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Gamification Education Market Research Report – Segmented By Component (Solution (Cloud Computing, Big Data & Analytics, Mobility, Disruptive Technologies, and Social Media) and Service), End User, Deployment Type (On-premise and Cloud), Vertical, and Region - Global Forecast to 2027

Published: January, 2022
ID: 8303
Pages: 170
Formats: report pdf report excel report power bi report ppt

Gamification Education Market Size (2022 - 2027)

Gamification Education Market value was at USD 840 Billion in 2020 and is expected to grow by USD 2317 Billion by 2026 at the CAGR of about 36.0%. 

Gamification is a method by which game mechanics are implemented in non-game situations to encourage users and improve problem-solving. Some instances of game mechanics are points, badges, leadership boards, difficulties, and benefits. The gamification education market doesn't generate true games but utilizes game methods to get learners involved. The distribution of education makes it easier for learners to enhance their learning outcomes.

The demand and supply divide has broadened in recent years, despite the tremendous development of the worldwide education gamification industry. With the cooperation of a supplier for the instructional Gamification education market with academic organizations, the growing demand and supply gap in the worldwide instructional gamification industry can be overcome. However, their willingness to use technology and higher education price impedes their broad-based acceptance, especially in the Asia-Pacific developing countries.

Market Drivers and Restraints

Increasing adoption of digital learning, growing need to enhance the learning experience for good outcomes and adoption of AR/VR technologies in the gamification education market. Factors promoting the growth of the gamification education market segment give benefits like enhanced security, low setup cost, easy accessibility, quicker deployment, high scalability, customizability, enhanced storage space, ease of maintenance, automatic upgrade of course materials and mechanical licensing by vendors. Factors as innovation in e-learning tools, delivery methods, advances in technology and availability of various virtual communication tools. The growth of the academic segment as a larger market size when compared to the corporate training segment. Gamification Education Market is getting enhanced in the upcoming years an e-commerce trend growing at a tremendous rate. Lack of skilled trainers and instructors hinders the market for the growth of the gamification education market.

In contemporary training systems, digital gaming has become an archetypal component. In the latest years, the implementation of sophisticated techniques, such as information mining, has enhanced the spread of schooling. Students encounter a secure teaching experience through the gamification education market. The future potential of the global education gamification industry is dependent mainly upon the performance of products that entice learners to discover their curiosity with wealthy and true stories.

In multiple vertical sectors, the Gamification education market has become enormous as a hopeful manner of engaging both staff and clients to improve business processes. Gamification in the instructional structure throughout schools, colleges, and universities has, over time, appeared as a strong education technique. Platforms for Gamification are accessible in many topics, including languages, mathematics, science, and many more. The primary objective of splitting in schooling continues to enable learners to study separately, enhance their abilities, and create a beneficial connection between learners and teachers. The gamification education market also enables maintain student discipline and keep them in fun and informative matches socially active.

With this technique, the demand for the Gamification education market has seen a deep development in recent years due to the outstanding operational changes. Educational institutes subsequently actively embraced gamification products to guarantee an efficient teaching method. The Gamification Education market is extremely motivated by gamified education's superior benefits over standard teaching techniques. The use of Gamification allows educators to become more involved in students. It is also highly versatile and accessible and increases the teaching method beyond the school. Furthermore, splitting education facilitates teaching for learners with disabilities (e.g., autism) and improves achievement and confidentiality.

Market Research Methodology

Market research involves studying market trends, growth patterns, and understanding the influence of variables like macro and microeconomic conditions, geopolitical, and demographic conditions on the market value and market dynamics.

The research methodology used to calculate and forecast the gamification education market began by collecting information on the market key player's sales using multiple sources via secondary research. In order to identify market segmentation, supplier offers have been considered.

Detailed Segmentation of the Market

Gamification Education Market - By Component

Gamification Education Market - By End User

  • Academic
  • K12
  • Higher Education

Gamification Education Market - By Deployment Mode

  • Cloud
  • On-Premises

Gamification Education Market - By Geography

  • North America
  • Europe
  • Latin America
  • Asia Pacific
  • Middle East and Africa
  • Rest of the World

APAC expected to lead the Gamification Education Market in the future:

The growing interest in people for the gamification education market field and government policies have made organizations develop skillset among their employees, which leads the market. China and India are the two central regions for the development of gamification education.

The Largest share in the Gamification Education market is in North America. The most rapid development in the years ahead is planned in Asia-Pacific. There is an important development in emerging countries, such as India and China, owing to the rise in per capita revenue, changes in people's lifestyles, the rise in the middle classes and a high standard of living.

Leading Players Mentioned in the Report:

  1. Bunchball
  2. NIIT
  3. MPS Interactive
  4. Microsoft
  5. D2L
  6. Top Hat
  7. Classcraft Studios
  8. Recurrence
  9. Fundamentor
  10. Cognizant
  11. BLUErabbit
  12. Google
  13. Kahoot
  14. CK-12
  15. Kuato Studios

Recent developments in the Market:

  1. Tata Interactive Systems AG and TIS GmbH were purchased by MPS in July 2018. This purchase expands MPS' engineering and marketing platform capacities. With goods provided by the purchased organizations, the business can readily target its US-based client.
  2. Top Hat signed a fresh company license agreement with Indiana University in July 2018, in which Top Hat is anticipated to provide more than 114,000 learners in 8 Indiana Campus with the finest education facilities.
  3. NIIT Ltd announced its collaboration with Pitney Bowes in June 2018, where NIIT is providing a five-year extensive range of management and gamification education market training facilities including consulting, demand management and provide leadership.

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