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Latest release: Education Gamification Market Will Generate Massive Revenue in Coming Years

01-14-2020 12:33 PM CET | IT, New Media & Software

Press release from: AMA Research & Media LLP

Education Gamification

Education Gamification

A latest study released by Advance Market Analytics on Global Education Gamification Market covering key business segments and wide scope geographies to get deep dive analysed market data. The study is a perfect balance bridging both qualitative and quantitative information of Education Gamification market. The study provides historical data (i.e. Volume** & Value) from 2013 to 2018 and forecasted till 2025*. Some are the key & emerging players that are part of coverage and have being profiled are Education Gamification competitive situation, sales, revenue and global market share of top manufacturers are Bunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore) and GradeCraft (United States).

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. The growing improvements in game development engines will drive the growth prospects for the global education gamification market during the forecast period. The increasing technological development in the gaming sector will encourage the small and medium-sized education gamification companies to enter the education market.

Click to get Global Education Gamification Market Research Sample PDF Copy Instantly @: https://www.advancemarketanalytics.com/sample-report/4176-global-education-gamification-market
Market Drivers
• Growing Prevalence of Digital Learning and their Benefits
• Need for Advancing the Learning Experience
Market Trend
• Rising use of Augmented Reality (AR) and Virtual Reality (VR)
• Increasing Penetration of Gamification in Mobile Apps
Restraints
• Unavailability of Gamification Learning to Low-Income group Families
• More Time Spent on E-Learning Might cause Health Related Issues
• Lack of Skilled Trainers and Instructors
Opportunities
• Growing Improvement in Gamification Technology
• Awareness through Advertisement will boost the Market
• Maintaining User Engagement and Interest Throughout the Learning Process
Challenges
• Poor Designed and Less Engagement Gamification Education Apps
Competitive Landscape:

Mergers & Acquisitions, Agreements & Collaborations, New Product Developments & Launches, Business overview & Product Specification for each player listed in the study. Players profiled are Bunchball (United States), Classcraft Studios Inc. (Canada), GoGo Labs Inc. (United States), GP Strategies (United States), Axonify (Canada), Paradigm Learning (United States), Recurrence Inc (United States), Fundamentor (United States), Gametize (Singapore) and GradeCraft (United States).

Most frequently asked question:
Can we add or profiled new company as per our need?
Yes, we can add or profile new company as per client need in the report. Final approval would be provided by research team of Advance Market Analytics depending upon the difficulty of survey.
** Data availability will be confirmed by research in case of privately held company. Upto 3 players can be added at no added cost.

Enquire for customization in Report @ https://www.advancemarketanalytics.com/enquiry-before-buy/4176-global-education-gamification-market
Segment & geographic Analysis: What Market Data breakdown will be provided by key geographies, Type & Application/End-users
Type (Structural Gamification, Content Gamification), Application (Academic (K-12 and Higher Education), Corporate Learning), Technology (Virtual Reality (VR), Augmented Reality (AR)), Deployment (Cloud, On-Premises)
To comprehend Global Education Gamification market dynamics in the world mainly, the worldwide Education Gamification market is analyzed across major global regions. Advance Market Analytics also provides customized specific regional and country-level reports for the following areas.

• North America: United States, Canada, and Mexico.
• South & Central America: Argentina, Chile, and Brazil.
• Middle East & Africa: Saudi Arabia, UAE, Turkey, Egypt and South Africa.
• Europe: UK, France, Italy, Germany, Spain, and Russia.
• Asia-Pacific: India, China, Japan, South Korea, Indonesia, Singapore, and Australia.
Actual Numbers & In-Depth Analysis, Business opportunities, Market Size Estimation Available in Full Report.

Browse for Full Report at @: https://www.advancemarketanalytics.com/reports/4176-global-education-gamification-market
Thanks for reading this article, you can also get individual chapter wise section or region wise report version like North America, Europe or Asia.

Craig Francis (PR & Marketing Manager)
AMA Research & Media LLP
Unit No. 429, Parsonage Road Edison, NJ
New Jersey USA – 08837
Phone: +1 (206) 317 1218
sales@advancemarketanalytics.com

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https://twitter.com/amareport

About Author:
Advance Market Analytics is Global leaders of Market Research Industry provides the quantified B2B research to Fortune 500 companies on high growth emerging opportunities which will impact more than 80% of worldwide companies' revenues.
Our Analyst is tracking high growth study with detailed statistical and in-depth analysis of market trends & dynamics that provide a complete overview of the industry. We follow an extensive research methodology coupled with critical insights related industry factors and market forces to generate the best value for our clients. We Provides reliable primary and secondary data sources, our analysts and consultants derive informative and usable data suited for our clients business needs. The research study enable clients to meet varied market objectives a from global footprint expansion to supply chain optimization and from competitor profiling to M&As.

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