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Global Gamification in Education Market Report 2019 Analysis By Top Players: Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Classcraft Studios (Canada), Recurrence (US)

Gamification in Education Market

Gamification in Education Market

The Gamification in Education market report presents the study of Global Gamification in Education Market facilitating the regional and country wise analysis covering the strategic analysis of each market player and the market share they hold. It also provides detailed analysis of the Gamification in Education which researched industry situations, growth and demands.

The 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.

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The key players covered in this study
• 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

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.

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Table of Contents:-
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 Central & South America
11 International Players Profiles
TOC Continued……!

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