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Global Gamification in Education Market to Reach USD 1800 million by 2023 | By Market Players Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google

10-19-2019 11:31 AM CET | Science & Education

Press release from: Research Reports Inc.

Gamification in Education Market by 2023

Gamification in Education Market by 2023

New York, USA, Oct 2019 (Openpr) - Gamification in Education Report by Material, Application, and Geography – Global Forecast to 2023 is a professional and in-depth research report on the world’s major regional market conditions, focusing on the main regions (North America, Europe and Asia-Pacific) and the main countries (United States, Germany, United Kingdom, Japan, South Korea and China).

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Moreover, growing industrialization and trade in developing economies is the major factor that likely to create lucrative opportunities in the near future. Gamification in Education are more durable but ensure that they are kept in a clean environment is another factor that aiding the growth of the market during the forecast period. However, the high initial investment is one of the major factors that limiting the market growth of Gamification in Education during the forecast period.

The regional analysis of Global Gamification in Education Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and the Rest of the World. North America is the leading/significant region across the world in terms of market share due to the presence of high Gamification in Education technologies and higher demand from financial & packaging units in the region.

Major Market Players:
Classcraft Studios (Canada), Recurrence (US), Fundamentor (India), Cognizant (US), BLUErabbit (Mexico), Google (Grasshopper) (US), Bunchball (US), NIIT (India), MPS Interactive (India), Microsoft (US), D2L (Canada), Top Hat (Canada), Kahoot (Norway), CK-12 (US), and Kuato Studios (US)

Market segment :
By Offering
Software
Services

By Deployment Mode
Cloud
On-Premises

By End User
Academic (K12 and Higher Education)
Corporate Training (SMEs and Large Enterprises)

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Scope of Gamification in Education Market by Regions :
Americas, United States, Canada, Mexico, Brazil, APAC, China, Japan, Korea, Southeast Asia, India, Australia, Europe, Germany, France, UK, Italy, Russia, Spain, Middle East & Africa, Egypt, South Africa, Israel, Turkey, GCC Countries

The regional analysis of Global Gamification in Education Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and the Rest of the World. North-America has accounted for the dominant share in the global Gamification in Education market due to high investments by construction companies.

Additionally, Asia Pacific is also expected to register a considerable growth rate in the market over the forecasted period 2019-2023. China, Japan, South Korea, and India are the leading countries in this region. The market growth is due to an increase in demand by the economies to develop smart city projects which require better amenities that boost the real estate sector.

Target Audience of the Global Gamification in Education Market in Market Study:
§ Key Consulting Companies & Advisors
§ Large, medium-sized, and small enterprises
§ Venture capitalists
§ Value-Added Resellers (VARs)
§ Third-party knowledge providers
§ Investment bankers
§ Investors

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Contact Us:
David ( Sales Manager ) – Research Reports Inc.
Phone: US +1-855-419-2424 | UK : +440330807757
sales@researchreportsinc.com
www.researchreportsinc.com

About Research Reports Inc. :
Research Reports Inc. offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries around the globe. Research Reports Inc. understands how imperative numerical surveying knowledge is for your management. Therefore, we have associated with the leading publishers and research firms all specially designed in specific domains, ensuring you will receive the most devoted data available.

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