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Global Education Gamification Market Application, Revenue Status, Leading Player, Demand, Growth, Future Opportunity & Forecast to 2025
Market Research Hub (MRH) has recently broadcasted a new study to its broad research portfolio, which is titled as “Global Education Gamification Market Size, Status and Forecast 2025” provides an in-depth analysis of the Education Gamification with the forecast of market size and growth. The analysis includes addressable market, market by volume, and market share by business type and by segment (external and in-house).The research study examines the Education Gamification on the basis of a number of criteria, such as the product type, application, and its geographical presence.Request Free Sample Report: https://www.marketresearchhub.com/enquiry.php?type=S&repid=1870505
This report studies the global Education Gamification market size, industry status and forecast, competition landscape and growth opportunity. This research report categorizes the global Education Gamification market by companies, region, type and end-use industry.
Gamification is the process of implementing game mechanics into non-gaming contexts to drive user engagement and to enhance problem-solving. Points, badges, leaderboards, challenges, and rewards are some examples of game mechanics. Gamification does not create real games but uses game techniques to engage students in comprehensive learning mechanisms.
The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The purpose of the game engine is to develop games, which are developed using advanced technologies that target mobile, online, and desktop platforms. Also, since game engines provide a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also provide core functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Furthermore, with the evolving game design engines, the vendors in the education gamification market obtains advanced tools to incorporate more functionalities and graphics into both serious and simulation games. For instance, the Unity 3D and Unreal Development Kit engines are used to for building games with better quality in features. Moreover, the increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.
The demand for gamification solutions is increasing because it provides an enhanced learning process. Since developed countries have numerous educational institutions equipped with the infrastructure and potential student population who are willing to spend on gamification solutions, the market demand for these solutions increases. Additionally, vendors in the market have an opportunity to improve K-12 and higher education by introducing new gamification products and program implementations.
In 2017, the global Education Gamification market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
This report focuses on the global top players, covered
Badgeville
Bunchball
Classcraft Studios
GoGo Labs
6waves
Recurrence
Fundamentor
Gametize
GradeCraft
Kuato Studios
Kungfu-Math
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Market segment by Type, the product can be split into
Augmented reality (AR) types
Virtual reality (VR) types
Other types
Market segment by Application, split into
K-12 education
Higher education
Browse Full Report with Table of Content: https://www.marketresearchhub.com/report/global-education-gamification-market-size-status-and-forecast-2025-report.html
Table of Content:
Global Education Gamification Market Size, Status and Forecast 2025
1 Industry Overview of Education Gamification
1.1 Education Gamification Market Overview
1.1.1 Education Gamification Product Scope
1.1.2 Market Status and Outlook
1.2 Global Education Gamification Market Size and Analysis by Regions (2013-2018)
1.2.1 United States
1.2.2 Europe
1.2.3 China
1.2.4 Japan
1.2.5 Southeast Asia
1.2.6 India
1.3 Education Gamification Market by Type
1.3.1 Augmented reality (AR) types
1.3.2 Virtual reality (VR) types
1.3.3 Other types
1.4 Education Gamification Market by End Users/Application
1.4.1 K-12 education
1.4.2 Higher education
2 Global Education Gamification Competition Analysis by Players
2.1 Education Gamification Market Size (Value) by Players (2013-2018)
2.2 Competitive Status and Trend
2.2.1 Market Concentration Rate
2.2.2 Product/Service Differences
2.2.3 New Entrants
2.2.4 The Technology Trends in Future
3 Company (Top Players) Profiles
3.1 Badgeville
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Education Gamification Revenue (Million USD) (2013-2018)
3.2 Bunchball
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Education Gamification Revenue (Million USD) (2013-2018)
3.3 Classcraft Studios
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Education Gamification Revenue (Million USD) (2013-2018)
3.4 GoGo Labs
3.4.1 Company Profile
3.4.2 Main Business/Business Overview
3.4.3 Products, Services and Solutions
3.4.4 Education Gamification Revenue (Million USD) (2013-2018)
3.5 6waves
3.5.1 Company Profile
3.5.2 Main Business/Business Overview
3.5.3 Products, Services and Solutions
3.5.4 Education Gamification Revenue (Million USD) (2013-2018)
3.6 Recurrence
3.6.1 Company Profile
3.6.2 Main Business/Business Overview
3.6.3 Products, Services and Solutions
3.6.4 Education Gamification Revenue (Million USD) (2013-2018)
3.7 Fundamentor
3.7.1 Company Profile
3.7.2 Main Business/Business Overview
3.7.3 Products, Services and Solutions
3.7.4 Education Gamification Revenue (Million USD) (2013-2018)
3.8 Gametize
3.8.1 Company Profile
3.8.2 Main Business/Business Overview
3.8.3 Products, Services and Solutions
3.8.4 Education Gamification Revenue (Million USD) (2013-2018)
3.9 GradeCraft
3.9.1 Company Profile
3.9.2 Main Business/Business Overview
3.9.3 Products, Services and Solutions
3.9.4 Education Gamification Revenue (Million USD) (2013-2018)
3.10 Kuato Studios
3.10.1 Company Profile
3.10.2 Main Business/Business Overview
3.10.3 Products, Services and Solutions
3.10.4 Education Gamification Revenue (Million USD) (2013-2018)
3.11 Kungfu-Math
4 Global Education Gamification Market Size by Type and Application (2013-2018)
4.1 Global Education Gamification Market Size by Type (2013-2018)
4.2 Global Education Gamification Market Size by Application (2013-2018)
4.3 Potential Application of Education Gamification in Future
4.4 Top Consumer/End Users of Education Gamification
.. @@ Continued
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