Press release
Education Gamification Market Will Hit Big Revenues in Future | Bunchball, Classcraft Studios, GoGo Labs
The latest study released on the global 'Education Gamification' market by AMA Research evaluates market size, trend, and forecast to 2030. The 'Education Gamification' market study covers significant research data and proofs to be a handy resource document for managers, analysts, industry experts and other key people to have ready-to-access and self-analyzed study to help understand market trends, growth drivers, opportunities and upcoming challenges and about the competitors.Get free access to Sample Report in PDF Version along with Graphs and Figures @ https://www.advancemarketanalytics.com/sample-report/4176-global-education-gamification-market?utm_source=OpenPR/utm_medium=Rahul
Some of the key players profiled in the study 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), 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.
On 24th June 2019, Classcraft launched storytelling mode for K-12 academic education to utilize the benefits of storytelling. This storytelling model helps teachers and trainers to motivate students to learn effectively and maintain engagement. This will positively impact the gamification education market.
Keep yourself up-to-date with latest market trends and changing dynamics due to COVID Impact and Economic Slowdown globally. Maintain a competitive edge by sizing up with available business opportunity in Education Gamification Market various segments and emerging territory.
Influencing Market Trend
• Rising use of Augmented Reality (AR) and Virtual Reality (VR)
• Increasing Penetration of Gamification in Mobile Apps
Market Drivers
• Growing Prevalence of Digital Learning and their Benefits
• Need for Advancing the Learning Experience
Opportunities:
• Growing Improvement in Gamification Technology
• Awareness through Advertisement will boost the Market
• Maintaining User Engagement and Interest Throughout the Learning Process
Challenges:
• Some Poorly Designed and Less Engagement Gamification Education Apps
Analysis by 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)
Have Any Questions Regarding Global Education Gamification Market Report, Ask Our Experts@ https://www.advancemarketanalytics.com/enquiry-before-buy/4176-global-education-gamification-market?utm_source=OpenPR/utm_medium=Rahul
The regional analysis of Global Education Gamification Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading region across the world. Whereas, owing to rising no. of research activities in countries such as China, India, and Japan, Asia Pacific region is also expected to exhibit higher growth rate the forecast period 2024-2030.
Table of Content
Chapter One: Industry Overview
Chapter Two: Major Segmentation (Classification, Application and etc.) Analysis
Chapter Three: Production Market Analysis
Chapter Four: Sales Market Analysis
Chapter Five: Consumption Market Analysis
Chapter Six: Production, Sales and Consumption Market Comparison Analysis
Chapter Seven: Major Manufacturers Production and Sales Market Comparison Analysis
Chapter Eight: Competition Analysis by Players
Chapter Nine: Marketing Channel Analysis
Chapter Ten: New Project Investment Feasibility Analysis
Chapter Eleven: Manufacturing Cost Analysis
Chapter Twelve: Industrial Chain, Sourcing Strategy and Downstream Buyers
Read Executive Summary and Detailed Index of full Research Study @ https://www.advancemarketanalytics.com/reports/4176-global-education-gamification-market?utm_source=OpenPR/utm_medium=Rahul
Highlights of the Report
• The future prospects of the global Education Gamification market during the forecast period 2024-2030 are given in the report.
• The major developmental strategies integrated by the leading players to sustain a competitive market position in the market are included in the report.
• The emerging technologies that are driving the growth of the market are highlighted in the report.
• The market value of the segments that are leading the market and the sub-segments are mentioned in the report.
• The report studies the leading manufacturers and other players entering the global Education Gamification market.
Contact Us:
Craig Francis (PR & Marketing Manager)
AMA Research & Media LLP
Unit No. 429, Parsonage Road Edison, NJ
New Jersey USA - 08837
Phone: +1(201) 7937323, +1(201) 7937193
sales@advancemarketanalytics.com
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 enables 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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