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Education Gamification Market 2020 Industry Size, Share, Trending Technologies, Potential Revenue Analysis and Global Key Players Forecasts 2024 | GoGo Labs, 6waves, Gametize, GradeCraft

06-23-2020 06:09 AM CET | Science & Education

Press release from: Business Industry Reports

/ PR Agency: Business Industry Reports
Education Gamification

Education Gamification

The research study covers the current scenario and growth prospects of the Education Gamification market (2020-2024) according to the analysis . This study includes a extensive analysis of the key segments of the industry and also the regional analysis that are taken place throughout the country.

Global Education Gamification Market Overview:

The report also reveals in-depth details of shifting market dynamics, pricing structures, trends, restraints, limitations, demand-supply variations, growth-boosting factors, and market variations that have been considered the most important factors in the Education Gamification market.

Digital gaming has become a classic part of recent education system. The overview of progressive technologies, such as data mining technique has augmented the market penetration of education gamification in recent years. The education gamification involves students in a consistent learning experience. The future possible of the global education gamification market will mainly depend on the quality of products that attract students towards rich and real narratives, which can intrigue students to explore their curiosity.

The gamification of education simplifies the students to recover their learning consequences. Despite the astounding development of the global education gamification market, the demand and supply gap has extended in the past few years. The growing demand and supply gap in the global education gamification market can be overcome through the association of education gamification vendor with educational institutions. However, the reluctance of the learning experts towards the use of technology, and higher cost of education gamification is hampering their wide scale adoption, mostly in the emerging countries of Asia-Pacific.

Available Exclusive Sample Copy of this Report @ .

The drive of the game engine is to grow games, which are established using advanced technologies that aim mobile, online, and desktop platforms. Similarly, since game engines deliver a built-in functionality, developers can spend more time building the game and improving the nuances. Also, they also offer essential functionalities such as the sound, animation, artificial intelligence, networking, and scripting. Moreover, with the developing game design engines, the vendors in the education gamification market gain advanced tools to include more functionalities and graphics into both serious and simulation games. For occurrence, the Unity 3D and Unreal Growth Kit engines are used to for building games with better quality in features. Furthermore, the growing technological expansion in the gaming sector will inspire the small and medium-sized education gamification establishments to enter the education market.

Market Key Players

The global Education Gamification market is marked by some strong competition from the major players operating in this industry. Many merger and acquisition, joint venture and partnership agreement, product innovation, research and development and geographical extension are some of the key strategies adopted by this player to ensure long term sustenance in these market key participants in the global Education Gamification industry include.


Classcraft Studios

GoGo Labs



The Education Gamification market has been sub-grouped into type and application. The report studies these subsets with respect to the geographical segmentation. The strategists can gain a detailed insight and devise appropriate strategies to target specific market. This detail will lead to a focused approach leading to identification of better opportunities.

Product Type Segmentation

(Augmented reality (AR) types, Virtual reality (VR) types, Other types)

Industry Segmentation

(K-12 education, Higher education )

Regional Segmentation

North America (U.S. and Canada)
Latin America (Mexico, Brazil, Peru, Chile, and others)
Western Europe (Germany, U.K., France, Spain, Italy, Nordic countries, Belgium, Netherlands, and Luxembourg)
Eastern Europe (Poland and Russia)
Asia Pacific (China, India, Japan, ASEAN, Australia, and New Zealand)
Middle East and Africa (GCC, Southern Africa, and North Africa)

Purchase this report online with 90 Pages, List of Tables & Figures and in-depth Table of Contents on “Global Education Gamification Report 2020” @ .

Global Industry News:

GoGo Labs : Dun & Bradstreet Launches Proprietary Buyer Intent, Increases ROI for B2B Marketing Teams

February 24, 2020: Dun & Bradstreet, a leading global provider of business decisioning data and analytics, announced today the availability of D&B Buyer Intent, which enables B2B marketing and sales teams to unmask early-stage buying signals from companies who are in market to buy. This early detection of digital signals enables sales and marketing teams to increase the timeliness, relevancy, and impact of their go-to-market strategy.

Marketing teams using D&B Buyer Intent report compelling results, including a 37% increase in email open rates. When using D&B Buyer Intent for its own campaigns, Dun & Bradstreet saw a 22% increase in click-through rates, a 20% increase in return on ad spend, and a 13% increase in conversion rates.

“As customers are evolving to more of a self-guided and digital buying journey, sales and marketing teams need to be able to react quickly to buying signals to influence the purchase and close the sale,” said Michael Bird, President of Sales and Marketing Solutions at Dun & Bradstreet. “Basic intent signals only indicate interest, not necessarily an intent to buy. D&B Buyer Intent takes a personalized, precise, and intelligent approach to enabling B2B companies to identify and reach their in-market buyers when it matters the most, ultimately increasing returns on marketing spend.”

Key Points Covered :

This research study inspects the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-complexity information regarding the development, trends, and industry policies and guidelines implemented in each of the geographical regions. Further, the overall directing framework of the market has been thoroughly covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.

Grab Your Report at an Impressive Discount @ .

Major Points in Table of Contents:

Section 1 Education Gamification Definition

Section 2 Global Education Gamification Market Major Player Share and Market Overview

2.1 Global Major Player Education Gamification Business Revenue

2.2 Global Education Gamification Market Overview

Section 3 Major Player Education Gamification Business Introduction

3.1 Education Gamification Business Introduction

3.1.1 Education Gamification Revenue, Growth Rate and Gross profit 2014-2019

3.1.2 Education Gamification Business Distribution by Region

3.1.3 Interview Record

3.1.4 Education Gamification Business Profile

3.1.5 Education Gamification Specification

3.2 Bunchball Education Gamification Business Introduction

3.2.1 Bunchball Education Gamification Revenue, Growth Rate and Gross profit 2014-2019

3.2.2 Bunchball Education Gamification Business Distribution by Region

3.2.3 Interview Record

3.2.4 Bunchball Education Gamification Business Overview

3.2.5 Bunchball Education Gamification Specification

3.3 Classcraft Studios Education Gamification Business Introduction

3.3.1 Classcraft Studios Education Gamification Revenue, Growth Rate and Gross profit 2014-2019

3.3.2 Classcraft Studios Education Gamification Business Distribution by Region

3.3.3 Interview Record

3.3.4 Classcraft Studios Education Gamification Business Overview

3.3.5 Classcraft Studios Education Gamification Specification

3.4 GoGo Labs Education Gamification Business Introduction

3.5 6waves Education Gamification Business Introduction

3.6 Recurrence Education Gamification Business Introduction ………………. Request free sample to get a complete Table of Content

About us is digital database of comprehensive market reports for global industries. As a market research company, we take pride in equipping our clients with insights and data that holds the power to truly make a difference to their business. Our mission is singular and well-defined – we want to help our clients envisage their business environment so that they are able to make informed, strategic and therefore successful decisions for themselves.

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