        7.11.1 BLUErabbit Company Summary
        7.11.2 BLUErabbit Business Overview
        7.11.3 BLUErabbit Gamification in Education Major Product Offerings
        7.11.4 BLUErabbit Gamification in Education Revenue in Global Market (2018-2023)
        7.11.5 BLUErabbit Key News & Latest Developments
    7.12 Google
        7.12.1 Google Company Summary
        7.12.2 Google Business Overview
        7.12.3 Google Gamification in Education Major Product Offerings
        7.12.4 Google Gamification in Education Revenue in Global Market (2018-2023)
        7.12.5 Google Key News & Latest Developments
    7.13 Kahoot
        7.13.1 Kahoot Company Summary
        7.13.2 Kahoot Business Overview
        7.13.3 Kahoot Gamification in Education Major Product Offerings
        7.13.4 Kahoot Gamification in Education Revenue in Global Market (2018-2023)
        7.13.5 Kahoot Key News & Latest Developments
    7.14 CK-12
        7.14.1 CK-12 Company Summary
        7.14.2 CK-12 Business Overview
        7.14.3 CK-12 Gamification in Education Major Product Offerings
        7.14.4 CK-12 Gamification in Education Revenue in Global Market (2018-2023)
        7.14.5 CK-12 Key News & Latest Developments
    7.15 Kuato Studios
        7.15.1 Kuato Studios Company Summary
        7.15.2 Kuato Studios Business Overview
        7.15.3 Kuato Studios Gamification in Education Major Product Offerings
        7.15.4 Kuato Studios Gamification in Education Revenue in Global Market (2018-2023)
        7.15.5 Kuato Studios Key News & Latest Developments
8 Conclusion
9 Appendix
    9.1 Note
    9.2 Examples of Clients
    9.3 Disclaimer

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