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United States Gamification in Education Market 2025 | Growth Drivers, Key Players & Investment Opportunities

10-21-2025 12:03 PM CET | IT, New Media & Software

Press release from: DataM intelligence 4 Market Research LLP

Gamification in Education Market

Gamification in Education Market

Market Size and Growth

Gamification in Education Market is expected to reach at a CAGR of 31.20% within the forecast period (2024-2031).

Key Development:

United States: Recent Industry Developments

✅ In May 2025, Heartland Forward partnered with Dallas-based Stemuli to develop gamified AI curricula for students and entrepreneurs across the U.S. "heartland" regions, combining immersive storytelling and AI-powered learning to build future-ready skills.

Japan: Recent Industry Developments

✅ In July 2025, Japan hosts more than 34 gamification-in-education startups, including EMK Fun Lab and KIYO Learning, reflecting the country's growing ecosystem for game-based learning innovation.

✅ In May 2025, Japan's gamification market, particularly in education and corporate training, is accelerating due to increased demand for interactive, skill-based digital learning platforms.

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Gamification in education is the use of game design elements-such as points, leaderboards, and rewards-in learning environments to increase engagement, motivation, and knowledge retention. It enhances student participation, makes learning interactive, and supports skill development across subjects.

United States: Recent M&A Activity:

Recent Mergers and acquisitions:

✅ In September 2025, Educational Initiatives (Ei), an edtech company, acquired Open Door Education, a learning platform, for an undisclosed amount. This strategic move aims to enhance Ei's offerings in innovative assessment and learning methodologie

✅ In May 2025, Imarticus Learning, a professional education company preparing for an IPO, acquired edtech startup MyCaptain for ₹50 crore. This acquisition signifies Imarticus Learning's strategic move to expand its presence in the education technology sector and bolster its offerings in the professional education domain.

Key Players:

=> Microsoft, Classcraft Studios, Recurrence, MPS Interactive, NIIT, Bunchball, D2L, Top Hat, Fundamental and Cognizant and among others.

Growth Forecast Projected:

The Global Gamification in Education Market is anticipated to rise at a considerable rate during the forecast period, between 2024 and 2031. In 2023, the market is growing at a steady rate, and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.

Research Process:

Both primary and secondary data sources have been used in the global Gamification in Education Market research report. During the research process, a wide range of industry-affecting factors are examined, including governmental regulations, market conditions, competitive levels, historical data, market situation, technological advancements, upcoming developments, in related businesses, as well as market volatility, prospects, potential barriers, and challenges.

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Key Segments:

➥ By Component: Software, Service

➥ By Deployment Type: Cloud-based, On-Premise

➥ By End-User: Academic, Corporate Training, K-12

Regional Analysis for Gamification in Education Market:

⇥ North America (U.S., Canada, Mexico)

⇥ Europe (U.K., Italy, Germany, Russia, France, Spain, The Netherlands and Rest of Europe)

⇥ Asia-Pacific (India, Japan, China, South Korea, Australia, Indonesia Rest of Asia Pacific)

⇥ South America (Colombia, Brazil, Argentina, Rest of South America)

⇥ Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of Middle East & Africa)

Benefits of the Report:

Chapter 1: Sets the stage by outlining the report's coverage, summarizing key market segments by region, product type, and application. Presents a snapshot of market sizes, growth potential across segments, and anticipated industry evolution both short and long term.

Chapter 2: Highlights pivotal market insights and uncovers the most significant emerging trends driving change within the industry.

Chapter 3: Offers an in-depth look at the competitive landscape among Gamification in Education producers, including revenue shares, strategic moves, and recent mergers and acquisitions.

Chapter 4: Presents comprehensive profiles of the market's key players, delving into details such as revenue, profit margins, product portfolios, and company milestones.

Chapters 5 & 6: Analyze Gamification in Education revenue at both regional and country levels, providing quantitative breakdowns of market sizes, growth opportunities, and development prospects worldwide.

Chapter 7: Focuses on different market segments by type, examining their individual sizes and potential, guiding readers toward high-impact, untapped market areas.

Chapter 8: Explores segmentation by application, evaluating industry growth potential in various downstream markets and pinpointing promising sectors for expansion.

Chapter 9: Provides a thorough review of the industry's supply chain mapping out both upstream and downstream activities.

Chapter 10: Concludes with a summary of the report's key findings and highlights the most critical takeaways for industry stakeholders.

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FAQ

Q: What is the growth rate of the Gamification in Education Market?

A: The market is projected to expand at a compound annual growth rate (CAGR) of 31.20% during the forecast period from 2024 to 2031.

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✅ Competitive Landscape
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Contact Us -

Company Name: DataM Intelligence
Contact Person: Sai Kiran
Email: Sai.k@datamintelligence.com
Phone: +1 877 441 4866
Website: https://www.datamintelligence.com

About Us -

DataM Intelligence is a Market Research and Consulting firm that provides end-to-end business solutions to organizations from Research to Consulting. We, at DataM Intelligence, leverage our top trademark trends, insights and developments to emancipate swift and astute solutions to clients like you. We encompass a multitude of syndicate reports and customized reports with a robust methodology.

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