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Gamification in Education Market Expanding Massively by 2020-2027 Profiling Leading Players- Bluerabbit Edu, Bunchball, Classcraft Studios, Cognizant, D2L Corporation, Kahoot!

01-28-2020 02:57 PM CET | Science & Education

Press release from: The Insight Partners

Gamification in Education Market Expanding Massively

The gamification in learning is an educational approach which helps learners to motivate to learn using video game design and elements in learning environments. The purpose is enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification in education helps learners to master the skill or information, as they put them to competition or challenges.

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.

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Companies profiled in this report includes, Bluerabbit Edu, Bunchball Inc., Classcraft Studios Inc., Cognizant, D2L Corporation, Kahoot!, MPS Interactive Systems Limited, NIIT, Paratus Knowledge Ventures Pvt Ltd, Tophatmonocle Corp

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.

Major Key questions answered through this research report:
oWhat are the top key players of the global gamification in education market?
oWhat are the strengths and weaknesses of the global gamification in education market?
oWhat are the highest competitors in the market?
oWhat are the different marketing and distribution channels?
oWhat are the global gamification in education market opportunities in front of the market?
oWhat are the key outcomes of SWOT and Porter's five techniques?
oWhat is the global market size and growth rate in the forecast period?

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.

Reason to Buy:
- Save and reduce time carrying out entry-level research by identifying the growth, size, leading players and segments in the global gamification in education Market
- Highlights key business priorities in order to assist companies to realign their business strategies.
- The key findings and recommendations highlight crucial progressive industry trends in the gamification in education Market, thereby allowing players to develop effective long term strategies.
- Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
- Scrutinize in-depth global market trends and outlook coupled with the factors driving the market, as well as those hindering it.
- Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to products, segmentation and industry verticals.

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Contact Us:
Company: The Insight Partners
Contact: Sameer Joshi
Phone: +1-646-491-9876
Email: sam[@]theinsightpartners.com

About Us:
The Insight Partners is a one stop industry research provider of actionable intelligence. We help our clients in getting solutions to their research requirements through our syndicated and consulting research services. We are a specialist in Technology, Healthcare, Manufacturing, Automotive and Defense.

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