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市場調查報告書
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1751004

2025年教育遊戲化全球市場報告

Gamification In Education Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10個工作天內

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簡介目錄

預計未來幾年,教育遊戲化市場規模將呈指數級成長。到2029年,該市場規模將達到66.9億美元,年複合成長率(CAGR)為27.7%。預測期內的成長可以歸因於個人化學習需求的不斷成長、遠端教育和線上學習的擴展、人工智慧在教育中的應用日益廣泛、虛擬實境和擴增實境在學習中的應用日益普及,以及政府對教育科技的投資。預測期內的主要趨勢包括遊戲化工具的技術進步、自適應學習技術的創新、身臨其境型學習體驗的進步、遊戲化教育應用程式研發的加強,以及對以學生為中心的學習解決方案的日益關注。

數位學習平台的日益普及預計將推動教育市場遊戲化的發展。數位學習平台是提供線上教育內容和課程的數位工具和網站,使用戶無論身在何處都能隨時隨地學習。網路存取的改善推動了電子學習的普及,使更多用戶能夠參與靈活的按需學習。這些平台透過將遊戲元素融入數位學習環境,增強了教育領域的遊戲化,使課程更具吸引力和互動性。這些平台促進個人化和可擴展的學習體驗,從而提高學生的積極性和學習成績。例如,2024 年 1 月,總部位於盧森堡的政府機構歐盟統計局報告稱,30% 的歐盟 16 至 74 歲網路用戶在 2023 年前三個月內參加了線上課程或訪問了線上學習資源。因此,數位學習學習平台的普及度不斷提高,促進了教育領域遊戲化的擴展。

教育遊戲化市場的主要企業正在開發創新解決方案,例如基於人工智慧的個人化教育,透過滿足每個學生的需求來改善學習成果。基於人工智慧的個人化教育利用人工智慧根據學生的表現和進展調整學習內容、節奏和學習方法。它使用即時數據分析和自訂回饋來創建自適應學習體驗。例如,2024 年 11 月,美國擴增實境和虛擬實境解決方案供應商 Eon Reality 宣布推出自適應遊戲化學習路徑。新解決方案使用人工智慧評估個別學習者的表現和偏好,以提供個人化和引人入勝的教育體驗。它動態調整內容並結合積分和挑戰等遊戲機制,以提高積極性和學習成果。該系統還提供即時回饋、教育工作者的數據分析以及對各種學習情況的擴充性。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情景,包括利率、通膨、地緣政治、貿易戰和關稅,以及新冠疫情和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球教育中的遊戲化 PESTEL 分析(政治、社會、技術、環境、法律因素、促進因素和限制因素)
  • 最終用途產業分析
  • 全球教育遊戲化市場:成長率分析
  • 全球教育遊戲化市場表現:規模與成長,2019-2024
  • 全球教育遊戲化市場預測:規模與成長,2024-2029 年,2034 年預測
  • 教育遊戲化的全球總目標市場(TAM)

第6章市場區隔

  • 全球教育遊戲化市場:按組成部分、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 軟體
  • 服務
  • 全球教育遊戲化市場(依遊戲化元素類型、表現與預測)2019-2024 年、2024-2029 年、2034 年
  • 積分、徽章和排行榜
  • 互動測驗與作業
  • 基於模擬的學習
  • 說故事和敘事
  • 全球教育遊戲化市場(依科技、績效與預測),2019-2024 年、2024-2029 年、2034 年
  • 傳統學習技術
  • 線上學習管理系統(LMS)
  • 行動學習應用程式
  • 擴增實境和虛擬實境
  • 全球教育遊戲化市場:應用、表現與預測(2019-2024 年、2024-2029 年及 2034 年)
  • K-12教育
  • 高等教育
  • 企業培訓
  • 全球教育遊戲化市場:目標群、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 學生
  • 教育家
  • 父母
  • 教育機構
  • 全球教育遊戲化市場細分(按軟體類型、效能和預測),2019-2024 年、2024-2029 年、2034 年
  • 基於遊戲的學習平台
  • 遊戲化學習管理系統(LMS)
  • 行動教育遊戲
  • 擴增實境(AR)/虛擬實境(VR)教育遊戲
  • 評估工具
  • 全球教育遊戲化市場,依服務類型、績效及預測細分,2019-2024 年、2024-2029 年、2034 年
  • 諮詢服務
  • 實施和整合服務
  • 支援和維護服務
  • 培訓與發展服務
  • 內容客製化服務

第7章 區域和國家分析

  • 全球教育遊戲化市場:依地區、績效及預測,2019-2024 年、2024-2029 年、2034 年
  • 全球教育遊戲化市場:依國家、表現及預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 教育遊戲化:競爭格局
  • 教育遊戲化:公司簡介
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • D2L Corporation Overview, Products and Services, Strategy and Financial Analysis
    • NIIT Limited Overview, Products and Services, Strategy and Financial Analysis
    • Kahoot!ASA Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • ELB Learning
  • Quizlet Inc.
  • Top Hat Studios Inc
  • HigherEchelon Inc.
  • Program-Ace LLC
  • Osmo
  • Filament Games LLC
  • Indusgeeks Solutions Pvt. Ltd.
  • CodeCombat Inc.
  • Triseum LLC
  • Serious Games Interactive ApS
  • Fundamentor
  • StudioKrew
  • Pok Pok
  • Zcooly AB

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第 35 章 高市場潛力國家、細分市場與策略

  • 2029年教育市場的遊戲化:提供新機會的國家
  • 2029年教育市場的遊戲化:細分領域帶來新機會
  • 2029年教育市場的遊戲化:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r34857

Gamification in education involves applying game elements and principles such as points, badges, challenges, and leaderboards to boost student engagement, motivation, and learning outcomes. By integrating these game mechanics into the learning environment, educators aim to make education more interactive, enjoyable, and rewarding, motivating students to participate actively, set goals, and gain a sense of achievement.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The primary components of gamification in education include software and services. Software offers gamified and interactive learning experiences via digital platforms that enable personalized education through assessments and analytics. Common gamification elements include points, badges, leaderboards, interactive quizzes and challenges, simulation-based learning, and storytelling or narrative techniques. These elements are supported by a range of technologies, including traditional learning tools, online learning management systems (LMS), mobile learning apps, and augmented and virtual reality. Gamification is applied across various settings, such as K-12 education, higher education, and corporate training, and serves multiple user groups, including students, educators, parents, and educational institutions.

The gamification in education market research report is one of a series of new reports from The Business Research Company that provides gamification in education market statistics, including the gamification in education industry global market size, regional shares, competitors with the gamification in education market share, detailed gamification in education market segments, market trends, and opportunities, and any further data you may need to thrive in the gamification in education industry. This gamification in education market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The gamification in education market size has grown exponentially in recent years. It will grow from$1.97 billion in 2024 to $2.52 billion in 2025 at a compound annual growth rate (CAGR) of 28.0%. The growth during the historic period can be attributed to the increased use of e-learning, the adoption of digital learning platforms, a rise in student engagement, the incorporation of interactive content, and the growing demand for more engaging learning environments.

The gamification in education market size is expected to see exponential growth in the next few years. It will grow to$6.69 billion in 2029 at a compound annual growth rate (CAGR) of 27.7%. The growth in the forecast period can be attributed to the rising demand for personalized learning, the expansion of remote education and online learning, the growing use of artificial intelligence in education, the increasing adoption of virtual and augmented reality in learning, and government investments in educational technology. Key trends expected during the forecast period include technological advancements in gamification tools, innovations in adaptive learning technologies, progress in immersive learning experiences, increased research and development of gamified educational apps, and a stronger emphasis on student-centric learning solutions.

The increasing use of e-learning platforms is expected to drive the growth of gamification in the education market. E-learning platforms are digital tools or websites that offer educational content and courses online, allowing users to learn at their convenience, from any location. The surge in e-learning adoption is fueled by improved internet access, supporting flexible, on-demand learning for a broader audience. These platforms enhance gamification in education by incorporating game-like elements into digital learning environments, making lessons more engaging and interactive. They facilitate personalized and scalable learning experiences that boost student motivation and academic performance. For example, in January 2024, Eurostat, a Luxembourg-based government agency, reported that 30% of European Union internet users aged 16 to 74 participated in an online course or accessed online learning resources within the first three months of 2023-a 2-percentage-point increase compared to 2022. As a result, the rising adoption of e-learning platforms is contributing to the expansion of gamification in education.

Leading companies in the gamification in education market are developing innovative solutions such as AI-driven personalized education to enhance learning outcomes by catering to individual student needs. AI-based personalized education utilizes artificial intelligence to tailor learning content, pacing, and methods based on a student's performance and progress. It creates adaptive learning experiences using real-time data analysis and customized feedback. For instance, in November 2024, EON Reality, a U.S.-based provider of augmented and virtual reality solutions for industry and education, introduced Adaptive Gamified Learning Paths. This new solution offers personalized and engaging educational experiences, using AI to evaluate individual learner performance and preferences. It adjusts content dynamically and includes game mechanics such as points and challenges to boost motivation and learning outcomes. The system also provides immediate feedback, data analytics for educators, and scalability for various learning contexts.

In June 2022, Animoca Brands, a Hong Kong-based company focused on advancing digital property rights for gaming and the metaverse, acquired TinyTap for $38.875 million. With this acquisition, Animoca Brands aims to strengthen its footprint in the educational technology sector by incorporating TinyTap's platform for user-generated educational games. This platform empowers educators to create, distribute, and monetize interactive learning content. Additionally, by integrating blockchain technology, the acquisition is set to improve accessibility, learner engagement, and revenue potential for both teachers and students globally. TinyTap is an Israel-based company specializing in educational games.

Major players in the gamification in education market are Microsoft Corporation, Cognizant Technology Solutions Corporation, D2L Corporation, NIIT Limited, Kahoot! ASA, ELB Learning, Quizlet Inc., Top Hat Studios Inc, HigherEchelon Inc., Program-Ace LLC, Osmo, Filament Games LLC, Indusgeeks Solutions Pvt. Ltd., CodeCombat Inc., Triseum LLC, Serious Games Interactive ApS, Fundamentor, StudioKrew, Pok Pok, Zcooly AB.

North America was the largest region in the gamification in education market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in gamification in education report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the gamification in education market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The gamification in education market consists of revenues earned by entities by providing services such as interactive learning experiences, progress tracking and feedback, and collaborative learning. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in education market includes sales of computers and laptops, smartphones, smartboards, and virtual reality (VR) headsets. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Gamification In Education Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on gamification in education market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for gamification in education ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The gamification in education market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Software; Services
  • 2) By Type Of Gamification Elements: Points, Badges, And Leaderboards; Interactive Quizzes And Challenges; Simulation-based Learning; Storytelling And Narratives
  • 3) By Technology: Traditional Learning Technologies; Online Learning Management Systems (LMS); Mobile Learning Applications; Augmented And Virtual Reality
  • 4) By Application: K-12 Education; Higher Education; Corporate Training
  • 5) By Target Audience: Students; Educators; Parents; Educational Institutions
  • Subsegments:
  • 1) By Software: Game-Based Learning Platforms; Learning Management Systems (LMS) With Gamification; Mobile Educational Games; Augmented Reality (AR)/Virtual Reality (VR) Educational Games; Assessment And Evaluation Tools
  • 2) By Services: Consulting Services; Implementation And Integration Services; Support And Maintenance Services; Training And Development Services; Content Customization Services
  • Companies Mentioned: Microsoft Corporation; Cognizant Technology Solutions Corporation; D2L Corporation; NIIT Limited; Kahoot! ASA
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Gamification In Education Market Characteristics

3. Gamification In Education Market Trends And Strategies

4. Gamification In Education Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Gamification In Education Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Gamification In Education PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Gamification In Education Market Growth Rate Analysis
  • 5.4. Global Gamification In Education Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Gamification In Education Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Gamification In Education Total Addressable Market (TAM)

6. Gamification In Education Market Segmentation

  • 6.1. Global Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Software
  • Services
  • 6.2. Global Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Points, Badges, And Leaderboards
  • Interactive Quizzes And Challenges
  • Simulation-based Learning
  • Storytelling And Narratives
  • 6.3. Global Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Traditional Learning Technologies
  • Online Learning Management Systems (Lms)
  • Mobile Learning Applications
  • Augmented And Virtual Reality
  • 6.4. Global Gamification In Education Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • K-12 Education
  • Higher Education
  • Corporate Training
  • 6.5. Global Gamification In Education Market, Segmentation By Target Audience, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Students
  • Educators
  • Parents
  • Educational Institutions
  • 6.6. Global Gamification In Education Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game-Based Learning Platforms
  • Learning Management Systems (LMS) With Gamification
  • Mobile Educational Games
  • Augmented Reality (AR)/Virtual Reality (VR) Educational Games
  • Assessment And Evaluation Tools
  • 6.7. Global Gamification In Education Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Consulting Services
  • Implementation And Integration Services
  • Support And Maintenance Services
  • Training And Development Services
  • Content Customization Services

7. Gamification In Education Market Regional And Country Analysis

  • 7.1. Global Gamification In Education Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Gamification In Education Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Gamification In Education Market

  • 8.1. Asia-Pacific Gamification In Education Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification In Education Market

  • 9.1. China Gamification In Education Market Overview
  • 9.2. China Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification In Education Market

  • 10.1. India Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification In Education Market

  • 11.1. Japan Gamification In Education Market Overview
  • 11.2. Japan Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification In Education Market

  • 12.1. Australia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification In Education Market

  • 13.1. Indonesia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification In Education Market

  • 14.1. South Korea Gamification In Education Market Overview
  • 14.2. South Korea Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gamification In Education Market

  • 15.1. Western Europe Gamification In Education Market Overview
  • 15.2. Western Europe Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification In Education Market

  • 16.1. UK Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification In Education Market

  • 17.1. Germany Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification In Education Market

  • 18.1. France Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification In Education Market

  • 19.1. Italy Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification In Education Market

  • 20.1. Spain Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification In Education Market

  • 21.1. Eastern Europe Gamification In Education Market Overview
  • 21.2. Eastern Europe Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification In Education Market

  • 22.1. Russia Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification In Education Market

  • 23.1. North America Gamification In Education Market Overview
  • 23.2. North America Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification In Education Market

  • 24.1. USA Gamification In Education Market Overview
  • 24.2. USA Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification In Education Market

  • 25.1. Canada Gamification In Education Market Overview
  • 25.2. Canada Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification In Education Market

  • 26.1. South America Gamification In Education Market Overview
  • 26.2. South America Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification In Education Market

  • 27.1. Brazil Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification In Education Market

  • 28.1. Middle East Gamification In Education Market Overview
  • 28.2. Middle East Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification In Education Market

  • 29.1. Africa Gamification In Education Market Overview
  • 29.2. Africa Gamification In Education Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification In Education Market, Segmentation By Type Of Gamification Elements, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification In Education Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification In Education Market Competitive Landscape And Company Profiles

  • 30.1. Gamification In Education Market Competitive Landscape
  • 30.2. Gamification In Education Market Company Profiles
    • 30.2.1. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Cognizant Technology Solutions Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. D2L Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. NIIT Limited Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kahoot! ASA Overview, Products and Services, Strategy and Financial Analysis

31. Gamification In Education Market Other Major And Innovative Companies

  • 31.1. ELB Learning
  • 31.2. Quizlet Inc.
  • 31.3. Top Hat Studios Inc
  • 31.4. HigherEchelon Inc.
  • 31.5. Program-Ace LLC
  • 31.6. Osmo
  • 31.7. Filament Games LLC
  • 31.8. Indusgeeks Solutions Pvt. Ltd.
  • 31.9. CodeCombat Inc.
  • 31.10. Triseum LLC
  • 31.11. Serious Games Interactive ApS
  • 31.12. Fundamentor
  • 31.13. StudioKrew
  • 31.14. Pok Pok
  • 31.15. Zcooly AB

32. Global Gamification In Education Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Gamification In Education Market

34. Recent Developments In The Gamification In Education Market

35. Gamification In Education Market High Potential Countries, Segments and Strategies

  • 35.1 Gamification In Education Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification In Education Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification In Education Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
  • 250617_r34857_Gamification_In_Education_GMR_2025