Global Gamification in Learning Market Research Report 2022

SKU ID : QYR-21441584 | Publishing Date : 09-Aug-2022 | No. of pages : 88

Market Analysis and Insights: Global Gamification in Learning Market
Gamification has been largely used in the education and learning sector for many years. This technology is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. This technology is becoming increasingly used in educational settings for a number of reasons it ‘makes the hard stuff more fun’, that helps students get motivated and make them more engaged with the subject matter.
The global Gamification in Learning market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, Cloud-Based accounting for % of the Gamification in Learning global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While K-12 segment is altered to an % CAGR throughout this forecast period.
China Gamification in Learning market size is valued at US$ million in 2021, while the North America and Europe Gamification in Learning are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Gamification in Learning landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Gamification in Learning market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Gamification in Learning market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Gamification in Learning market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Gamification in Learning market.
Global Gamification in Learning Scope and Market Size
Gamification in Learning market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Gamification in Learning market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
Cloud-Based
On-Premises
Segment by Application
K-12
Corporate Training
Universities
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
By Company
Microsoft
MPS Interactive Systems
Bunchball
NIIT Ltd
D2L Corporation
Cognizant
Fundamentor
Top Hat
Classcraft Studios
Recurrence Inc

Frequently Asked Questions

This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
  • By product type
  • By End User/Applications
  • By Technology
  • By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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