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Education Gamification Market Growth Prospects with Trending Technologies 2018 Classcraft Studios, GoGo Labs, 6waves, Recurrence, Fundamentor, Gametize, GradeCraft, Kuato Studios, Kungfu-Math

08-20-2018 09:14 AM CET | Business, Economy, Finances, Banking & Insurance

Press release from: ReportsWeb

ReportsWeb

ReportsWeb

Education Gamification Market report provides a vital recent industry data which covers in general market situation along with future scenario for industry around the Globe. It also consist of major data along with forecasts of a global market along with clear presentation of diagrams (charts and tables).

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.

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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.

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

The study objectives of this report are:

To study and forecast the market size of Education Gamification in global market.
To analyze the global key players, SWOT analysis, value and global market share for top players.
To define, describe and forecast the market by type, end use and region.
To analyze and compare the market status and forecast between China and major regions, namely, United States, Europe, China, Japan, Southeast Asia, India and Rest of World.
To analyze the global key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends and factors driving or inhibiting the market growth.
To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
To strategically profile the key players and comprehensively analyze their growth strategies.
For more information about this report at http://www.reportsweb.com/global-education-gamification-market-size-status-and-forecast-2025

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

Key Highlights:

A Clear understanding of the Education Gamification Market based on growth, constraints, opportunities, feasibility study.

Concise Education Gamification Market study based on major geographical regions.

Analysis of evolving market segments as well as a complete study of existing Education Gamification Market segments.

Key Points from Table of Content

1 Industry Overview of Education Gamification

2 Global Education Gamification Competition Analysis by Players

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)

4 Global Education Gamification Market Size by Type and Application (2013-2018)

5 United States Education Gamification Development Status and Outlook

6 EU Education Gamification Development Status and Outlook

7 Japan Education Gamification Development Status and Outlook

8 China Education Gamification Development Status and Outlook

9 India Education Gamification Development Status and Outlook

10 Southeast Asia Education Gamification Development Status and Outlook

11 Market Forecast by Regions, Type and Application (2018-2025)

12 Education Gamification Market Dynamics

13 Market Effect Factors Analysis

14 Research Finding/Conclusion

List of Tables and Figures

Figure Global Education Gamification Revenue Market Share by Type in 2017
Figure Augmented reality (AR) types Market Size (Million USD) and Growth Rate (2013-2018)
Figure Virtual reality (VR) types Market Size (Million USD) and Growth Rate (2013-2018)
Figure Other types Market Size (Million USD) and Growth Rate (2013-2018)
Figure Global Education Gamification Market Share by Application in 2017
Figure Education Gamification Market Size (Million USD) and Growth Rate in K-12 education (2013-2018)
Figure Education Gamification Market Size (Million USD) and Growth Rate in Higher education (2013-2018)
Figure Education Gamification Market Size (Million USD) and Growth Rate in Applications 3 (2013-2018)
Table Education Gamification Market Size (Million USD) by Players (2013-2018)

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