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市場調查報告書
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1760118

2025年學習遊戲化全球市場報告

Gamification In Learning 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,遊戲化學習市場規模將呈指數級成長。至2029年,該市場規模將成長至68.8億美元,複合年成長率為25.8%。預測期內的成長歸因於人工智慧的日益融合、企業培訓的擴展、遠距學習的興起、學習者學習積極性的提升以及身臨其境型技術的日益普及。預計在此期間的主要趨勢包括行動學習技術的進步、數據分析的整合、技術主導的個人化學習體驗、虛擬實境和擴增實境實境的發展以及雲端基礎的學習平台的進步。

數位學習的日益普及預計將推動未來遊戲化學習市場的擴張。數位學習是指透過數位平台傳遞教育內容和教學,允許透過網路進行遠距學習和自主學習。數位學習的普及得益於學習者可以隨時隨地靈活地存取課程,這使得不同時間安排和地點的人都能接受教育。遊戲化透過引入獎勵、挑戰和回饋等遊戲元素來增強數位學習,從而提高參與度、學習動機、參與度和學習成果。例如,總部位於比利時的歐盟委員會在2024年1月發布的報告顯示,2023年,歐盟16至74歲網路用戶中有30%在過去三個月內參加過線上課程或使用過數位學習材料,比2022年的28%增加了2%。因此,數位學習的成長預計將推動遊戲化學習市場的成長。

遊戲化學習市場的主要參與者正專注於開發先進的技術解決方案,例如人工智慧平台,以簡化人工智慧模型的開發和部署。人工智慧平台是一個軟體環境,提供開發、部署和管理人工智慧應用程式及模型所需的工具和資源。例如,2024年11月,美國軟體公司EON Reality宣布推出“自適應遊戲化學習路徑”,這是一個融合人工智慧和遊戲化的人工智慧平台,旨在為所有年齡段的學習者提供個性化且引人入勝的學習體驗。該平台使用人工智慧演算法評估每個學習者的表現、偏好和參與度,並根據他們的個人需求自訂內容。學習材料會即時動態調整,並結合積分、徽章、排行榜和挑戰等遊戲機制,以提高學習效率。

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

  • 全球學習中的遊戲化 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
  • 全球學習遊戲化市場:成長率分析
  • 全球學習遊戲化市場表現:規模與成長,2019-2024
  • 全球學習遊戲化市場預測:規模與成長,2024-2029 年,2034 年預測
  • 全球學習遊戲化總可尋址市場 (TAM)

第6章市場區隔

  • 全球學習遊戲化市場(依教育機構、表現與預測),2019-2024 年、2024-2029 年、2034 年
  • 職業訓練中心
  • K-12學校
  • 高等教育
  • 線上學習平台
  • 全球遊戲化學習市場企業訓練、績效及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 員工入職培訓計劃
  • 銷售培訓
  • 技術技能發展
  • 領導力與管理培訓
  • 全球遊戲化學習市場健康與保健、表現與預測,2019-2024 年、2024-2029 年、2034 年
  • 營養和生活方式教育
  • 健身和身體健康計劃
  • 醫療培訓和認證
  • 心理健康意識計劃
  • 全球學習市場遊戲化消費者參與與行銷、績效及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 社區營造工作
  • 忠誠度計畫
  • 產品知識培訓
  • 全球遊戲化學習市場區隔(依職業訓練中心類型、績效及預測),2019-2024 年、2024-2029 年、2034 年
  • 技術技能發展
  • 認證計劃
  • 企業培訓
  • 學徒和實習
  • 全球學習遊戲化市場,依 K-12 學校類型細分,實際狀況及預測,2019-2024 年、2024-2029 年、2034 年
  • 小學
  • 中學
  • 特殊教育機構
  • 課後活動
  • 全球學習遊戲化市場區隔(依高等教育機構類型分類)、實際狀況及預測(2019-2024 年、2024-2029 年及 2034 年)
  • 大學和學院
  • 技術研究院
  • 專業發展計劃
  • 研究和研究生項目
  • 全球學習遊戲化市場區隔(按線上學習平台類型分類)、實際狀況及預測(2019-2024 年、2024-2029 年及 2034 年)
  • MOOC(大規模開放式線上課程)
  • 企業培訓數位學習平台
  • 教育科技Start-Ups
  • 虛擬學習環境(VLEs)

第7章 區域和國家分析

  • 全球學習遊戲化市場:按地區、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 全球學習遊戲化市場:依國家、表現與預測,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

  • 學習市場的遊戲化:競爭格局
  • 學習市場中的遊戲化: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
    • Duolingo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • EI Technologies Overview, Products and Services, Strategy and Financial Analysis

第31章 其他大型創新企業

  • ELB Learning(formerly known as eLearning Brothers)
  • Ambition Software
  • Allen Communication Learning Services
  • CommLab India Pvt. Ltd.
  • Keeves Technologies Pvt. Ltd.
  • SweetRush Inc.
  • Learning Pool Ltd.
  • VK Creative Learning Solutions
  • Bunchball Inc.
  • International Business Machines Corporation
  • eWyse Technologies
  • QuoDeck Technologies Pvt. Ltd.
  • GameApp Studios
  • Indusgeeks Solutions Pvt. Ltd.
  • Edurigo Technologies Pvt. Ltd.

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年學習市場的遊戲化:提供新機會的國家
  • 2029年學習市場的遊戲化:細分領域帶來新機會
  • 2029年學習市場的遊戲化: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: r35142

Gamification in learning refers to the incorporation of game design elements, such as points, levels, challenges, rewards, and competition, into educational environments to boost learner engagement, motivation, and participation. It transforms traditional learning experiences into more dynamic and enjoyable activities, encouraging learners to take an active role in their education. By tapping into the natural human inclination for achievement and play, gamification promotes deeper understanding, enhances knowledge retention, and supports goal-oriented behavior.

Key institutions utilizing gamification in learning include vocational training centers, K-12 schools, higher education institutions, and online learning platforms. Vocational training centers offer practical, skills-based education focused on specific trades or professions. Gamification is applied in various corporate training settings, such as employee onboarding, sales training, technical skills development, leadership and management training, as well as nutrition, fitness, medical certification, and mental health programs. It is also used for consumer engagement and marketing, including community-building initiatives, brand loyalty programs, product knowledge training, and customer feedback and education.

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

The gamification in learning market size has grown exponentially in recent years. It will grow from $2.18 billion in 2024 to $2.75 billion in 2025 at a compound annual growth rate (CAGR) of 26.2%. The growth during the historic period can be attributed to factors such as increased learner engagement, the growing adoption of mobile technology, heightened psychological awareness, rising investments in edtech, and the growing trend of personalized learning.

The gamification in learning market size is expected to see exponential growth in the next few years. It will grow to $6.88 billion in 2029 at a compound annual growth rate (CAGR) of 25.8%. The projected growth in the forecast period can be attributed to the increasing integration of AI, the expansion of corporate training, the rise of remote learning, growing learner motivation, and the increasing adoption of immersive technologies. Key trends expected during this period include advancements in mobile learning technologies, the integration of data analytics, technology-driven personalized learning experiences, developments in virtual and augmented reality, and advancements in cloud-based learning platforms.

The growing adoption of e-learning is expected to drive the expansion of the gamification in learning market in the future. E-learning refers to the delivery of educational content and instruction through digital platforms, enabling remote and self-paced learning via the internet. The popularity of e-learning is rising due to its flexibility, allowing learners to access courses at any time and from anywhere, making education more accessible to individuals with varying schedules and locations. Gamification enhances e-learning by introducing game-like elements, such as rewards, challenges, and feedback, which increase engagement, motivation, participation, and learning outcomes. For example, in January 2024, a report from the European Commission, a Belgium-based governing body, revealed that in 2023, 30% of internet users in the European Union aged 16 to 74 had taken an online course or used digital learning materials in the past three months, marking a 2% increase from 28% in 2022. Therefore, the rise in e-learning is expected to drive the growth of the gamification in learning market.

Key players in the gamification in learning market are focusing on developing advanced technological solutions, such as AI platforms, to streamline the development and deployment of AI models. AI platforms are software environments that provide the tools and resources necessary to develop, deploy, and manage AI applications and models. For example, in November 2024, EON Reality, a U.S.-based software company, introduced Adaptive Gamified Learning Paths, an AI platform that integrates artificial intelligence with gamification to provide personalized and engaging learning experiences for learners of all ages. This platform uses AI algorithms to assess each learner's performance, preferences, and engagement, tailoring content to individual needs. It dynamically adjusts educational materials in real-time, incorporating game mechanics such as points, badges, leaderboards, and challenges to enhance the learning journey.

In July 2023, Naseej, a Saudi Arabia-based technology company, acquired a majority stake in Appsinnovate for an undisclosed amount. This acquisition strengthens Naseej's ability to offer interactive and engaging learning experiences to its higher education and enterprise clients. Appsinnovate, an Egypt-based provider of gamification in learning, will enable Naseej to expand its portfolio of gamified educational solutions.

Major players in the gamification in learning market are Microsoft Corporation, Cognizant Technology Solutions Corporation, Duolingo Inc., MPS Interactive Systems Ltd., EI Technologies, ELB Learning (formerly known as eLearning Brothers), Ambition Software, Allen Communication Learning Services, CommLab India Pvt. Ltd., Keeves Technologies Pvt. Ltd., SweetRush Inc., Learning Pool Ltd., VK Creative Learning Solutions, Bunchball Inc., International Business Machines Corporation, eWyse Technologies, QuoDeck Technologies Pvt. Ltd., GameApp Studios, Indusgeeks Solutions Pvt. Ltd., Edurigo Technologies Pvt. Ltd.

North America was the largest region in the gamification in learning market in 2024. The regions covered in gamification in learning report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

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

The gamification in learning market consists of revenues earned by entities by providing services such as learning management system integration, interactive assessments and quizzes, progress tracking and analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. The gamification in learning market also includes sales of educational games, gamified mobile apps, simulation-based learning tools and interactive ebooks. 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 Learning 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 learning 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 learning ? 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 learning 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 Educational Institutions: Vocational Training Centers; K-12 Schools; Higher Education Institutions; Online Learning Platforms
  • 2) By Corporate Training: Employee Onboarding Programs; Sales Training; Technical Skills Development; Leadership And Management Training
  • 3) By Health And Wellness: Nutrition And Lifestyle Education; Fitness And Physical Health Programs; Medical Training And Certification; Mental Health Awareness Programs
  • 4) By Consumer Engagement And Marketing: Community Building Initiatives; Brand Loyalty Programs; Product Knowledge Training; Customer Feedback And Education
  • Subsegments:
  • 1) By Vocational Training Centers: Technical Skill Development; Certification Programs; Corporate Training; Apprenticeships And Internships
  • 2) By K-12 Schools: Primary Schools; Secondary Schools; Special Education Institutions; After-School Programs
  • 3) By Higher Education Institutions: Universities And Colleges; Technical Institutes; Professional Development Programs; Research And Postgraduate Programs
  • 4) By Online Learning Platforms: MOOCs (Massive Open Online Courses); E-Learning Platforms for Corporate Training; EdTech Startups; Virtual Learning Environments (VLEs)
  • Companies Mentioned: Microsoft Corporation; Cognizant Technology Solutions Corporation; Duolingo Inc.; MPS Interactive Systems Ltd.; EI Technologies
  • 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 Learning Market Characteristics

3. Gamification In Learning Market Trends And Strategies

4. Gamification In Learning 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 Learning Growth Analysis And Strategic Analysis Framework

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

6. Gamification In Learning Market Segmentation

  • 6.1. Global Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Vocational Training Centers
  • K-12 Schools
  • Higher Education Institutions
  • Online Learning Platforms
  • 6.2. Global Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Employee Onboarding Programs
  • Sales Training
  • Technical Skills Development
  • Leadership And Management Training
  • 6.3. Global Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Nutrition And Lifestyle Education
  • Fitness And Physical Health Programs
  • Medical Training And Certification
  • Mental Health Awareness Programs
  • 6.4. Global Gamification In Learning Market, Segmentation By Consumer Engagement And Marketing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Community Building Initiatives
  • Brand Loyalty Programs
  • Product Knowledge Training
  • 6.5. Global Gamification In Learning Market, Sub-Segmentation Of Vocational Training Centers, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Technical Skill Development
  • Certification Programs
  • Corporate Training
  • Apprenticeships And Internships
  • 6.6. Global Gamification In Learning Market, Sub-Segmentation Of K-12 Schools, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Primary Schools
  • Secondary Schools
  • Special Education Institutions
  • After-School Programs
  • 6.7. Global Gamification In Learning Market, Sub-Segmentation Of Higher Education Institutions, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Universities And Colleges
  • Technical Institutes
  • Professional Development Programs
  • Research And Postgraduate Programs
  • 6.8. Global Gamification In Learning Market, Sub-Segmentation Of Online Learning Platforms, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • MOOCs (Massive Open Online Courses)
  • E-Learning Platforms for Corporate Training
  • EdTech Startups
  • Virtual Learning Environments (VLEs)

7. Gamification In Learning Market Regional And Country Analysis

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

8. Asia-Pacific Gamification In Learning Market

  • 8.1. Asia-Pacific Gamification In Learning 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 Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Gamification In Learning Market

  • 9.1. China Gamification In Learning Market Overview
  • 9.2. China Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Gamification In Learning Market

  • 10.1. India Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Gamification In Learning Market

  • 11.1. Japan Gamification In Learning Market Overview
  • 11.2. Japan Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Gamification In Learning Market

  • 12.1. Australia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Gamification In Learning Market

  • 13.1. Indonesia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Gamification In Learning Market

  • 14.1. South Korea Gamification In Learning Market Overview
  • 14.2. South Korea Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Gamification In Learning Market

  • 15.1. Western Europe Gamification In Learning Market Overview
  • 15.2. Western Europe Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Gamification In Learning Market

  • 16.1. UK Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Gamification In Learning Market

  • 17.1. Germany Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Gamification In Learning Market

  • 18.1. France Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Gamification In Learning Market

  • 19.1. Italy Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Gamification In Learning Market

  • 20.1. Spain Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Gamification In Learning Market

  • 21.1. Eastern Europe Gamification In Learning Market Overview
  • 21.2. Eastern Europe Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Gamification In Learning Market

  • 22.1. Russia Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Gamification In Learning Market

  • 23.1. North America Gamification In Learning Market Overview
  • 23.2. North America Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Gamification In Learning Market

  • 24.1. USA Gamification In Learning Market Overview
  • 24.2. USA Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Gamification In Learning Market

  • 25.1. Canada Gamification In Learning Market Overview
  • 25.2. Canada Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Gamification In Learning Market

  • 26.1. South America Gamification In Learning Market Overview
  • 26.2. South America Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Gamification In Learning Market

  • 27.1. Brazil Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Gamification In Learning Market

  • 28.1. Middle East Gamification In Learning Market Overview
  • 28.2. Middle East Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Gamification In Learning Market

  • 29.1. Africa Gamification In Learning Market Overview
  • 29.2. Africa Gamification In Learning Market, Segmentation By Educational Institutions, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Gamification In Learning Market, Segmentation By Corporate Training, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Gamification In Learning Market, Segmentation By Health And Wellness, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Gamification In Learning Market Competitive Landscape And Company Profiles

  • 30.1. Gamification In Learning Market Competitive Landscape
  • 30.2. Gamification In Learning 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. Duolingo Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. MPS Interactive Systems Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. EI Technologies Overview, Products and Services, Strategy and Financial Analysis

31. Gamification In Learning Market Other Major And Innovative Companies

  • 31.1. ELB Learning (formerly known as eLearning Brothers)
  • 31.2. Ambition Software
  • 31.3. Allen Communication Learning Services
  • 31.4. CommLab India Pvt. Ltd.
  • 31.5. Keeves Technologies Pvt. Ltd.
  • 31.6. SweetRush Inc.
  • 31.7. Learning Pool Ltd.
  • 31.8. VK Creative Learning Solutions
  • 31.9. Bunchball Inc.
  • 31.10. International Business Machines Corporation
  • 31.11. eWyse Technologies
  • 31.12. QuoDeck Technologies Pvt. Ltd.
  • 31.13. GameApp Studios
  • 31.14. Indusgeeks Solutions Pvt. Ltd.
  • 31.15. Edurigo Technologies Pvt. Ltd.

32. Global Gamification In Learning Market Competitive Benchmarking And Dashboard

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

34. Recent Developments In The Gamification In Learning Market

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

  • 35.1 Gamification In Learning Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Gamification In Learning Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Gamification In Learning 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