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The global gamification in education market generated revenue of US$ 606.8 million in 2020 and is expected to reach US$ 2,355.7 million by 2025 with a CAGR of 31.2% in the forecast period. The study offers a detailed analysis of the global market for gamification in education. Considering 2019 as the base year, the report provides market information for the 2020 to 2025 forecast period. The study includes information on the current size and projected growth of the overall gamification in education market and its associated business segments. It outlines the dynamics, the business environment, and emerging developments in the gamification in education market.
The study contains a chapter that explains the impact of COVID 19 on the global gamification in education market. The study further discusses the key factors, the business environment, and emerging developments in the gamification in education market. The report will help several vendors to make the right investment and development decisions. The research focuses on the global gamification in education scenario and its proliferation across various market verticals. The descriptions in this report cover factors that currently influence and impede market growth and also accelerate the future dimensions of demand for the gamification in education market.
The chapters included in the report describe leading players in the gamification in education market. The study provides landscape analysis, which offers detailed profiles of major players in the gamification in education market worldwide. The report covers a fine-grained taxonomy of market segmentation in terms of component, deployment model & end user.
Global Gamification in Education Market, by Component
• Software
• Services (Professional Services and Managed Services)
Global Gamification in Education Market, by Deployment Model
• Cloud based
• On-premises
Global Gamification in Education Market, by End User
o Academic (K-12 and Higher Education)
o Corporate Training (Small and Medium Enterprises and Large Enterprises)
Global Gamification in Education Market, by Region
o North America (U.S. Canada)
o Europe (Germany, U.K., France, Italy, Spain, Rest of Europe)
o Asia Pacific (China, Japan, India, Rest of Asia Pacific)
o Middle East & Africa (GCC, South Africa, Rest of Middle East & Africa)
o Latin America (Brazil, Mexico, Rest of Latin America)
Market Players
Some of the major players in the gamification in education market are as follows:
o Bunchball
o Classcraft Studios
o Cognizant
o D2L Corporation
o Fundamentor
o Kahoot!
o MPS Interactive Systems
o NIIT Ltd
o Recurrence Inc
o Top Hat
1. Introduction
2. Market Overview
2.1. Global Gamification in Education Market Introduction
2.2. Macro- Economic Factor
2.3. Market Determinants
2.3.1. Market Driver
2.3.2. Market Restraints
2.3.3. Market Opportunities
2.3.4. Market Challenges
2.4. Technology/Product Roadmap
2.5. Market Growth Opportunity Analysis
3. Market Segmentation
3.1. Global Gamification in Education Market Analysis (US$ Mn), By Component, 2019 - 2025
3.1.1. Software
3.1.2. Services
3.1.2.1. Professional Services
3.1.2.2. Managed Services
3.2. Global Gamification in Education Market Analysis (US$ Mn), By Deployment Model, 2019 – 2025
3.2.1. Cloud based
3.2.2. On-premises
3.3. Global Gamification in Education Market Analysis (US$ Mn), By End-User, 2019 – 2025
3.3.1. Academic
3.3.1.1. K-12
3.3.1.2. Higher Education
3.3.2. Corporate Training
3.3.2.1. Small and Medium Enterprises
3.3.2.2. Large Enterprises
4. Regional Analysis
4.1. North America Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.1.1. By Country
4.1.1.1. U.S.
4.1.1.2. Canada
4.1.2. By Component
4.1.2.1. Software
4.1.2.2. Services
4.1.2.2.1. Professional Services
4.1.2.2.2. Managed Services
4.1.3. By Deployment Model
4.1.3.1. Cloud based
4.1.3.2. On-premises
4.1.4. By End User
4.1.4.1. Academic
4.1.4.1.1. K-12
4.1.4.1.2. Higher Education
4.1.4.2. Corporate Training
4.1.4.2.1. Small and Medium Enterprises
4.1.4.2.2. Large Enterprises
4.2. Europe Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.2.1. By Country
4.2.1.1. Germany
4.2.1.2. U.K.
4.2.1.3. France
4.2.1.4. Italy
4.2.1.5. Spain
4.2.1.6. Rest of Europe
4.2.2. By Component
4.2.2.1. Software
4.2.2.2. Services
4.2.2.2.1. Professional Services
4.2.2.2.2. Managed Services
4.2.3. By Deployment Model
4.2.3.1. Cloud based
4.2.3.2. On-premises
4.2.4. By End User
4.2.4.1. Academic
4.2.4.1.1. K-12
4.2.4.1.2. Higher Education
4.2.4.2. Corporate Training
4.2.4.2.1. Small and Medium Enterprises
4.2.4.2.2. Large Enterprises
4.3. Asia Pacific Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.3.1. By Country
4.3.1.1. China
4.3.1.2. Japan
4.3.1.3. India
4.3.1.4. Rest of Asia Pacific
4.3.2. By Component
4.3.2.1. Software
4.3.2.2. Services
4.3.2.2.1. Professional Services
4.3.2.2.2. Managed Services
4.3.3. By Deployment Model
4.3.3.1. Cloud based
4.3.3.2. On-premises
4.3.4. By End User
4.3.4.1. Academic
4.3.4.1.1. K-12
4.3.4.1.2. Higher Education
4.3.4.2. Corporate Training
4.3.4.2.1. Small and Medium Enterprises
4.3.4.2.2. Large Enterprises
4.4. Middle East & Africa Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.4.1. By Country
4.4.1.1. GCC
4.4.1.2. South Africa
4.4.1.3. Rest of Middle East & Africa
4.4.2. By Component
4.4.2.1. Software
4.4.2.2. Services
4.4.2.2.1. Professional Services
4.4.2.2.2. Managed Services
4.4.3. By Deployment Model
4.4.3.1. Cloud based
4.4.3.2. On-premises
4.4.4. By End User
4.4.4.1. Academic
4.4.4.1.1. K-12
4.4.4.1.2. Higher Education
4.4.4.2. Corporate Training
4.4.4.2.1. Small and Medium Enterprises
4.4.4.2.2. Large Enterprises
4.5. Latin America Gamification in Education Market Analysis (US$ Mn), 2019 - 2025
4.5.1. By Country
4.5.1.1. Brazil
4.5.1.2. Mexico
4.5.1.3. Rest of Latin America
4.5.2. By Component
4.5.2.1. Software
4.5.2.2. Services
4.5.2.2.1. Professional Services
4.5.2.2.2. Managed Services
4.5.3. By Deployment Model
4.5.3.1. Cloud based
4.5.3.2. On-premises
4.5.4. By End User
4.5.4.1. Academic
4.5.4.1.1. K-12
4.5.4.1.2. Higher Education
4.5.4.2. Corporate Training
4.5.4.2.1. Small and Medium Enterprises
4.5.4.2.2. Large Enterprises
5. Competitive Analysis
5.1. Company Share Analysis (%) 2019
5.2. List of Acquisition, Merger, Collaboration & New Product Launch
6. Company Profiles
6.1. Bunchball
6.2. Classcraft Studios
6.3. Cognizant
6.4. D2L Corporation
6.5. Fundamentor
6.6. Kahoot!
6.7. MPS Interactive Systems
6.8. NIIT Ltd
6.9. Recurrence Inc
6.10. Top Hat
Research Methodology:
Gamification in Education Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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