Press release
Gamification in Education Market Future Scope, Demands and Growth By Top Companies: Bunchball, NIIT , MPS Interactive, Microsoft, D2L, Top Hat
Global Gamification in Education Market Size Status and Forecast 2019-2025The North American region is expected to lead the gamification in education market with respect to market size in 2018, due to the presence of a large number of prominent educational institutes and their focus on interactive ways for education, which is leading to the growth of the market in the region. APAC is leading the market with respect to CAGR among all regions. Gamification is rapidly gaining traction due to the increase in smart learning solutions. The market is further growing due to the rapid adoption of learning solutions and gamification by early adopters in the APAC. Growing number of students and government policies that have made it compulsory for organizations to develop skillsets among their employees can be attributed to the rapid growth of the gamification in education market in APAC.
This report focuses on the global Gamification in Education status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Gamification in Education development in United States, Europe and China.
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Companies Profiled in this report includes: Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Kahoot (Norway), CK-12 (US), Kuato Studios (US)
Market segment by Type, the product can be split into
Software
Services
Market segment by Application, split into
Academic
Corporate Training
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The study objectives of this report are:
To analyze global Gamification in Education status, future forecast, growth opportunity, key market and key players.
To present the Gamification in Education development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
Table of Content:
1 Report Overview
2 Global Growth Trends
3 Market Share by Key Players
4 Breakdown Data by Type and Application
5 United States
6 Europe
7 China
8 Japan
9 Southeast Asia
10 India
11 Central & South America
12 International Players Profiles
12.1 Bunchball (US)
12.1.1 Bunchball (US) Company Details
12.1.2 Company Description and Business Overview
12.1.3 Gamification in Education Introduction
12.1.4 Bunchball (US) Revenue in Gamification in Education Business (2014-2019)
12.1.5 Bunchball (US) Recent Development
12.2 NIIT (India)
12.2.1 NIIT (India) Company Details
12.2.2 Company Description and Business Overview
12.2.3 Gamification in Education Introduction
12.2.4 NIIT (India) Revenue in Gamification in Education Business (2014-2019)
12.2.5 NIIT (India) Recent Development
12.3 MPS Interactive (India)
12.3.1 MPS Interactive (India) Company Details
12.3.2 Company Description and Business Overview
12.3.3 Gamification in Education Introduction
12.3.4 MPS Interactive (India) Revenue in Gamification in Education Business (2014-2019)
12.3.5 MPS Interactive (India) Recent Development
12.4 Microsoft (US)
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