Econ Market Research
Gamification in Education Market

Gamification in Education Market Research Report: Information Based on By Offering Type (Software, Services), By Deployment Type (Cloud, On-premises), By End-User Type (Academic, Higher Education), and Region (North America, Europe, Asia-Pacific, and Rest of the World) Global Industry Analysis, Size, Share, Growth, Trends, Regional Analysis, Competitor Analysis and Forecast 2023-2031.

ICT & MediaPublished: Jan 5, 2024Report ID: EMR00402Pages: 301

Gamification in Education Market is predicted to reach approximately USD 7,410.1 million by 2031, at a CAGR of 30.80% from 2022 to 2031.

Gamification is the incorporation of game features and design into the classroom environment and daily educational tasks. Its goal is to make lea ing into a game-like experience. Gamification of lea ing is, in essence, an educational strategy that uses video game design and aspects to inspire students in their lea ing environments. Educators hope to engage and inspire students by introducing game dynamics such as challenges, prizes, and competition, making the lea ing process more entertaining and successful.

Gamification in Education Market REPORT SCOPE &, SEGMENTATION

Report Attribute

Details

Estimated Market Value (2022)

865.03 million

Projected Market Value (2031)

7,410.1 million

Base Year

2022

Forecast Years

2023 - 2031

Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Based on Offering Type, By Deployment Type, By End-User Type Type &, Region.

Segments Covered

Offering Type, By Deployment Type, By End-User Type Type &, Region.

Forecast Units

Value (USD Billion or Million), and Volume (Units)

Quantitative Units

Revenue in USD million/billion and CAGR from 2023 to 2031.

Regions Covered

North America, Europe, Asia Pacific, Latin America, and Middle East &, Africa, and Rest of World

Countries Covered

U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others.

Report Coverage

Market growth drivers, restraints, opportunities, Porter&rsquo,s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis.

Delivery Format

Delivered as an attached PDF and Excel through email, according to the purchase option.

Gamification in Education Market Dynamics

The gamification education market is driven by the need for innovative and engaging lea ing methodologies. Advancements in technology and the adoption of e-lea ing platforms have made gamified lea ing easily accessible. Personalized and adaptive lea ing experiences are in demand, and gamification provides tailored content and progress tracking. The continuous development of gamification platforms, tools, and content, along with the active involvement of educational institutions and industry players, contributes to the market',s expansion. These dynamics collectively shape the growth and evolution of the gamification education market globally.

Gamification in Education Market Drivers

Several elements are driving the growth of the gamification market in education. For instance, the widespread adoption of digital lea ing platforms has substantially contributed to the growing need for gamification in education. In addition, organisations are rapidly adopting cloud technology, which has enabled the introduction of web-based gamification solutions. Because of the shift towards cloud use, lea ers can now easily access gamified lea ing experiences. Using web-based gamification systems, instructors can engage students through engaging game mechanics, incentives, and challenges. Overall, the combination of digital lea ing adoption and cloud technology has emerged as critical driving reasons behind the expansion of gamification in education.

Restraints:

One of the major impediments to the expansion of the gamification in education business is a scarcity of experienced trainers and instructors. Gamified lea ing demands educators who have the knowledge and competence to design and facilitate effective gamification activities. However, there is a scarcity of trainers and instructors that are skilled at properly integrating gamification approaches into the curriculum. This shortage impedes gamification',s general adoption and application in educational institutions.

Opportunities:

The gamification education sector offers numerous prospects for expansion and success. With digital gaming becoming an essential component of mode training systems, the incorporation of advanced techniques such as data mining has improved the educational experience even further. Gamification has provided students with secure and immersive lea ing environments. The worldwide education gamification industry',s future potential resides in the development of products that engage lea ers through captivating storytelling and rich narratives. There is a chance to stimulate curiosity, discovery, and deeper lea ing by generating fascinating gamified experiences, leading to the development of novel educational tools that revolutionise the way students engage with knowledge.

Segment Overview

  • By Offering Type

By offering type the gamification in education market is divided into two parts: software and services. The software section includes gamification platforms, programmes, and tools that enable the incorporation of game elements into educational environments. These software options include game creation, progress tracking, and reward systems. Gamification consulting, implementation, and training services, on the other hand, are supplied by specialists who aid educational institutions in properly adopting and using gamification tactics for increased lea ing experiences.

  • By Deployment Type

The gamification in education industry by deployment type is segmented into cloud and on-premises deployment modes. Cloud-based deployment has the benefit of accessibility, allowing instructors and students to access gamified lea ing platforms and materials from any location with inte et access. It also offers scalability and cost-effectiveness because resources may be readily increased or decreased as needed. On the other hand, on-premises deployment entails hosting gamification systems within an organization',s infrastructure, which provides direct control over data and security but may necessitate greater initial investments and maintenance work.

  • By End-User Type

The gamification education market is separated into two major areas based on the end user: academic and higher education. The academic sector includes K-12 educational institutions, such as elementary and secondary schools, where gamified lea ing methodologies are used to engage and inspire students throughout their academic jou ey. Gamification is used at colleges and universities to improve student lea ing experiences and encourage active involvement in a variety of academic areas. Both sectors benefit from gamification tactics that provide a more dynamic and effective lea ing environment.

Gamification in Education Market Overview by Region

  • North America

North America is positioned to dominate the gamification education market due to a number of factors. For instance, the region',s early acceptance of emerging technology helps to its standing as a leader. Furthermore, North America has a significant presence of renowned educational institutes that emphasise interactive and engaging ways of instruction. The emphasis on innovation and technology-driven lea ing approaches is fueling demand for gamification in education. The region',s commitment to upgrading educational practises, together with its robust technology infrastructure, presents a favourable atmosphere for the growth and success of the North American gamification education sector.

  • Asia Pacific

The Asia Pacific region is poised for strong growth in the gamification education market due to a number of major factors. The region is seeing a rapid expansion of the digital lea ing landscape, with growing usage of e-lea ing platforms and educational technologies. Second, there is a rising realisation of the necessity for innovative and engaging lea ing techniques to accommodate the diverse student population. Furthermore, increasing inte et penetration, smartphone usage, and the availability of low-cost devices are improving access to gamified lea ing experiences. Additionally, gove ment initiatives encouraging digital education and technical improvements are propelling market expansion in Asia Pacific, making it a promising and lucrative market for gamification in education.

Gamification in Education Market Competitive Landscape

The gamification education market',s competitive landscape is characterised by a varied spectrum of firms offering unique solutions. Microsoft, Google, and D2L are important players in the education sector, exploiting their technology competence and vast reach. Additionally, companies like Top Hat, Classcraft Studios, and BLUErabbit are making their mark by providing gamified lea ing platforms and tools. NIIT, MPS Interactive, and Recurrence are among prominent players that provide educational gamification solutions. The gamification education market is a dynamic terrain with multiple chances for growth and collaboration, thanks to a competitive atmosphere powered by innovation. The major companies operating in Gamification in Education Market include,

  • MPS Interactive,
  • NIIT,
  • Bunchball,
  • D2L,
  • Microsoft,
  • Fundamentor,
  • BLUErabbit,
  • Cognizant,
  • Kuato Studios,
  • Top Hat,
  • Classcraft Studios,
  • Google,
  • Kahoot,
  • CK-12.

Gamification in Education Market Recent Developments

  • In April 2022, ,Tech Mahindra',s research and development division, Makers LabTM, has unveiled a pioneering initiative named ',Meta Village', on the Roblox platform. Serving as a digital twin for Pargaon in Maharashtra, this innovative project is designed to gamify the lea ing experience. As a leading provider of digital transformation, consulting, and business reengineering services, Tech Mahindra aims to reinforce its dedication to ',Make in India', by fostering innovation in the education sector at the grassroots level through the launch of Meta Village.

Gamification in Education Market Report Segmentation

ATTRIBUTE

 ,  ,  ,  ,  ,DETAILS

By Offering Type

  • Software
  • Services

By Deployment Type

  • Cloud
  • On-premises

By End-User Type

  • Academic
  • Higher education

By Geography

  • North America (USA, and Canada)
  • Europe (UK, Germany, France, Italy, Spain, Russia and Rest of Europe)
  • Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
  • Latin America (Brazil, Mexico, and Rest of Latin America)
  • Middle East &, Africa (South Africa, GCC, and Rest of Middle East &, Africa)

Customization Scope

  • Available upon request

Pricing

  • Available upon request

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Report Details

  • Published Date:Jan 5, 2024
  • Format:PDF
  • Language:English
  • Delivery:Instant

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