Gamification in Education Market Will Touch A New Level In The Upcoming Year Global Outlook Report to 2027 | Bluerabbit Edu , Bunchball , Classcraft Studios , Cognizant, D2L , Kahoot , MPS Interactive Systems Limited, NIIT, Paratus Knowledge Ventures Pvt
Some of the major players operating in the market are Bluerabbit Edu , Bunchball , Classcraft Studios , Cognizant, D2L , Kahoot , MPS Interactive Systems Limited, NIIT, Paratus Knowledge Ventures Pvt Ltd, Tophatmonocle Corp
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The gamification in education market is heavily influenced by driving factors such as increasing adoption of gamification and digital learning, extensive government initiatives for growth of E-learning and learning management systems, rise in cloud adoption among organizations and institutions motivate learners to adopt web-based gamification solutions and increasing importance of continuous learning in corporate setups boosts the market growth. However, the low motivation and engagement in the adoption of gamification solutions is impacting negatively on the growth of this market in the current market scenario.
The "Global gamification in education market analysis to 2027" is a specialized and in-depth study of the technology, media and telecommunications industry with a special focus on the global gamification in education market trend analysis. The report aims to provide an overview of the gamification in education market with detailed market segmentation by deployment mode, offering and end user. The global gamification in education market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading gamification in education market players and offers key trends and opportunities in the gamification in education market.
The global gamification in education market is segmented on the deployment mode, offering and end user. Based on deployment mode the market is segmented as cloud and on-premises. Based on the offering the market is segmented as software and services. On the basis of end user the market is segmented as academic and corporate training. Further the academic is segmented as K-12 and higher education. Based on corporate training the market is segmented as small, medium and large-Sized enterprises.
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The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global gamification in education market based on various segments. It also provides market size and forecast estimates from year 2017 to 2027 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The gamification in education market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.
The report analyzes factors affecting gamification in education market from both demand and supply side and further evaluates market dynamics effecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely; North America, Europe, APAC, MEA and South & Central America after evaluating political, economic, social and technological factors effecting the gamification in education market in these regions.
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Table of Contents
2. KEY TAKEWAYS
3. RESEARCH METHODOLOGY
4. GAMIFICATION IN EDUCATION MARKET LANDSCAPE
5. GAMIFICATION IN EDUCATION MARKET - KEY MARKET DYNAMICS
6. GAMIFICATION IN EDUCATION MARKET - GLOBAL MARKET ANALYSIS
7. GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - DEPLOYMENT MODE
8. GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - OFFERING
9. GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - BY END USER 1
10. GAMIFICATION IN EDUCATION MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
11. INDUSTRY LANDSCAPE
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