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Gamification in Education 2021 Global Market Share, Growth, Trends & Forecast to 2027 | BLUErabbit, Bunchball, CK-12, Classcraft Studios, Cognizant, D2L, Fundamentor, Google, Kahoot, Kuato Studios, Microsoft, MPS Interactive, NIIT, Recurrence, Top Hat

09-29-2021 07:25 AM CET | Science & Education

Press release from: Research N Reports

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Gamification in Education Market

Gamification in Education Market

Summary

A New Market Study, titled “Gamification in Education Market Upcoming Trends, Growth Drivers and Challenges” has been featured on Researchnreports.

This report provides in depth study of “Gamification in Education Market” using SWOT analysis i.e. Strength, Weakness, Opportunities and Threat to the organization. The Gamification in Education Market report also provides an in-depth survey of key players in the market which is based on the various objectives of an organization such as profiling, the product outline, the quantity of production, required raw material, and the financial health of the organization.

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This report provides detailed historical analysis of global market for Gamification in Education from 2015-2020, and provides extensive market forecasts from 2021-2030 by region/country and subsectors. It covers the sales/revenue/value, gross margin, historical growth and future perspectives in the Gamification in Education market.

Moreover, the impact of COVID-19 is also concerned. Since outbreak in December 2019, the COVID-19 virus has spread to all around the world and caused huge losses of lives and economy, and the global manufacturing, tourism and financial markets have been hit hard, while the online market/industry increase. Fortunately, with the development of vaccine and other effort by global governments and organizations, the negative impact of COVID-19 is expected to subside and the global economy is expected to recover.

This research covers COVID-19 impacts on the upstream, midstream and downstream industries. Moreover, this research provides an in-depth market evaluation by highlighting information on various aspects covering market dynamics like drivers, barriers, opportunities, threats, and industry news & trends. In the end, this report also provides in-depth analysis and professional advices on how to face the post COIVD-19 period.

The research methodology used to estimate and forecast this market begins by capturing the revenues of the key players and their shares in the market. Various secondary sources such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, have been used to identify and collect information useful for this extensive commercial study of the market. Calculations based on this led to the overall market size. After arriving at the overall market size, the total market has been split into several segments and subsegments, which have then been verified through primary research by conducting extensive interviews with industry experts such as CEOs, VPs, directors, and executives. The data triangulation and market breakdown procedures have been employed to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments.

Leading players of Gamification in Education including:
BLUErabbit
Bunchball
CK-12
Classcraft Studios
Cognizant
D2L
Fundamentor
Google
Kahoot
Kuato Studios
Microsoft
MPS Interactive
NIIT
Recurrence
Top Hat

Market split by Type, can be divided into:
On-premises
Cloud-based

Market split by Application, can be divided into:
Academic
Corporate Training
Others

Market split by Sales Channel, can be divided into:
Direct Channel
Distribution Channel

Market segment by Region/Country including:
North America (United States, Canada and Mexico)
Europe (Germany, UK, France, Italy, Russia and Spain etc.)
Asia-Pacific (China, Japan, Korea, India, Australia and Southeast Asia etc.)
South America (Brazil, Argentina and Colombia etc.)
Middle East & Africa (South Africa, UAE and Saudi Arabia etc.)

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Major Key Points in Table of Content

Chapter 1 Gamification in Education Market Overview
  1.1 Gamification in Education Definition
  1.2 Global Gamification in Education Market Size Status and Outlook (2015-2030)
  1.3 Global Gamification in Education Market Size Comparison by Region (2015-2030)
  1.4 Global Gamification in Education Market Size Comparison by Type (2015-2030)
  1.5 Global Gamification in Education Market Size Comparison by Application (2015-2030)
  1.6 Global Gamification in Education Market Size Comparison by Sales Channel (2015-2030)
  1.7 Gamification in Education Market Dynamics (COVID-19 Impacts)
     1.7.1 Market Drivers/Opportunities
     1.7.2 Market Challenges/Risks
     1.7.3 Market News (Mergers/Acquisitions/Expansion)
     1.7.4 COVID-19 Impacts on Current Market
     1.7.5 Post-Strategies of COVID-19 Outbreak

Chapter 2 Gamification in Education Market Segment Analysis by Player
  2.1 Global Gamification in Education Sales and Market Share by Player (2018-2020)
  2.2 Global Gamification in Education Revenue and Market Share by Player (2018-2020)
  2.3 Global Gamification in Education Average Price by Player (2018-2020)
  2.4 Players Competition Situation & Trends
  2.5 Conclusion of Segment by Player

Chapter 3 Gamification in Education Market Segment Analysis by Type
  3.1 Global Gamification in Education Market by Type
     3.1.1 On-premises
     3.1.2 Cloud-based
  3.2 Global Gamification in Education Sales and Market Share by Type (2015-2020)
  3.3 Global Gamification in Education Revenue and Market Share by Type (2015-2020)
  3.4 Global Gamification in Education Average Price by Type (2015-2020)
  3.5 Leading Players of Gamification in Education by Type in 2020
  3.6 Conclusion of Segment by Type

Chapter 4 Gamification in Education Market Segment Analysis by Application
  4.1 Global Gamification in Education Market by Application
     4.1.1 Academic
     4.1.2 Corporate Training
     4.1.3 Others
  4.2 Global Gamification in Education Revenue and Market Share by Application (2015-2020)
  4.3 Leading Consumers of Gamification in Education by Application in 2020
  4.4 Conclusion of Segment by Application

Continued....

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Research N Reports is a new age market research firm where we focus on providing information that can be effectively applied. Today being a consumer-driven market, companies require information to deal with the complex and dynamic world of choices, where relying on a soundboard firm for your decisions becomes crucial. Research N Reports specializes in industry analysis, market forecasts and as a result getting quality reports covering all verticals, whether be it gaining perspective on current market conditions or being ahead in the cutthroat global competition. Since we excel at business research to help businesses grow, we also offer to consult as an extended arm to our services which only helps us gain more insight into current trends and problems. Consequently, we keep evolving as an all-rounder provider of viable information under one roof.

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