Report ID: IBI1596838 | Category: Service & Software | Pages: 130 | Format: PDF | Published Date: August 16,2023
1 Market Overview 1.1 Product Overview and Scope of E-Learning Gamification 1.2 Classification of E-Learning Gamification by Type 1.2.1 Overview: Global E-Learning Gamification Market Size by Type: 2020 Versus 2021 Versus 2026 1.2.2 Global E-Learning Gamification Revenue Market Share by Type in 2020 1.2.3 Cloud Based 1.2.4 On-Premise 1.3 Global E-Learning Gamification Market by Application 1.3.1 Overview: Global E-Learning Gamification Market Size by Application: 2020 Versus 2021 Versus 2026 1.3.2 K-12 education 1.3.3 Higher education 1.4 Global E-Learning Gamification Market Size & Forecast 1.5 Global E-Learning Gamification Market Size and Forecast by Region 1.5.1 Global E-Learning Gamification Market Size by Region: 2016 VS 2021 VS 2026 1.5.2 Global E-Learning Gamification Market Size by Region, (2016-2021) 1.5.3 North America E-Learning Gamification Market Size and Prospect (2018-2030) 1.5.4 Europe E-Learning Gamification Market Size and Prospect (2018-2030) 1.5.5 Asia-Pacific E-Learning Gamification Market Size and Prospect (2018-2030) 1.5.6 South America E-Learning Gamification Market Size and Prospect (2018-2030) 1.5.7 Middle East and Africa E-Learning Gamification Market Size and Prospect (2018-2030) 1.6 Market Drivers, Restraints and Trends 1.6.1 E-Learning Gamification Market Drivers 1.6.2 E-Learning Gamification Market Restraints 1.6.3 E-Learning Gamification Trends Analysis 2 Company Profiles 2.1 Badgeville 2.1.1 Badgeville Details 2.1.2 Badgeville Major Business 2.1.3 Badgeville E-Learning Gamification Product and Solutions 2.1.4 Badgeville E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.1.5 Badgeville Recent Developments and Future Plans 2.2 BI WORLDWIDE 2.2.1 BI WORLDWIDE Details 2.2.2 BI WORLDWIDE Major Business 2.2.3 BI WORLDWIDE E-Learning Gamification Product and Solutions 2.2.4 BI WORLDWIDE E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.2.5 BI WORLDWIDE Recent Developments and Future Plans 2.3 Classcraft Studios 2.3.1 Classcraft Studios Details 2.3.2 Classcraft Studios Major Business 2.3.3 Classcraft Studios E-Learning Gamification Product and Solutions 2.3.4 Classcraft Studios E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.3.5 Classcraft Studios Recent Developments and Future Plans 2.4 Microsoft 2.4.1 Microsoft Details 2.4.2 Microsoft Major Business 2.4.3 Microsoft E-Learning Gamification Product and Solutions 2.4.4 Microsoft E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.4.5 Microsoft Recent Developments and Future Plans 2.5 SAP 2.5.1 SAP Details 2.5.2 SAP Major Business 2.5.3 SAP E-Learning Gamification Product and Solutions 2.5.4 SAP E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.5.5 SAP Recent Developments and Future Plans 2.6 MPS Interactive Systems 2.6.1 MPS Interactive Systems Details 2.6.2 MPS Interactive Systems Major Business 2.6.3 MPS Interactive Systems E-Learning Gamification Product and Solutions 2.6.4 MPS Interactive Systems E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.6.5 MPS Interactive Systems Recent Developments and Future Plans 2.7 D2L Corporation 2.7.1 D2L Corporation Details 2.7.2 D2L Corporation Major Business 2.7.3 D2L Corporation E-Learning Gamification Product and Solutions 2.7.4 D2L Corporation E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.7.5 D2L Corporation Recent Developments and Future Plans 2.8 Top Hat 2.8.1 Top Hat Details 2.8.2 Top Hat Major Business 2.8.3 Top Hat E-Learning Gamification Product and Solutions 2.8.4 Top Hat E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.8.5 Top Hat Recent Developments and Future Plans 2.9 Cognizant 2.9.1 Cognizant Details 2.9.2 Cognizant Major Business 2.9.3 Cognizant E-Learning Gamification Product and Solutions 2.9.4 Cognizant E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.9.5 Cognizant Recent Developments and Future Plans 2.10 Recurrence Inc. 2.10.1 Recurrence Inc. Details 2.10.2 Recurrence Inc. Major Business 2.10.3 Recurrence Inc. E-Learning Gamification Product and Solutions 2.10.4 Recurrence Inc. E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.10.5 Recurrence Inc. Recent Developments and Future Plans 2.11 Fundamentor 2.11.1 Fundamentor Details 2.11.2 Fundamentor Major Business 2.11.3 Fundamentor E-Learning Gamification Product and Solutions 2.11.4 Fundamentor E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.11.5 Fundamentor Recent Developments and Future Plans 2.12 Gametize 2.12.1 Gametize Details 2.12.2 Gametize Major Business 2.12.3 Gametize E-Learning Gamification Product and Solutions 2.12.4 Gametize E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.12.5 Gametize Recent Developments and Future Plans 2.13 GradeCraft 2.13.1 GradeCraft Details 2.13.2 GradeCraft Major Business 2.13.3 GradeCraft E-Learning Gamification Product and Solutions 2.13.4 GradeCraft E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.13.5 GradeCraft Recent Developments and Future Plans 2.14 Kuato Studios 2.14.1 Kuato Studios Details 2.14.2 Kuato Studios Major Business 2.14.3 Kuato Studios E-Learning Gamification Product and Solutions 2.14.4 Kuato Studios E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.14.5 Kuato Studios Recent Developments and Future Plans 2.15 Kungfu-Math 2.15.1 Kungfu-Math Details 2.15.2 Kungfu-Math Major Business 2.15.3 Kungfu-Math E-Learning Gamification Product and Solutions 2.15.4 Kungfu-Math E-Learning Gamification Revenue, Gross Margin and Market Share (2021-2023) 2.15.5 Kungfu-Math Recent Developments and Future Plans 3 Market Competition, by Players 3.1 Global E-Learning Gamification Revenue and Share by Players (2021-2023) 3.2 Market Concentration Rate 3.2.1 Top 3 E-Learning Gamification Players Market Share 3.2.2 Top 10 E-Learning Gamification Players Market Share 3.2.3 Market Competition Trend 3.3 E-Learning Gamification Players Head Office, Products and Services Provided 3.4 Mergers & Acquisitions 3.5 New Entrants and Expansion Plans 4 Market Size Segment by Type 4.1 Global E-Learning Gamification Revenue and Market Share by Type (2016-2021) 4.2 Global E-Learning Gamification Market Forecast by Type (2021-2026) 5 Market Size Segment by Application 5.1 Global E-Learning Gamification Revenue Market Share by Application (2016-2021) 5.2 E-Learning Gamification Market Forecast by Application (2021-2026) 6 North America by Country, by Type, and by Application 6.1 North America E-Learning Gamification Revenue by Type (2018-2030) 6.2 North America E-Learning Gamification Revenue by Application (2018-2030) 6.3 North America E-Learning Gamification Market Size by Country 6.3.1 North America E-Learning Gamification Revenue by Country (2018-2030) 6.3.2 United States E-Learning Gamification Market Size and Forecast (2018-2030) 6.3.3 Canada E-Learning Gamification Market Size and Forecast (2018-2030) 6.3.4 Mexico E-Learning Gamification Market Size and Forecast (2018-2030) 7 Europe by Country, by Type, and by Application 7.1 Europe E-Learning Gamification Revenue by Type (2018-2030) 7.2 Europe E-Learning Gamification Revenue by Application (2018-2030) 7.3 Europe E-Learning Gamification Market Size by Country 7.3.1 Europe E-Learning Gamification Revenue by Country (2018-2030) 7.3.2 Germany E-Learning Gamification Market Size and Forecast (2018-2030) 7.3.3 France E-Learning Gamification Market Size and Forecast (2018-2030) 7.3.4 United Kingdom E-Learning Gamification Market Size and Forecast (2018-2030) 7.3.5 Russia E-Learning Gamification Market Size and Forecast (2018-2030) 7.3.6 Italy E-Learning Gamification Market Size and Forecast (2018-2030) 8 Asia-Pacific by Region, by Type, and by Application 8.1 Asia-Pacific E-Learning Gamification Revenue by Type (2018-2030) 8.2 Asia-Pacific E-Learning Gamification Revenue by Application (2018-2030) 8.3 Asia-Pacific E-Learning Gamification Market Size by Region 8.3.1 Asia-Pacific E-Learning Gamification Revenue by Region (2018-2030) 8.3.2 China E-Learning Gamification Market Size and Forecast (2018-2030) 8.3.3 Japan E-Learning Gamification Market Size and Forecast (2018-2030) 8.3.4 South Korea E-Learning Gamification Market Size and Forecast (2018-2030) 8.3.5 India E-Learning Gamification Market Size and Forecast (2018-2030) 8.3.6 Southeast Asia E-Learning Gamification Market Size and Forecast (2018-2030) 8.3.7 Australia E-Learning Gamification Market Size and Forecast (2018-2030) 9 South America by Country, by Type, and by Application 9.1 South America E-Learning Gamification Revenue by Type (2018-2030) 9.2 South America E-Learning Gamification Revenue by Application (2018-2030) 9.3 South America E-Learning Gamification Market Size by Country 9.3.1 South America E-Learning Gamification Revenue by Country (2018-2030) 9.3.2 Brazil E-Learning Gamification Market Size and Forecast (2018-2030) 9.3.3 Argentina E-Learning Gamification Market Size and Forecast (2018-2030) 10 Middle East & Africa by Country, by Type, and by Application 10.1 Middle East & Africa E-Learning Gamification Revenue by Type (2018-2030) 10.2 Middle East & Africa E-Learning Gamification Revenue by Application (2018-2030) 10.3 Middle East & Africa E-Learning Gamification Market Size by Country 10.3.1 Middle East & Africa E-Learning Gamification Revenue by Country (2018-2030) 10.3.2 Turkey E-Learning Gamification Market Size and Forecast (2018-2030) 10.3.3 Saudi Arabia E-Learning Gamification Market Size and Forecast (2018-2030) 10.3.4 UAE E-Learning Gamification Market Size and Forecast (2018-2030) 11 Research Findings and Conclusion 12 Appendix 12.1 Methodology 12.2 Research Process and Data Source 12.3 Disclaimer
It contains all the geographic trends, and market analysis for global market